The following is a specimen of elementary croquet tactics. If a player is going up to hoop 5 (diagram 1) in the course of a break, he should have contrived, if possible, to have a ball waiting for him at that hoop and another at hoop 6. With the aid of the first he runs hoop 5 and sends it on to the turning peg, stopping his ball in taking croquet close to the ball at 6. The corner hoops are the difficult ones, and after running hoop 6 the assisting ball is croqueted to 1 back, the peg being struck with the aid of the ball already there, which is again struck and driven to 2 back. If the player has been able to leave the fourth ball in the centre of the ground (known as a centre ball), he hits this after taking croquet, takes croquet, going off it to the ball at 1 back, and continues the break, leaving the centre ball where it will be useful for 3 back and 4 back. A first-class player should, however, be able to make a break with 3 balls almost as easily as with 4. A useful device, especially in a losing game, is to get rid of the opponent's advanced ball if a "rover" (i.e. one which has run all the hoops and is for the winning peg) by croqueting it in such a way that it hits the peg and is thus out of the game. This can be done only by a ball which is itself also a rover. The opponent has then only one turn out of every three, and may be rendered practically helpless by leaving him always in a "safe" position. Inasmuch as a skilful player can cause an opponent's ball to pass through the last two or even three hoops in the course of his turn and then peg it out, it is considered prudent to leave unrun the last three hoops until the partner's ball is well advanced. There is a perennial agitation in the croquet world for a law prohibiting the player from pegging out his opponent's ball. Many good players also think it desirable that the four-ball break should be restricted or wholly forbidden, e.g. by barring the dead ball.

To "rush" a ball is to roquet it hard so that it proceeds for a considerable distance in a desired direction. This stroke requires absolute accuracy and often considerable force, which must be applied in such a way as to drive the player's ball evenly; otherwise it is very liable, especially if the ground be not perfectly smooth, to jump the object ball. The rush stroke is absolutely essential to good play, as it enables croquet to be taken (e.g.) close to the required hoop, whereas to croquet into position from a great distance and also provide a ball for use after running the hoop is extremely difficult, often impossible. To "rush" successfully, the striker's ball must lie near the object ball, preferably, though not necessarily, in the line of the rush. By means of the rush it is possible to accomplish the complete round with the assistance of one ball only. To "cut" a ball is to hit it on the edge and cause it to move at some desired angle. "Rolling croquet" is made either by hitting near the top of the player's ball which gives it "follow," or by making the mallet so hit the ball as to keep up a sustained pressure. The first impact must, however, result in a distinctly audible single tap; if a prolonged rattle or a second tap is heard the stroke is foul. The passing stroke is merely an extension of this. Here the player's ball proceeds a greater distance than the croqueted ball, but in somewhat the same direction. The "stop stroke" is made by a short, sharp tap, the mallet being withdrawn immediately after contact; the player's ball only rolls a short distance, the other going much farther. The "jump stroke" is made by striking downwards on to the ball, which can thus be made to jump over another ball, or even a hoop. "Peeling" (a term derived from Walter H. Peel, a famous advocate of the policy) is the term applied to the device of putting a partner's or an opponent's ball through the hoops with a view to ultimately pegging it out.

Encyclopaedia Britannica, 11th Edition, Volume 7, Slice 7 — Part 68