Croquet has a handicap system that allows players of different ability levels to play games against each other with anequal probability of either player winning. When playing handicap games, the weaker player receives extra turns depending on the difference between the handicaps. We use the Croquet Association Automated Handicapping System (AHS) for both Association and Golf Croquet. This involves separate, and not necessarily related, handicaps and cards. We are currently using White cards for Golf Croquet (GC) and Yellow cards for Association Croquet (AC) to record the results of our games.
GC Handicaps: vary from 16 to -6 (this scale was last revised in 2016). Details on how to use the AHS system are on the front of the cards which are available in the Club House. Our Club Handicappers (usually the club captains) are responsible for monitoring and adjusting the handicaps of players with a handicap of more than 8 (Association) and 3 (Golf). Advise them when your handicap index points reach a trigger point. Our club handicapper will adjust the CNZ database handicap section and will print out the current handicaps and post them onto the notice board accordingly.
AC & GC Handicap Grades:
Handicaps and tactics
HANDICAPS
Handicaps allow players of different abilities to compete so that they have more equal chances of success. All players have a handicap in the -6 (strongest player) to 16 (weakest player) range.
In singles games the weakest player is allowed extra turns equal to the difference between the players' handicaps. In double games the lower handicap is subtracted from the higher handicap and the difference halved to give the number of extra turns to that player.
New players' are assessed for a handicap by counting the number of strokes it takes to get around 18 hoops. The Club Handicapper does this job. Then an Index Card is issued which is used to record the player' scores in competition games. Index points can be gained or lost which result in handicap change. Handicaps above 12 do not lose index points.
When you get sufficient index points you reach trigger points and your handicap changes e.g. if you get to 1250 index points you move to a handicap of 9. To drop back to a 10 you have to drop back below 1200 again. The trigger points are outlined on the handicap card. Further details on how you use the handicap card can be explained by any of the Senior players.
The Club Handicapper can alter any players's handicap if their play merits a change.
Get your ball to the hoop first. If you are first to make an approach to the next hoop take an extra turn to get in front of the hoop.
Every time you run a hoop, think about taking an extra turn immediately to get to the next hoop.
Take an extra turn to get into the jaws of the hoop (it's safer to do this when you are coming in from an angle). But be careful you don't run the hoop or get in the jaws when your opponent is in a position to play a jump shot.
Only use an extra turn to clear your opponent if your partner ball is front of the hoop or you can play a good stop shot.
Be prepared to let your opponent win a hoop and keep your extra turns for you to win hoops. If you only use free turns to clear your opponent away they will just come back in front of the hoop and your free shot is wasted.
Conceding Decision: Sometimes you just won't win the hoop. Conceding will improve your chances of winning the next hoop by getting an early start. Go through the following analysis whenever you realise that you will lose the hoop in question.
Cannon: Do this when there is an opponent ball close to your ball and at the right angle so that you can hit your ball to deflect off the opponent ball and roll down to the net hoop. You will be legally off-side, and you may force your opponent to not run the hoop.
Block: If the hoop in question is an odd numbered hoop and your opponent is in the jaws of the hoop, think of putting your ball in front of the hoop to block your opponent from running long out of the hoop. Caution: If the ball that plays after you is close to that spot, you may be giveing them a cannon!
Go Half-Way:if these situations are not present, hit your ball just short of the half-way line toward the next hoop. Try to block your opponents from approaching the next hoop, but try to avoid blocking your partner ball from doing the same.
Using extra turns
An extra turn or free shot is taken immediately after the player has played and he/she must tell the opponents before they play that a free shot is to be taken. (See rule 19.5 (communication with the opposing side)....
A hoop cannot be run when playing a free shot. If the ball does go through the hoop the balls are replaced (or not) and no points are scored.
An extra turn is best used to turn a very poor position into a very good one and is best used as an offensive tactic not a defensive tatic. Use the free shot to secure a position where running the hoop is highly probable rather than just hitting your opponent away.
Don't use a free shot in a situation where you are likely to lose the hoop anyway.