The objective of polo is simple: hit the ball between the opposing goalposts. If the offensive team misses, the defending team gets a “knock-in” from where the ball crossed the end line, resuming play. The team with the most goals at the end of regulation wins.
Each polo team consists of four players, with numbered positions that define their roles on offense and defense.
Number 1 is the most forward offensive player, responsible for scoring and pressuring the opposing defense.
Number 2 plays both offense and defense, supporting the attack while also marking the opposing Number 3.
Number 3 is typically the most experienced player — the quarterback of the team — directing strategy and distributing the ball.
Number 4 serves as the primary defensive back, protecting the goal and marking the opposing Number 1.
In terms of matchups: Player 1 marks Player 4, and Player 2 marks Player 3. It’s a dynamic structure that balances speed, skill, and strategic positioning.
The dictionary defines a polo pony as “a horse trained for use as a mount in playing polo and characterized primarily by endurance, speed, courage, and docility.” Simply put, without the polo pony, there is no polo.
These remarkable athletes must accelerate with explosive speed, stop on a dime, turn sharply and precisely, and have the confidence to engage physically with other ponies. Many players describe their best mounts as having not only exceptional ability, but also a big heart and an instinctive feel for the game.
At Ligonier Polo Association, you don’t need to own a horse to play — well-trained polo ponies are available for rent to help you get in the game with confidence.
A polo match consists of 4 to 8 periods, known as chukkers, each lasting 7 minutes and 30 seconds. A horn sounds at the 7-minute mark to signal that 30 seconds remain. During this final stretch, play continues until a goal is scored or the ball hits the sideboards. If neither happens, a double horn signals the end of the chukker.
Players have 4-minute breaks between chukkers and a 10-minute halftime, during which they can change ponies. The game clock stops any time the whistle blows — typically due to a foul, injury, or the end of a chukker.
After every goal, teams switch directions. This ensures fairness in case field conditions or weather favor one side. The game flows continuously and only pauses for fouls, injuries (to horse or rider), or broken tack.
Most fouls in polo are based on dangerous play, such as crossing in front of a player with the right of way or executing an illegal ride-off. At the heart of these rules is an invisible guide called “the line of the ball” — the path the ball travels after it’s hit. This line resets with each new hit, and players must respect it to avoid collisions and ensure safe play.
When a foul is committed, penalty shots are awarded based on either the location or severity of the infraction. Fields are often marked with lines at key distances — midfield, 60 yards, 40 yards, and 30 yards — to indicate where penalty shots may be taken.
A regulation polo field measures 300 yards long by 160 yards wide—roughly the size of nine American football fields. The long sides are typically lined with low boards to help keep the ball in play, though it can still bounce out over the boards during fast-paced action.