We have mentioned this problem more as an example for young players than because it is a recognised rule. Many such plans, equally advantageous to follow, will readily present themselves to players in the course of the game, and in no more forcible manner can they show their good play than by disregarding the passage of a hoop in order to croquet a foe and thus spoil his position. It can be easily understood that a player who, by passing through all the hoops, obtains the title of “Rover,” and may therefore rove wherever he pleases, has far more power than one whose flight is fettered by being compelled to pass through the little iron hoops that dot the Croquet-ground. He can either keep close to a laggard friend, and aid him by the croquet, or he can take up a position a little in advance of a forward foe, and delay his progress in a very unpleasant manner. Suppose that A has just passed through the last hoop but two, and that B, a rover, has taken up a position close to the hoop, in such a manner that a portion of it intervenes between him and A. If, then, the latter play near the hoop, B is sure to croquet him and drive him away. He is therefore compelled to keep some distance off the hoop until a friend comes to aid him, unless a change in his position allows him to croquet B, which, if the latter is a good player, is not likely to occur. Now, having shown how a rover can worry a foe, let us demonstrate how he can aid a friend. A is close to the hoop through which he has to pass, and B, a rover of his own side, is in a line with him. If B hit A, he will probably drive him off his hoop and spoil his turn; but if B play to C, a spot halfway between the two hoops, A can go through his hoop, croquet B at C, drive him to D, and then go through the next hoop, croquet B at D (for he has been through a hoop since he last croqued him), drive him to the other side of the next hoop, and so on. A rover playing with another ball can be of more help to him than hindrance to a foe; and as it is more important to get the balls of one’s own side forward than to delay those of a foe, the former plan should, when feasible, be adopted. Thus it will be seen that a good rover is of the greatest service to the side, and that the sooner he is placed hors de combat the better for the opposite side. The rovers on the other side should therefore do all they can to make the rover’s ball hit the post by croquing it against it, if possible; for although if all on his side hit the post before those on the other side the game is won, yet when the best player, being dead, is able to render no further assistance, the game often goes against that side. This plan, however, must be adopted with the greatest precaution and care, and on no account whatever should a bad player be thus disposed of, since the mere fact of keeping him in the game is of the highest importance, as his services are of little avail to his own side, who cannot win as long as one of their party remains in the game. With these few desultory hints we conclude this article, which all beginners should study carefully, and (we hope) with advantage.


DRIVING.

“The rash boy Phaeton his proud chariot drove
Till he was smitten by almighty Jove:
Take heed, young driver, while you like him boast,
You are not ‘spilled’ against an ugly post.”—Swift.

INTRODUCTION.