Official Rules & Regulations
The American Roque League, Inc. — 1950 playing rules, as printed in the 1958–1959 edition. Reproduced in full, faithful to the original.
OF
1950
Rule I Of What the Rules Consist — The rules of the
game of roque shall consist of the playing rules, as herein-after set forth, the Plans, pages 22 and 23, the Specifications, page 6, and the Explanatory Diagram, page 21.
Rule 2 — Amendment of the Rules-These rules shall not
be changed or amended in any respect during the progress of a tournament, nor at any other time except on the recommendation of the Rules Committee of the American Roque League, Inc., and the approval of the Executive Committee, or by a majority vote of the members at the annual meeting of the league.
Rule 3 — Construction of the Rules-Any question arising
under the rules should be referred to the Rules Committee in writing, and its decision shall be final.
Rule 4 — Umpire'. Duties-The umpire is a representative
of the league, and as such it is his duty to enforce all rules, to call all fouls immediately, to announce in doubtful cases whether a ball was hit, or which ball was hit, and to decide all points in controversy. He shall replace all balls on the court when in questionable position, and all balls requested to be replaced according to these rules, when a foul has been committed or an advantage or disadvantage may be gained. He shall be as near as possible to each play when it is made, giving his undivided attention to the game.
Rule 5 Appeal From Umpire's Decision — There shall be
no appeal from any decision of the umpire on any play involving accuracy of judgment, and no decision rendered by him shall be reversed except that it be in violation of or contrary to one of these rules. The players have a right to protest against a decision and seek its reversal by the Rules Committee when, but only when, it is claimed that it conflicts with a rule.
Rule 6 When No Decision of Umpire Possible — In that
event of a dispute between two players concerning a question of fact, such as the claim of a foul, the hitting or placing of a ball, the question of moving the object ball fairly on a roquet, or any other question of fact, the umpire not having observed the play or the game having no umpire, the question shall be resolved by the toss of a coin or any other method of lot acceptable to both sides. However, the players may mutually agree to call upon anyone who observed the play to decide the matter, and his decision shall be final.
Rule 7 Court Specifications — The game of roque shall
be played upon a level sanded court sixty feet long and thirty feet wide, constructed In strict accordance with the Plans and Specifications.
Rule 8 — Boundary Wall -
The court shall be bounded with a permanent, solid wall built according to the Plans and Specifications, with its face or inside surface divided geometrically by permanent contrasting markings in accordance with the Official Court Plans.
Rule 9 Arches — The court shall be furnished with ten
arches constructed of steel wire five-eighths of an inch in diameter. with the space between the stems three and three eighths. plus or minus one-sixty-fourth. inches. the arches set rigidly In the ground and extending eight inches above the surface and located in strict accordance with the Official Court Plans. Courts built previously with 9-16" wire are approved.
Rule 10 Stakes — The court shall be furnished with two
steel stakes three-fourths inch in diameter, set rigidly in the ground at the ends of the court in strict accordance with the Official Court Plans and extending two inches above the surface.
Rule II Necessary Equipment — The equipment necessary
for playing the game of roque shall consist of balls, mallets and markers.
Rule 12 Balls Required — The balls used in the game
shall be four in number, one red, one white, one blue and one black, three and one fourth inches in diameter and made of hard rubber or suitable material.
Rule 13 — Kind of Mallets-The mallets used should have
a solid head of sufficient weight to propel the balls by a fair stroke, with a smooth face on either end for striking the ball and a handle of any desired size, shape and length and proper balance. But there shall be no restrictions as to size, weight or kind of mallet used and a player may change his mallet at any time during a game, provided he uses one similar in size and weight.
Rule 14 — Breaking Ball-Should a ball be broken in play,
the player shall replace the balls and make the stroke over.
Rule 15 Markers and Their Us — There shall be one
marker of the same color for each ball used in the game, with face side easily distinguishable, for use in indicating the progress of the balls in the scoring of points. The marker for each ball shall be placed on the top of the arch next to be made, with face towards the position side. The marker for a ball that is ready for the stake shall be placed, either on the wall behind the stake, or on the side of the arch nearest the stake in such a position as not to interfere with any ball rolling on the ground. Upon making a point, the player may remove his marker and carry it with him until he completes his turn of play.
Rule 16 Failure to Place Markers Properly — Except when
completing the game, a player at the end of his turn of play and before leaving the court shall properly place all markers upon the points next in order for each ball, opponents' and partner’s as well as his own. If he fails to do so, the markers must be placed properly, but the ball he has just played cannot advance at its next turn of play. It may, however, play on all balls as usual, and points made for the other balls shall count; also, it may take position, but if in so doing it should enter its arch so as to touch a straight edge applied against the stems of the arch on the exit side, the ball or balls must be replaced at the opponent's option and play ceases.
Rule 17 — Failure to Call and Correct Marker Error -
Should the failure to place the markers properly not be called before the offending ball's next turn of play, no penalty applies.
Rule 18 Making Point Erroneously Marked — Should a
player make a point that his marker erroneously indicates his ball is for, the point shall not count.
Rule 19 Location and Purpose of Playing Line — A line
shall be drawn around the outer edge of the court, 28 inches from the face or inner surface of the boundary wall. This is the playing line, within which all balls must be set before they can be played, contacted or roqueted.
Rule 20 Replacing Out of Bounds Ball — A ball driven
or played over the playing line or the boundary wall or the court, must be returned at right angle to the playing line from the point where it stops, except where otherwise provided herein, and placed just inside the playing line.
Rule 21 When Out of Bounds Ball Replaced — Any ball
stopping over the playing line or boundary wall must be put on the court within the playing line at once whenever such replaced ball would interfere with the player's next play, and he is subject to the penalties of Rule 29 for failure to do so, but when a ball is over the playing line at some distance from the player, he may, in order to save time, continue play without setting the ball in if it would not interfere.
Rule 22 Two or more Balls Over Line — If two or more
balls which are over the playing line should rest one be- hind the other at right angles to the line, they must be placed properly on the court frozen to each other, in the same relative position in which they were played over the line, provided they did not go out on a line at right angles to the playing line.
Rule 23 — Two or More Balls crossing Line at Right Angles
- Should two or more balls go over the playing line on one line at right angles to such playing line and stop on one right angle line, but not in a comer place, the first ball over is first brought in at right angles just inside the playing line, and the other ball or balls are brought in and frozen to the first on either side of it, one on each side or both on the same side at player's option, when three balls are brought in.
Rule 24 Balls Played Into Corner Place — The first ball
driven over the playing line into a corner place, which is the space between the wall and two perpendiculars drawn to it from a corner of the playing line, is placed inside the corner of the playing line. If a ball rests at least half way inside the corner place, it is considered wholly within. If two or more balls are brought in from the corner place, they are placed against the ball occupying the corner in the order and relative position in which they crossed the line.
Rule 25 When Place Inside Line Occupied — If the place
to which a ball over the playing line should be returned is occupied by another ball, in whole or in part, the re- turned is occupied by another ball, in whole or in part, the returning ball is placed on the side of the other ball on which it crossed the line and frozen to the ball, whether it be at a corner place or elsewhere along the wan.
Rule 26 — When Players or Umpire Unable to Decide
Position - Should the players or the umpire be unable to decide how to bring any ball or balls inside the playing line, the player should have his option as to their position in accordance with these rules.
Rule 27 Playing Ball When Outside Line — It is a foul
subjecting the player to the penalties of Rule 29 to play or take play from a ball that is outside the plainly line, except when the playing ball has been so placed in contact with a ball that is wholly inside the line for the purpose of roquetting it.
Rule 28 — Failing to Set Balls inside Line Before Leaving
Court - Except after completing a game, a player shall properly place all balls inside the playing line before leaving the court. If he fans to do so, they must be properly placed, and he cannot advance the ball he has just played at its next turn of play. However, if the error is not called before the offending ball's next turn of play, the penalty does not apply.
Rule 29 Penalty for Foul Play — Except where otherwise
herein provided, all balls moved by a play which violates or results in the violation of a rule, must be replaced or left where they stop at the option of the opponent, play
shall cease, and any point or points made for the offending player or his partner ball by such foul play shall not be allowed.
Rule 30 Fouls Subject to the Rule — In addition to the foul
plays described in Rules 27, 36, 49, 54, 57, 64, 73 and 90, it is a foul subjecting the player to the penalties of rule 29 to: a. Violate any rule of the game for which there is no other prescribed penalty; b. Move or carry a ball that rests over the boundary, except to bring it directly onto the playing line as provided by these rules; c. Tap an arch wherein or against which a ball rests; d. Lean upon or touch an arch wherein or against which a ball rests; e. Touch, move, cause to be moved, stop or divert the movement of any ball, except as allowed in these rules. For example, a player may put a ball inside the playing line, place his ball for roquet, tap a ball to remove the sand, etc., but he must not pick up the wrong ball after making a hit, move any ball with his mallet, person or clothing, or stop any ball, except as provided in Rule 48; f. Tap any ball within the center or his playing ball when in close position, that is, close enough to an arch that a slight movement would result in advantage or disadvantage. to the player or his opponent.
Rule 31 Removing Sand from or Freezing Balls — A player
may remove sand from any ball or freeze ball by a gentle tap of the mallet on the top thereof, except when it is in close position or within the limits of the center (See Rule 95), when the umpire or opponent should be requested to remove the sand.
Rule 32 Deferred Discovery of Foul — In case of a
deferred discovery of a foul, play shall cease immediately. If two or more strokes were made after the commission of the foul, no attempt shall be made to replace the balls, and any point or points made shall count. The next ball in correct sequence shall start play from where the balls were when the foul was called.
Rule 33 Touching Ball by Opponent — Opponent shall not
touch or move any ball during a player's turn of play,
the penalty being that the player may replace any ball so moved.
Rule 34 — What Constitutes a Fair Stroke--The Playing
ball shall be propelled from one location on the court to another by striking it fairly with either face, or end of the head, of the mallet. For the stroke to be fair, a distinct blow must be delivered upon the ball, but it need not be squarely from behind and may be at any desired angle, horizontal or vertical, as long as the face of the mallet is drawn back from the ball before starting the forward stroke, giving the ball its impetus from the initial impact of the blow.
Rule 35 When Stroke Is Made — A stroke is made if a
ball moves when a player attempts to strike it.
Rule 36 — When Stroke Is Foul -A stroke is foul subjecting
the player to the penalties of Rule 29, when: a. The ball is struck with anything but the face of the mallet; b. The player's mallet makes a second contact with the playing ball, giving it a second impetus; c. The player pulls, pushes or shoves the playing ball with his mallet by placing the face against it and drawing or pushing the ball by holding the mallet against it on a forward motion; d. The player, by a downward stroke, purposely causes his ball to jump over an intervening object; e. The player's mallet hits an arch, causing a ball to move which was close to or in contact with the arch; f. The player stops or diverts his playing ball except as provided in Rule 48.
Rule 37 How Fairness of Stroke Decided — The Umpire
shall decide as to the fairness of a stroke after it is made.
Rule 38 Ball Hitting Player's Person or Mallet — If while
making a stroke, any ball hits the player's person, clothing or mallet, his play ceases and all balls shall be replaced or remain where they rest, at the option of the opponent
Rule 39 Outside Interference With Ball — If a ball is
stopped or diverted from its course by any person or object on the court not relating to the game, the shot shall be repeated.
Rule 40 Interference of Opponent with Ball — If a ball is
stopped or diverted from its course by an opponent. the player shall repeat the shot.
Rule 41 Interference of Opponent with Stroke — When a
player is making a stroke, no one should speak to him or divert his attention, and if the opponent should do so or be on the bed of the court, the player shall replace all balls moved and repeat the stroke.
Rule 42 Opponent Staying In Line of Shot — If an
opponent stands or sits in the line of a player's shot after being asked to move away, the player shall repeat the stroke one or more times for as long as the opponent remains in his line of shot.
Rule 43 Moving Ball by Contacting Arch — A stroke
which moves a ball lying against or near an arch by causing another ball to contact the arch is not a foul. and the ball so moved shall not be replaced.
Rule 44 Balls In Contact at Start of Turn — If on starting
his turn of play, the player finds his ball in contact with another ball, he must proceed with his playas though the balls were separated.
Rule 45 Marking Wall or Court — No player shall mark
the wall or surface of the court to aid him in directing his stroke.
Rule 46 When Other Ball May Be Contacted — A player
may contact each 'of the other balls by propelling his own playing ball against it by a fair stroke of his mallet once only in each turn of play before making a point. But after each point is made by him, he is again alive on all balls and may contact them again until, however. a point is made after thus contacting a ball, he is dead on it until his next turn of play.
Rule 47 How Contact May Be Made — A playing ball
may contact a live ball within the playing line, either by
a direct shot where no object intervenes between his playing ball and the ball contacted, by a carom or bank shot by his ball off the wall, an arch or the stake, or by a roquet shot.
Rule 48 — When Ball May Be Stopped After Making Contact -
A player may stop his playing ball after contacting another ball, if it is clearly apparent that it will not contact another ball or the same one again.
Rule 49 Contacting a Dead Ball — It is a foul subjecting
the player to the penalties of Rule 29 to contact a dead ball by either a direct or a carom or bank shot not made from a roquet.
Rule 50 When Dead Ball Not Contacted — If a dead ball,
in contact with the playing ball, moves on account of the inequality of the ground while the latter is being played away from it, it is not a foul.
Rule 51 When Live Ball Not Contacted — If a live ball. in
contact with the playing ball. moves on account of the in- equality of the ground when the latter is played away from it, it shall not be held to be contacted.
Rule 52 Contacting Ball After Making Point — If a player
makes a point for his playing ball and afterwards on the same stroke contacts a ball within the playing line, he must take the point and use the ball. If the contacted ball is beyond an arch as determined by Rule 85 and the playing ball rests through the arch as likewise determined. the arch is. held to be first made.
Rule 53 Contacting Ball Beyond Arch — If a ball in making
its arch strikes any ball that is beyond the arch as determined by Rule 85 and the playing ball rests through the arch, the contacted ball shall not be considered a dead ball: the point shall be allowed and the ball must be used.
Rule 54 — Contacting Ball In Motion or Outside Playing
Line - It is a foul subjecting the player to the penalties of
Rule 29 — to contact or cause another ball to hit a ball that
is in motion or outside the playing line, by either a direct, carom or roquet shot.
Rule 55 Contact by or Upon Rover Ball — A rover ball
has the right to contact and use each of the other balls once only during each turn of play, and may be contacted and used as any other ball by the other balls.
Rule 56 When and How Roquet Made — When the playing
ball contacts another ball fairly. it must be used or play taken from it by making a roquet. that is. placing the playing ball against it and striking the playing ball with the face of the mallet, thereby causing the contacted or object ball to move, it being sufficient if it just visibly shakes.
Rule 57 Failure to Move Object Ball — Should the object
fail to move': or shake when being roquetted. this is a foul subjecting the player to the penalties of Rule 29.
Rule 58 Second Impetus on Roquet — When roquettlng a
ball. the player must not strike his Playing ball twice.
Rule 59 Pounding Object Ball Into Ground — No player
shall pound the object ball into the ground. Making a depression and thus Making it possible to set his playing ball Against it and roquet away from it so that such object ball moves on account of the inequality of the ground rather than because of its contact with the Playing ball.
Rule 60 Moving Ball when Preparing to Roquet It — If a
player moves a ball not in close position while Placing his ball Against it to roquet it. He shall not attempt to replace it, but shall follow it up with his Playing ball. However. if such ball is in close position. it shall be returned to its former position by the umpire, or the player with his opponent's consent. before the play can proceed.
Rule 61 Ball Moving when Playing Ball Picked Up — If
the Playing ball in the proper course of play rests Against another ball. which moves on acco1lnt of the inequality of the ground when the playing ball is picked up for the purpose of placing it for a roquet. such ball shall not be replaced unless in close position.
Rule 62 — Contacting Dead Ball on Roquet: Bombarding
Ball - It is not a foul for the Playing ball to contact a dead ball on a roquet. or to bombard a live or dead ball by driving the object ball against it by a roquet. if such ball is within the playing line.
Rule 63 — Roquet after Contacting Two or More Balls -
If a player by a direct or carom shot contacts two or more balls properly on the court. play must be taken from the first ball contacted, provided it is a live ball. If the balls
are contacted on a roquet shot, play must be taken from the first live ball hit. If two live balls are contacted simultaneously, the player has his choice of roquetting either, and the other is still a live ball.
Rule 64 Roquetting a Ball Not Contacted — It is a foul
subjecting the player to the penalties of Rule 29 to roquet a ball that has not been fairly contacted by the playing ball.
Rule 65 Number of Players — Either two, three or four
players may participate in the game.
Rule 66 NUMBER OF BALLS PER PLAYER — If only two
players start the game, each player shall play two balls and should endeavor to make as many points with each ball as he can and to assist each ball with the other. If four start the game, each shall play one ball. If three players are in the game, two shall play one ball apiece as partners, and the other shall play two balls. Partners may consult with each other, during either one's turn of play, either on or off the court, concerning the moves and strategy of the playing partner.
Rule 67 Opening Lag — All games shall be opened by
lagging from an imaginary straight line running directly across the court through the middle of the center arches, one player on each side shooting a ball toward the playing line at the head of the court. The balls should be shot simultaneously on separate sides of an imaginary line running from stake to stake. A lag fails if the ball hits another ball, an arch, the stake or the wall. If both lags fail, another trial must be made. The player the center of whose ball rests nearer the playing line shall have the choice of turn of play and balls.
Rule 68 Placing the Balls — After the opening lag, the
balls shall then be placed on the court at the four boundary line corners nearest the center, with the partner's balls (red and blue, white and black) diagonally opposite each other, the playing ball and the next in sequence occupying the corners at the head of the court, and the choice of corners resting with the playing ball. All balls arf1 then in play and the game is ready to begin.
Rule 69 The Opening Shot — The player using the ball of
his choice at the head-end of the court opens the game
by attempting to contact another ball by either a direct or carom shot, or by lagging or shooting to his partner's ball or to his first arch, or by making any other shot not prohibited by the rules, or he may forfeit his shot. If it has been discovered that the balls have been improperly placed on the court after the opening shot the balls must be replaced and the game re-started.
Rule 70 object of Game — The object of the game is for
each player to score as many points at every opportunity as he can by propelling or roquetting his playing and partner balls through the arches and against the stakes in accordance with the rules, the contacting and roquetting of other balls being merely incidental to this. The winner is the side that scores the complete quota of thirty-two points first, or in a time limit game, the one that scores the most points in the allotted time.
Rule 71 Assisting or Settling Up For Partner — While a
player's main object in contacting and roquetting another ball should be to move his playing ball to a position where it will be possible to make his next point, it may be better strategy for him not to attempt to make a point for his playing ball during a particular turn of play, and he may instead assist his partner ball through an arch or set up for it by contacting and so roquetting the other balls as to place all balls in a position favorable for it to make points during its ensuing turn of play, tying up the hot ball, or opponent's next playing ball, against, within or behind an arch by a fair roquet, to reduce the probability of the hot ball contacting a ball in its next turn of play.
Rule 72 Order of Play — The balls shall be played in
regular sequence of red, white, blue and black, red and blue always being paired as partners against the white and black.
Rule 73 Playing Wrong Ball — It is a foul subjecting the
player to the penalties of Rule 29 for him in his regular turn of play to shoot the wrong ball in sequence. In such a case, his next succeeding opponent shall shoot the next ball in correct sequence to the one that should have been played by the offending player.
Rule 74 Duration of Turn of Play — A player may continue
to play so long as his playing ball makes a point for itself or contacts another ball upon which it is alive.
Rule 75 When Turn of Play Starts and Ends — A player's
turn of play starts when his last prior opponent steps off the bed of the court with both feet after completing his play (See Rule 74), and ends when he does the same.
Rule 76 Number of Shots per Turn of Play — A player has
one shot, that is. stroke of his mallet upon his playing ball, in each turn of play. which he may use to shoot at another ball or at an arch or stake that is his next point. or to lag for position for his next point. to his partner ball or to any other desired location on the court. or which he may forfeit. If he makes his point with this shot. or contacts a ball and hereafter roquets it. he is entitled to one more shot, which he may use to contact a live ball, make his next point, lag or forfeit. He may continue thus, as provided in Rule 74 until he contacts and roquets all other balls and fails to make a point. or until he makes all his points and then contacts and roquets all other balls, or until he misses his shot at a ball. arch or stake.
Rule 77 Premature Play — If a player strokes his playing
ball before his opponent has finished his turn of play, all balls moved by such stroke shall be replaced and the shot made over when his turn comes.
Rule 78 — Replacing or Repairing Balls, Arches. or Surface
- Before or during his turn of play. a player may require that any damage to any ball. arch, or the surface of the court shall be rectified or repaired. The court may be redressed. watered. or both during a game at the request of the player in possession of the balls.
Rule 79 Sequence of Point — All points, that is. the four-
teen arches and two stakes, are numbered consecutively from one through sixteen, starting with the arch nearest the stake at the head of the court. and must be made in that order, as shown by the Explanatory Diagram on page 21.
Rule 80 Fair Position Required — Before An arch can be
made by the playing ball, it must be in fair position according to the rules, either within or in front of the face or
entrance to the arch, although it may bank through off the wall from any fair position on the court.
Rule 81 — Playing Back Through Arch for Position- If a
ball is played or driven under an arch from the wrong direction but rests so that a straight edge laid against the arch on the Bide from which it came falls to touch it, it is in position to make the arch.
Rule 82 — Roquetting Through an Arch- In order for the
Playing ball to be roquet through an arch, the ball it is taking play from must rest so as to touch a straight-edge laid against the arch on the position side of the arch.
Rule 83 — Contacting Dead Ball on Roquet for Position -
If the playing ball on a roquet shot contacts a dead ball, which stops just beyond the arch next in sequence, while the Playing ball stops within or in front of the arch, the Playing ball is in position to make the arch, even if it is frozen to the dead ball.
Rule 84 When Point la Made — A point is made whenever
a ball, as a result of a fair play by a player, his partner or his opponent, makes an arch or hits a stake in proper sequence. A ball barred from continuing through an arch may not be assisted through, unless first assisted or shot into fair position.
Rule 85 When Ball Through Arch — A ball Making Its
arch in the right direction is through when a straight edge laid across the arch on the side from which it came does not touch the ball.
Rule 86 Rolling Back Into or Through Arch — If a ball
making an arch rolls back into or through the arch, not having hit another ball, a stake or the wall, so that a straight edge applied as in Rule 85 touches it, the point is not made, but the ball is in position to make the arch. However, should the ball hit a stake or the wall and roll back into or through the arch, the point is made.
Rule 87 Contacting Ball and Making Point — If the playing
ball hits another ball and rolls back into or through the arch, the point is not made. If the contacted ball was a live ball, the player roquets it; if a dead ball, play ceases and all balls may be replaced at opponent's option and the Playing ball is not in position to make the arch at its next turn.
Rule 88 — Hitting Ball and Rolling Back Into or Through
Arch - If the playing ball contacts another ball and after- wards on the same stroke makes a point, the ball must be roquetted and the point rejected. But U a point is made for the partner or an opponent's ball in such manner, the Point counts, unless the ball was not in fair position as provided by these rules.
Rule 89 — Making Two or More Polnts on One Stroke -
If the playing ball makes two or more points for itself on the same stroke, all points count, but the player has only the same privilege that he has in scoring one point.
Rule 90 Jam Shot — It is a foul subjecting the player to
the penalties of Rule 29 for him to jam his playing ball through an arch he is attempting to make, by keeping his mallet against the ball after the stroke has been delivered and holding the ball up against the arch stem until it is forced though, or by contacting the ball a second time with the mallet on the same stroke and thus propelling it through.
Rule 91 How End Arches Are Made — The two end arches
at the head of the court must be made toward the center of the court as points I and 2 when starting the game, and towards the home stake at the head of the court as points 14 and 15 at the finish. On the other hand, the two end arches at the lower end of the court are made as points 6 and 7 towards the lower or turning stake. which is Point 8. and towards the center as points 9 and 10.
Rule 92 HOW SIDE ARCHES ARE MADE — The side
arches, points 3, 5, 11, and 13, shall be made the same as all other arches, except the arch must be made or entered on a roquet shot or a shot following a roquet shot from the next playing ball or the hot ball, unless the playing ball starts play by going through or into the arch, without first contacting a ball, from any position other than one within the arch acquired from a roquet off the partner or cold ball.
Rule 93 How Center Arches. Are Made — The center
arches must be made as though only one arch, from the right as point 4 when the ball is progressing towards the lower end of the court, and from the opposite side as point 12 when the ball is progressing toward the head of the court.
Rule 94 Making Center in Several Turns — The center
arches may be made in several Successive turns of play, provided the ball is kept within the limits of the center and has committed no foul and contacted no live ball.
Rule 95 Whe14 Ball Within Limits of Center — A ball is
within the limits of the center when any part of it is within the lines of a rectangle circumscribed by laying a straight edge successively against the inside of both stems of each arch, the inside of the stem of each arch nearest the home stake, and the inside of the stem of each arch nearest the turning stake.
Rule 96 Contacting Live Ball in Center — A playing ball
within the limits of the center which contacts a live ball, is dead to advancement through the center and must make a roquet from such contacted ball.
Rule 97 Contacting Dead Ball In Center — If the playing
ball contacts a dead ball on a roquet into the center and rests within the center, it may continue through the arch. But if the dead ball was hit on a direct shot, the balls must be replaced or left where they stop at opponent's option, and in either case the playing ball is dead to advancement through the arch if then within the limits of the center.
Rule 98 WHEN GAME IS COMPLETED — Each winning
ball can score only sixteen points during the game, and when one player or side scores a total of thirty-two points with both balls, the game is completed, the lower being credited with all points scored by both losing balls up to that point. A ball may score all its points except the last one, and if its partner is already rover, all sixteen of its points, in one turn of play, which constitutes a home run. Hence, if each partner ball made a home run during its first turn of play, the game could be completed in one or three fourths of one inning, which is one turn of play for each of the four balls within the inning. Scores shall be kept on four-lined score boards, cards, or sheets with inning squares provided for the players, the points scored by each ball being entered on its line in the proper inning square and points scored for it by another ball being encircled in its proper inning square.
Rule 99 How Game Is Completed — After a ball makes
all points except the home stake, it is a rover. When both partner balls are rovers, the playing ball must complete the game by roquetting its partner ball against the home stake, which is point 16, and hitting the stake itself, either on the roquet of the partner ball or the next succeeding shot, all four balls being within the playing line. If only the partner ball hits the stake on the roquet, it is still in play and must be placed properly on the court before the playing ball hits
Rule 100 INNING LIMITATION — The game shall continue
until completed as provided in Rule 98 or until ten full innings are played, but in no event shall continue beyond ten innings, except in case of a tie, or except in tournament play, when the players or tournament officials may extend the game to a maximum of fifteen full innings, subject to
Rule 98 — In the event of a tie at the end of the inning
limitation, play shall continue uninterrupted until one side is ahead in points at the completion of an inning or concludes the game under Rule 98 within the inning. Scores shall be kept on four-1!ned score boards, cards, or sheets with inning squares provided for the players, the points scored by each ball being entered on its line in the proper inning square and points scored for it by another ball being encircled in its proper inning square, as in Rule 98.
Revised and re-edited by the Rule Committee.
Approved and adopted by the Executive Committee. I. 0. FISHER, President KARL WATERMAN, Vice-President MARYALMA YOUSEY, Secy. & Treas.
of the THE AMERICAN ROQUE LEAGUE, INC.
Revised and Edited January 1, 1959
Rule I Official Playing Rules to Govern — All games at
any annual, semi-annual or divisional tournament of the American Roque League, Inc., shall be played in strict accordance with the playing rules of the league.
Rule 2 Divisions and Prizes — In all league tournaments
there may be two divisions. The winner of a division shall be given an American Roque League trophy, and may be given a cash prize. The winners of second and third places In any division may also be given such awards, at the option of the tournament committee.
Rule 3 Classification of Players — The tournament
committee shall classify the players and divide them into divisions.
Rule 4 Entries — All entries are subject to the approval
and call of the tournament committee, and shall be made not later than noon of the second day of the tournament.
Rule 5 When Tournament Play Starts — Annual or national
tournament games shall start on Monday of the first week of the tournament and games in other tournaments on the first day of the tournament, at such hour as the tournament committee shall deem advisable, but not earlier than 8 o'clock A. M.
Rule 6 Schedule of Games — The schedule of games and
assignments thereof to players shall be made by the tournament committee, but no player’s first game Shall be scheduled later than the third day of the national tournament or the first day of any other tournament.
Rule 7 Hours of Play — No player shall be required to
play a game scheduled earlier than 8 o'clock A. M. nor later than 10 o'clock P. M., but such games may be played if both players desire and may be so scheduled by request of both.
Rule 8 Refusal to Play Scheduled Game — A player on
the courts who has not played three games that day and who refuses to play a properly scheduled game, except when prevented by physical inability , shall forfeit the game.
Rule 9 Forfeited Games — A forfeited game shall be
credited to the player not at fault by the score of 32 to 0, unless inning limit games are being played, when the score shall be 0 for the player at fault and the final point aver- age per game in all other games played by him for the player not at fault.
Rule 10 Duration of Games — All games may be full 32
point games, or may be put on an inning limit, in the discretion of the tournament committee.
Rule 11 Score Cards — The number of points made by
each contestant in a game shall be entered on a score card signed by each and the umpire and the card filed with the official scorekeeper appointed by the tournament committee.
Rule 12 Withdrawal from Tournament — All players are
expected to remain until the end of the tournament and play all games assigned to them. in round robin play, should any player leave or quit before he has played seventy-five per cent of all his scheduled games, all his games shall be thrown out; but if he has played such proportion of his scheduled games, then each of his remaining games shall be forfeited in accordance with Rule 9.
Rule 13 When Sections Apply — In case there are too
many entries in a division for a single section round robin tournament, the tournament committee may divide the division into a number of sections, according to the wishes of the players as expressed in the regular or special meeting. The players in the division shall be seeded by the tournament committee according to their known ability and playing record, or drawn by lot into as many sections as deemed advisable of equal number of players, who shall play each member of their section. The two players in each section who win the most number of games shall be advanced to the divisional finals.
Rule 14 In Case of a Tie — In case of a tie in games won,
the tie shall be broken by a playoff game.
Rule 15 Determination of Winner — The player in any
division or divisional final who wins the most games in round robin play with all other members shall be the winner of that division. Unless otherwise directed before the start of the tournament, in case two or more players are tied in total games won and lost, the tie shall be broken as provided in Rule 14.
Rule 16 Umpire — Each game shall have an umpire
approved by the tournament committee. In case of a protest from either player, the umpire shall stop the game and at once refer the protest to the rules committee.
Rule 17 When Game Halted — If it is necessary to stop a
game, the umpire shall decide when play shall cease when a game is stopped, it shall be continued as soon as possible. A diagram of any game halted shall be made by the umpire, and shall be signed by both the players and himself.
Rule 18 Sizing and Replacing Ball — All balls should be
sized by the tournament committee prior to the commencement of the tournament and dally thereafter, so that all four balls in a game may be of uniform size as nearly as possible. Balls broken in tournament play shall be replaced out of the funds of the league.
Rule 19 When Umpire May Forfeit Game — The umpire
may forfeit a game in accordance with Rule 9 when: a. After the game has begun, a player refuses to continue play; b. After play has been suspended by the umpire, a player fails to resume his playing within one minute after the umpire has called "play"; c. A player employs tactics palpably designed to delay the game; d. Any rule of the game is willfully and persistently violated by the player after warning by the umpire.
Rule 20 When Tournament committee Disagrees — In case
of protests or other questions of like importance that may arise during a tournament, where the tournament commit- tee cannot agree unanimously, the minority may elect to appeal to the Executive Committee, whose decision is final.
Rule 21 — Divisional Tournaments-All divisional tournaments
in which winners are to receive official trophies of the league shall be governed by the playing and tournament
rules and the by-laws pertaining to tournaments of The American Roque League. Inc.
Rule 22 — When Official Trophies May Be Awarded -
Official trophies of the league shall be given at semi-annual or divisional tournaments only if the clubs or divisions sponsoring the same are in good standing. have paid the fees required by the league and have vouchers signed by the Secretary-Treasurer of the league.
Revised and re-edited by the Tournament Committee.
Approved and adopted by the Executive Committee. I. 0. FISHER. President KARL WATERMAN, Vice-President MARYALMA YOUSEY, Secy. & Treas.
of
The following are the revised By-laws adopted by The American Roque league, as amended in 1950. Article I-Name
This organization shall be known as THE AMERICAN ROQUE league.
Article 2 - Object The object of this league shall be to promote the game of Roque in America.
Article 3 - Membership The membership of this league shall be composed of Divisions, Roque Clubs, and individuals, unattached to any Club, whose applications (accompanied by the membership fees) shall be accepted by the Executive Committee; and also of such individuals as may be elected to honorary membership.
Article 4 - Membership Fees The membership fee of this league shall be five dollars for Clubs, and one dollar for individuals not attached to any Club.
Article 5 - Dues and Fees
Sec. I — Annual dues of THE AMERICAN ROQUE
League are as follows: $1.00 for unattached members. $5.00 for clubs, not members of a division.
Sec. 2 — The entrance fees at Annual and Semi-Annual
Tournaments where Official Medals are to be given to the winners shall not be less than three dollars for each entrant.
Article B - Officers
The officers of this league shall be a President, a Vice. President, a Secretary-Treasurer, who shall be elected at the annual meeting to serve one year or until their successors are elected, and they shall assume the duties of office at the close of the Annual Tournament during which they were elected.
Sec. 1 — The duties of the President shall be to preside
at all meetings of the League, call special meetings when he may deem it necessary, fill by appointment any vacancy among the officers that may occur, appoint all committees and a Director for each Division established in accordance with Article II, and supervise all interest of the League.
Sec. 2 — The duties of the Secretary-Treasurer shall be
to attend all meetings of the League, keep a record of same,, collect all dues and fees at Annual Tournaments, receive and care for all funds collected on behalf of the League, pay all properly certified bills, make a report at the annual meeting and such other duties as ordinarily pertain to the office. It shall also be his duty to collect all Annual, Semi- Annual and Divisional Tournament fees and certify same to the Medal Committee.
Sec. 3 — Each Divisional Director shall be especially
responsible for the interests of the League in the Division which he represents.
Article. 7-Committees
The President-elect shall appoint the following named standing committees for the ensuing year: Annual Tournament Committee, Publicity Committee and Medal Committee and such other committees as the Executive Committee may authorize.
Sec. I — The elective officers shall constitute the
Executive Committee. The Executive Committee shall provide ways and means for collecting funds sufficient to conduct the affairs of the League in an effective and business-like manner. The Executive Committee shall have full power to arrange for the Annual Tournament as to time and place of meeting by entertaining proposals from clubs, divisions and cities wishing to hold same. The Executive Committee shall have final authority in all matters pertaining to the League which may arise between the annual meetings.
Sec. 2 — It shall be the duty of the Tournament
Committee to classify the players at the Annual Tournament in accordance with tournament rules, keep a record of all games played, arrange exhibition contests and promote public interest and attendance.
Sec. 3 — The Divisional Directors shall constitute the
Promotion Committee. It shall be the duty of the committee to promote Roque in every possible way.
Sec. 4 — It shall be the duty of the Medal Committee
to furnish the Official Medals for all Annual, Semi-Annual and Divisional Tournaments and no Medals are to be issued for any tournament unless authorized by order from Secretary-Treasurer. The Chairman of Medal Committee shall be custodian of all medals and dues belonging to THE AMERICAN ROGUE LEAGUE.
Sec. 5 — It shall be the duty of Publicity Committee to
stimulate attendance during Annual Tournament week by furnishi'1g newspapers with the schedule and results of' ' games, special mention being made of any feature plays which may occur.
Article 8 - Tournaments
Sec. 1 — The Annual Tournament will be held on such
courts and at such times as will be selected by the Executive Committee.
Sec. 2 — The Tournament Committee will have full
charge of the Annual Tournament, subject, however, to the approval of the Executive Committee in matters that may effect the general policy of the League.
Sec. 3 — A Semi-annual Tournament may be held in
California or Florida during the month of January or February subject to requirements of the Executive Committee. Any division or club that can comply with the requirements, may bid for the privilege of holding said Semi- annual Tournament.
Such bids must be in the hands of the President so as to be acted upon before September 15th of each year, prior to said tournament.
Article 9 - Eligibility
Individual members and all members of subsidiary organizations of THE AMERICAN ROGUE LEAGUE, in good standing are eligible to play in Tournaments at which the winners are to receive official League Medals excepting as provided in Tournament Rules.
Protests as to the eligibility of a player must be presented to the Tournament Committee in writing and their decision shall be final.
Article 10 - Medals Official American Roque Medals shall be given at any Annual, Semi-annual or Divisional Tournament only with the approval of Secretary-Treasurer and his authorized order to the Chairman of Medal Committee.
Article 11 - Divisions Any groups of three or more Clubs or any Club Having three or more Roque Courts, members of THE AMERICAN ROQUE LEAGUE, with the consent of the Executive Committee may organize a Division and hold Divisional Tournaments in accordance with the Tournament Rules.
Article 12 - Meetings The annual Meeting of THE AMERICAN ROQUE LEAGUE shall be held during the week of the Annual Tournament at a time and place designated by the President.
Article 13 - Fiscal Year The fiscal year of THE AMERICAN ROQUE LEAGUE shall end at midnight of the last day of the Annual Tournament.
Article 14 - Franchise Individual members and all members of subsidiary organizations of THE AMERICAN ROQUE LEAGUE present at the annual meeting, shall be entitled to a voice and vote, absentees may be represented by proxy in legal form.
Article 15 - Quorum (a) Twenty-five (25) or more persons entitled to vote, present at the annual meeting, and fifteen (15) or more entitled to vote, present at called meeting, shall constitute a quorum, and all questions and elections except amendment to these By-Laws, shall be decided by a majority vote. (b) Three or more members present at any Executive Committee meeting shall constitute a quorum.
Article 15 - Amendments These By-laws may be amended at any annual meeting by a vote of two-thirds of the members of the League present.
Article 16-Order of Business The order of business at the annual meeting shall be as follows: 1. Reading of minutes of previous meeting. 2. Reports of committees. 3. Report of Secretary. 4. Report of the Treasurer. 5. Unfinished business. 6. New business. 7. Election of officers. 8. Welfare of the League. 9. Adjournment.
Article l - Explanation of Special Terms
BALL - Counting upon. A ball "counts upon" another ball when it comes in contact with it, so as to require the player to "take play" from it.
HOT OR DANGER - The ball to be played next, being that of the opponent.
DEAD - A ball which the player has "counted upon" and "taken play" from since making a point. 11 is then dead to all direct shots till he makes another point or has an- other turn of play. A player or a ball is said to be "dead on a ball."
FAIR POSITION - A ball lying outside an arch, on the position side, so that a straight edge applied beyond the arch does not touch the ball (See Rule 80).
HIDDEN - A hidden ball is a ball resting in a position from which it cannot be driven so as to hit any part of any other ball, or to the player's next point in sequence over a straight course, or, without using an unfair or foul shot, or a bank.
COLD BALL - The last played ball of the opponent.
LIVE - A ball which the playing ball has a right to "count upon." (See Rule 46.) A player or a ball is said to be "alive on a ball."
OBJECT - The object ball is the ball being played upon, played at, or played from, not the player's shooting ball.
PLAYING BALL - The player's shooting ball, which is using for running arches and making points.
ON THE COURT - A ball that rests wholly inside the playing line.
OFF THE COURT - A ball which rests partly or wholly outside the playing line.
ROVER - A ball that has no more arches to make (See Rule 99).
TAKING A PLAY FROM - To place the playing ball against another which has been counted upon, and to play from It with any legitimate stroke which shall move both balls.
ARCH-STEM - The stem of an arch is the vertical wire, or upright leg, of which there are two.
WALL - The curb surrounding the bed of the court.
PLAYING LINE - The playing line is a line extending around the court, 28 inches inside the border.
CENTER - The two arches in the center of the court that count as one POINT.
LIMITS - Of a ball Is within the limits of the "center" if a straight edge or string held against the inside of both arches touches the ball.
CLOSE POSITION - A ball is in "close position" when a slight movement of it might result in either advantage or disadvantage to the player. (See Rule 29)
BED OF COURT - Each surface, surrounded by wall.
CORNER PLACE - The space included between the wall, and two imaginary perpendiculars drawn to it from a comer of the playing line. (See diagram, page 21)
LAGGING - Shooting toward the playing line at the opening of the game in order to determine the choice of play and balls.
DIRECT SHOT OR STROKE - When the playing ball struck with the mallet passes to its object either directly or after making a carom on a stake, an arch, or the wall.
DRIVE - A direct shot made so as to send the object ball to some desired position.
FOLLOW - When the playing ball in "taking play" from a ball is made to follow it without changing the direction of the stroke.
FOUL - A foul stroke is one which violates or results in the violation of a rule.
PULL - Hitting the ball on top with (1 drawing motion.
PUSH OR JAM - Keeping the face of the mallet against the ball after the stroke has been delivered, or giving it a second impetus. (See Rule 90.)
SCRATCH - A scratch shot is a fair shot which makes a point, or counts upon a ball, not necessarily aimed at.
SPLIT - Taking play from a ball and causing it to move. Every shot in the game of Roque which is not a split shot, is a direct shot.
TURN - A player's turn is the period between the time the player's opponent properly steps off of the bed of the court until the player has stepped off of the bed of the court with both feet, following his play. (See Rue 75.)
Article 2 - Points of How to Play the Game
Sec. I PUTTING THE COURT IN ORDER — In the
in case of outdoor courts, after all leaves, sticks and trash have been swept off, the earth bed is smoothed, sprinkled, rolled, sanded and swept or brushed with special tools and brushes, producing a perfect playing surface. The ground in and near the arches is smoothed with a hand trowel, or a straight edge or tamp.
Sec. 2 PAINTING ROQUE BALLS — Lacquer Paints
may be used, as they dry reasonably quick. Another good method is to use white shellac and dry color, vermilion, ultra-marine blue, and powdered white lead. Mix is needed. This is cheap and dries in ten or fifteen minutes. Lamp-black is all right if you wish to paint the ball black, otherwise just wipe it with a damp cloth. Keep the brushes in separate, tight mason jars, in enough denatured alcohol to cover the bristle ends of the brushes. It will then not be necessary to clean the brushes between painting jobs, if you don't get the brushes in the wrong jar. When Painting the blue ball, put in a little white; light blue looks blue at night, whereas dark blue looks rather black at night.
Sec. 3 THE MALLET — The Roque mallet is made
with a comparatively short handle and a heavy head, having one end faced with fiber or ivory , or metal, and the other mounted with soft rubber. The handles are made
in various lengths, to suit the player. There is no standard mallet. Experience only will teach each individual player what weight of mallet, length of handle, etc., suits him best.
Sec. 4 HOLDING THE MALLET — Instructors differ as
to ways of holding the mallet, and there is no rule except that the stroke must be made with the face of either end of the mallet head.
Sec. 5 ACTION OF MALLET ON THE BALL — Some
players use the hard end entirely. Others use the soft end entirely. The hard end causes the ball to split off at more of a right-angle in roquet shots, whereas the soft rubber end will allow the playing ball to follow the ball played upon or from in a roquet shot, or to split off at any desired angle with the ball from which play is being taken. The action of the soft rubber end, on the playing ball in roquet shots. is almost the same as though no other ball were against the playing ball. The playing ball may be made to follow the object ball, for about equal speed and distance by the use of the soft rubber end.
Sec. 6 CHOICE OF STANCE — The very best players
differ in choice of stance. Some use the pendulum stroke. swinging the mallet between the feet, with either one or two hands, while others prefer the side stroke, using one hand only. The pendulum stroke permits sighting straight ahead, as in pool or billiards. The mallet swings in a vertical arc, this shot being favored most by the best players, Beginners should adopt a comfortable stance and stroke, and give them a good trial before changing.
Sec. 7 DELIVERING THE STROKE — In delivering the
stroke, the eyes should LINE up the mallet, and then watch the playing ball only. The mallet should be swung by the arm or arms, without any other movement of the balance of the body prior to the impact of mallet upon ball. This will avoid hitting the ground, or slicing the ball. Place the face of the mallet near the ball, without touching it. then make the swing. Tightening the grip on the mallet handle will often spoil the aim. Try to learn to make your long shots and hard drives with the arm and back muscles relaxed, as tightening of the muscles will interfere with the power and direction of the stroke and the result. Use a nice, free swing, and
you will soon be surprised at the more effective driving power and good direction which will result. Tightening the muscles will actually hold back the power.
Sec. 8 — PRELIMINARY PRACTICE-Beginners will do
well to practice a few minutes each day for a few days, making arches from various distances, from four inches up to two feet, and also hitting balls at distances ranging from 4 feet to 20 feet. Do this before entering any game. It will give the beginner confidence and an idea of just what the balls will do under certain strokes.
Sec. 9 — RULE OF PLAY FOR THE PLAYING BALL -
While the rules describe many special plays, and situations pertaining to the playing ball, the general invariable rule of play for the playing ball is: A hit, a roquet, and one free shot. The only deviation from this rule is to forfeit his play at some time during his turn. He may take all three, or 1ess, on any object ball, but never more on any one object ball. The object ball is the one being played upon or from.
The player may play on all three balls once after his first hit in any turn of play, and between each two points made. Having played once on all balls, and not having made a point, the playing ball becomes "dead." However, the playing ball is always alive on every ball at the be- ginning of each new turn.
When a player hits another live ball with his playing ball, whether by a direct shot or a roquet shot, he must take play from it. After hitting a live ball with his playing ball, the player may take his roquet and free shot, or either of them, for the purpose of getting into contact with the other balls, or, for the purpose of getting position and running an arch, or for the purpose of helping his partner, or for any combination of these. He may do this in several ways; he may make a drive shot, a follow shot, or a roquet shot, so long as he does not foul. He may adopt any method of procedure he desires, so long as he does not break the rules. If the prevailing rules so provide, he has a right to roquet into an arch which he is trying to run, and then, with his free shot, complete running the arch. Or, he may roquet into position in front of the arch and then try for the arch with his free shot. Having made a
point, he is entitled to continue, and so on, indefinitely, except that, upon getting his first Rover ball, he must then finish his turn and give the opponent a turn.
Sec. 10 MAKING THE CENTER ARCH — Making the
first arch of the center by any shot other than a roquet shot, does not entitle the player to another shot in that turn of play, for the purpose of completing his play through the second arch of the center. His turn is ended, but the ball is still eligible to continue through the remaining arch of the center at his next turn of play, provided he is still within the limits of the center, according to the rules.
Sec. II STARTING A GAME — Assuming that the
lag for turns and the placing of the balls have proceeded according to the rules, the first player should begin by trying to hit a ball, since it would be impossible to make his first arch from the corner starting position, without first trying to round up some balls and having them to play upon, so that he may maneuver to make the first arch on his first turn to play.
Sec. 12 MANEUVERING FOR ARCHES — Persons un-
acquainted with the game often ask why the players appear to be unnecessarily playing upon all three balls between each two points. The reason for this is, that the arches are very difficult to make unless the player succeeds in driving one or the other of the object balls to a point. very nearly in front of, and quite close to, his desired arch, and it usually takes considerable maneuvering to do this.
Also, when a player's turn comes and he is successful in hitting a ball, or making an arch or point, and thus gets a start, he is anxious to make more points, and he is also anxious to keep his opponent from getting control of the balls, so he proceeds to attempt to hide, or tie up the opponent's next playing ball (known as the hot ball), and then maneuvers to make his next point.
When starting the game at the head of the court, the player should send his playing ball in such a manner, and with sufficient force, so that if he misses the ball aimed at, his own playing ball will continue around the court to the vicinity of his partner ball, so that, should the opponent miss, the partner ball will have a ball near by, from which to start play. The above is often done by hitting
the bank first, and bouncing toward the ball aimed at, across the head of the court, rather than shooting directly at the ball. A little coaching on this will be well in place. In these opening shots, there are plenty of bank shots, etc., which afford more than one chance of getting a hit.
Now, assuming that play has started, and the balls are on the various corners, or scattered over the court, and some player makes a hit, it should be his desire to retain the balls, and to make several arches in one turn, rather than to simply try for one arch, regardless of further play. Any player might make ONE arch and stop, but the successful player is the one who plans his plays for a run of several arches. He must plan ahead if he would become a real Roque player. There is not, how- ever, the necessity for mental application in Roque that there would be in a game such as Chess, the planning of a Roque game being very much a repetition for one point after another, and the player rarely ever plans farther than two arches ahead, the variety being in the varying locations of the balls on the court, from time to time.
Sec. 13 DISPOSING OF THE HOT BALL — Briefly,
Roque is this: A player, having gotten possession of the balls for a turn of play, that is, having contacted a ball at the beginning of his turn, he should try and send a ball to the arch next in sequence beyond the point he is for, before trying to make the point he is for. Some time during the turn, he should also send the hot ball away, unless he is willing to take a chance on losing possession of the balls.
Sometimes players are able to continually keep the hot ball in such bad places on the court, that the opponent using the same is prevented from making any hit at all, during a whole game, and consequently not likely to make very many, if any, points. The rules provide that certain arches cannot be made by a play from any ball except the hot ball, in which case it becomes quite a different matter to keep the hot ball away until it is needed. Thus, this reduces the likelihood of one player monopolizing the pos- session of the balls. In other words, as a player becomes more adept, if desirous of winning games, he tries more and more to prevent the opponent from advancing, or getting control of the balls, while at the same time trying to keep his own or his partner ball in favorable position for making points.
Sec. 14 KEEPING ONE BALL AHEAD — In maneuvering
for the arches, it is a vital feature of handling the plays to always send a ball to the next arch, before trying to make the arch desired. Thus having made an arch, or other paint, the player finds a ball ready for his use at the next arch in order. This is particularly necessary in maneuvering for the center or basket, where a playing ball cannot hope to get through unless it has previously sent a ball very near the front of the basket, from which the playing ball can roquet through, or partly through the center.
In other words, before making the first arch, try and send a ball into a position in front of, or near the second arch; before making the second arch, try and send the hot or next playing ball into position in front of or near the comer arch No.3; and before making the comer arch, try and send a ball to a position in front of, and near the center or basket, No.4, and so on. Finally, before negotiating the last arch of the game, with the last ball to finish, try and send the partner ball near the finishing stake, so that you wil1 be able to complete the game easily, once the last arch is made. The more careful a player is with his drives and position shots, the better player he wil1 soon get to be.
Sec. 15 ANGULAR ARCH SHOTS — When shooting
for an arch from an angular position, avoid hitting FIRST the wire nearest the playing ball.
Sec. 16 ROQUETTING INTO ARCHES — When roquetting
into arches from distances of 2 or 3 inches to 8 or 10 inches, the soft rubber roquet will be found very useful, shooting directly into the arch, or entirely through it, and sending the ball played from to the side of, or beyond the arch. The player will soon learn that even the soft rubber end of the mallet will cause somewhat of a kick-off from the direct line of aim, in these roquet shots, and this kick-off must be allowed for. Have some experienced player explain this to you.
Sec. 17 GENERAL POLICY AND LOGIC — The soft
rubber end of the mallet may be used when it is desired to have the playing ball pass by the ball played from. This is done by placing the balls side by side, or partly so, and a little practice wil1 enable the player to judge just how much to engage the ball played from, in order to send
the two balls as desired. Some players claim that the rubber end of the mallet has a tendency to make the playing ball spin through an arch. Others claim that the hard end shot is more positive and easier to control. There are good players favoring both plans.
In making the lag shots, and delicate hits and drives, the soft rubber may be found more effective with some, because it permits of a free stroke, without so much driving force. For instance, a player may shoot for a ball which he wishes to drive (possibly only a short drive), and by using the rubber end of the mallet, he can deliver the stroke with more freedom, without so much danger of driving the object ball too far. The impact of the mallet on the playing ball will be normal, while the driving force will be lighter; if there is sand on the playing ball, the sand will sink into the rubber end, and thus the danger of sand interfering with the shot will be lessened by using the rubber end.
In playing for an arch, which the partner ball is next to make, or ready to run, do not try to help the partner ball through the arch unless it Is in very favorable position. This is a difficult play, and, should the partner ball lodge in the arch, or even closely beyond it, the playing ball is likely stopped from making the arch, and from any further progress which it might otherwise have made on that turn of play.
When lagging or roquetting for position in front of arches, preparatory to running the arch, especially from long distances, beginners will do well to try and lag their ball to a point 1 1/2 or 2 1/2 feet distant in front of the arch, rather than nearer, because too often the angle at a closer distance decreases the likelihood of making the arch, whereas the same amount of variation from the center line through the arch, and at a greater distance from the arch, will make the arch an easy one to negotiate.
When a player doesn't see much chance to make the arch he desires, he should help his partner ball in any way possible. When the balls are all at long distances from each other, shoot to the partner ball, thus giving it a sure hit and a start the next play, taking a chance, of course, that the opponent may not hit in the meantime.
When maneuvering through the basket, try and leave the partner ball in such a position that, should the playing ball
get part way through, and remain still within the basket, the partner ball can send it on through on the next play.
Always remember, however, that the arch which the playing ball desires is the main thought, everything else being secondary, or usually so, with beginners; and when one becomes a finished player, then one may pay more particular attention to tying up the hot ball, running through arches with both partners at once, etc., but not so as a beginner.
When setting up to help the partner ball, maneuver to place the partner ball and the opponent's cold ball in convenient locality, near each other, then drive the hot ball away and tie it up, if possible, after which shoot to the partner's desired arch or point. it is a nice feature of this play if one can so place the balls that when it comes time for the partner to play, he can readily tie up the ball he is near, which, of course, is then the hot ball. This is what might be called a double tie-up, and is used continuously in the games between experienced players.
It is bad policy for beginners to send a playing ball part way into an arch, from where it will have difficulty in hitting a ball. Especially is this true of the basket. Better be out of the basket than poorly into it. If a lag for an arch is made and poor position got, go to the partner, unless he already has a ball near him, in which case go to the arch he desires, unless he is already well set up to make it, in which case go near the partner's next arch in order.
Never lag your own ball into position for your arch on your last shot, unless your partner happens to be for the same arch. You can always find a place to send your ball on your last shot of your turn which will do your partner some good. A lag in front of your arch on your last shot of your turn does no one any good, unless your partner might choose to put your ball through for you; and again, the chances are very great that your opponent will get the balls before you have an opportunity to take advantage of the lag you have made.
Beginners are not likely to be able to negotiate arches from distances of 4 feet or more with much degree of certainty, especially if at an angle, and when confronted by such a condition, instead of trying for the arch and failing, it is the best policy to help the partner ball.
I always look at the playing ball when finally delivering a stroke. Some players find themselves looking at the object I ball. others looking at the ground. and. worse yet, closing the eyes entirely when delivering the stroke. Especially is this true of shots requiring unusual force of stroke. If a beginner will learn the rules by reading them a few times. and try to use his own judgment in making his plays. he will be more likely to make quick headway than he will by following the directions of a coach. especially if he expects, to make real progress at the game. and especially if he does not readily see the logic of the plays suggested by the coach. A coach for a while is desirable if he can be had. but there comes a time when one must go on his own resources if he expects to win games.
Sec. 18 BANK SHOTS — Short distance bank shots
and bank shots at a very acute angle will work out at the natural angle, the same as on a billiard table. The long distance banks and ones of more obtuse angle, unless sent with tremendous force. will be found to spread or lose part of the natural direction, and for this allowance must be made, depending a great deal upon the condition of the ground, and of the wall.
Sec. 19 PUSH SHOTS — Push shots are allowed in
making split roquets. or drives. This is done by keeping the playing ball in contact with the ball played from for an instant. causing it to travel in a split direction, or in the same direction as the playing ball. to some point desired. This is usually made with the hard end of the mallet. holding the handle close to the mallet head. These shots should be taught by a coach. as it is very easy to foul in making a push shot. (See foul rules.)
Sec. 20 ETIQUETTE OF ROQUE — A beginner may
as well learn right at the start to keep off the court when not playing or using his turn, to keep away from the line of an opponent's shot. to follow the printed rules and to play fair. If there is a controversy and no umpire. settle it at once by leaving it to the nearest player looking on. and in case there is none such. then by flipping a coin, or some definite settlement. rather than to continue arguing the matter. Once a matter has been settled. let that end it. and center your interests on new efforts.
Do not jam, push, or pull a ball through an arch, or for a hit. Be near your ball when your turn comes, so that you can at once step onto the court and make your play, thus saving time for the balance of the players. Don't talk to an opponent when he is shooting. Wear soft shoes if the surface of the court is soft, and take care of the courts.
Don't take a questionable advantage.
If the rules say that the player must move the object ball when taking play from it, do so, and don't take the chance of having your opponent believe that you claimed to have moved the ball, when he couldn't see any movement.
If you make a foul, admit it, and leave the court. There ARE players who believe the foul rules apply to all players except themselves.
The proper attitude in all these matters will bring more pleasure to you, and will continue the wholesome good fellowship which exists between Roque fans generally over the country.
Lastly, as you learn to play, and run into situations which you cannot answer, send your questions to the Rules Committee of the American Roque League. They are the Supreme Court of Roque.
Executive Officers 3 The American Roque League's Welcome 4 Introduction 6 Honorable Mention 6 Contributions 7