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First Official ALL PRO POLO and link to Rules

propoloMatias Callejo Photography AAP

At the Alfredo Lalor headquarters held by the AAP in Pilar, the first official contest with the All Pro Polo format, organized by the Argentine Polo Association, began on Wednesday 11/10, with eight formations of between 16 and 20 goals of valorization.

 

In the opening day the following results were recorded:

 

Zone A: Jockey Club Tigres Agudo 10, Ascochinga Las Overas 7; and Don Urbano Las Overas 6, Pilarchico 4.

Zone B: Tortugas II 11, Trenque Lauquen 5; and Magdala 10, Turtles 6 (Z. B).

All matches are played with 6 chukkers of 5 minutes each.

 

The teams:

 

Jockey Club Tigres Agudo: José Klabin 4, Francisco Junqueira Netto 3, Juan M. Echeverz 6 and Tomás Fernández Llorente (h) 6. Total: 19.

Ascochinga Las Overas: Carlos Blaquier 3, Bautista Ortiz de Urbina 6, Santiago Zubiaurre 5 and Facundo Fernández Llorente 6. Total: 20.

Judges: Javier Tanoira and Francisco Bensadón.

Don Urbano Las Overas: Rufino Bensadón 3, Alfonso Pieres (h) 5, Pablo Llorente (h) 6 and Juan Zubiaurre 5. Total: 19.

Pilarchico: Manuel M. Sundblad 4, Juan M. Zubía 6, Segundo Fernández Llorente 5 and Marcos Menditeguy 5. Total: 20.

Judges: Javier Tanoira and Gastón Gassiebayle.

 
Tortugas II: Tomás Panelo 2, Tomás Beresford 5, Segundo Bocchino 6 and Bautista Bayugar 6. Total: 19.

Trenque Lauquen: Simón Prado 4, Ignacio Garrós 4, Martín Podestá (h) 6 and Francisco Rodríguez Mera 4. Total: 18.

 

Judges: Marcos Aldao and Juan Lagos.


Magdala: Mateo Lafuente 3, Juan Campion (h) 4, Juan Monteverde 6 and Martín Donovan 5. Total: 18.

Tortoises: Francisco Crotto (h) 4, Isidro Strada 6, Silvestre Grahn 4 and Jerónimo del Carril 6. Total: 20.

Judges: Marcos Aldao and Gonzalo Azumendi.

 

The All Pro Polo is a format devised by Javier Tanoira, which was tested in various parts of the world, in which it seeks to streamline the game through its own rules.

Some of them are: shorter chukkers; you can not change horses in the middle of the chukker; after a goal, the game is resumed with a kick of the team that converted the both; there are only two types of penalties (A and B), eliminating 30, 40, 60 and half court runs; among other.
 
To see all the rules of the All Pro Polo, click HERE

Rules of Pro Polo
General conditions
You can not change horses in the middle of chukker. In case a horse is injured, both must leave the court. If a player is injured, the substitute will enter the same horse as the injured player.

 

The matches and tournaments will have two types of duration during this first stage.

A. 6 chukkers of 5 minutes each (maximum of 6 horses per player per game).

 

B. 8 chukkers of 4 minutes each (maximum of 4 horses per player per game, each horse plays 2 chukkers).

 

 
New rules

TO.
The way to resume the game after each goal is with a serve from the bottom line by the team that converted it, in the opposite direction of attack that had before that goal.

B.
When the ball goes out on the sidelines, the team restarts the team that did not throw the ball out. The judge shall place a ball 5 yards from the board, at the height where it came out, and the shot is indirect (from a club). Companions and opposites must be within 30 yards of the ball. (To determine who threw the ball out, the horse is a continuation of the player's body, ie if he touches the horse of a player of the white team, replaces the blue team).

C.
When the referee stops the game by a fall, injury or any other contingency, the game resumes with an indirect shot by the team that had possession of the ball before the whistle. In case the referee can not determine which team had possession of the ball, he will throw a throw in.

D.
Fouls: Midfield fouls, 60, 40 and 30 yards are eliminated. All fouls happen to be in the exact place where the offense was committed, regardless of whether the player is attacking or defending. There are two types of penalties: PENAL A and PENAL B.
PENAL A

They are the serious faults, those that cause danger, they comprise all those that are applied today and they appear in the rules of game of the AAP. The way to collect these types of fouls is the following:

The player to whom the offense is committed will resume the play with the ball stopped, from the place where they committed the infraction, aiming at the arch rival, with all the rest of the players behind him. (The player who committed the foul, 15 yards behind him, and the other 6 players within 30 yards of him.)

In this way, and because it is a serious fault, the player who replaces the game will not have any opposites between him and the bow to which he attacks.

NOTE: When the foul occurs between the half court and the 60-yard point, on land where the offense is hit, the offense may require "archery". In that case any player of the team can execute the fault, but the other 7 players will be placed between this and the bow towards where the attacked side is attacked.
PENALTY B

They are slight faults, which do not cause danger, but they attack the spectacle and the game played. These two are:

1.
Low speed ball retention: When a player in possession of the ball deliberately slows down, the only play he can do next is to hit the ball. Otherwise it is charged foul.

2.
Anti-blocking: The opposing player who is closest to the one with the ball (or whoever goes to the ball) can not be marked or blocked by anyone. IT IS INTOCABLE. This should be applied in both attack and defense, (ie when a player is hitting backhander, no one on his team can take the opposite that will mark him).

The way to replace the game in these two cases is with a penalty of place where the foul originated.

In this way, and for being a slight foul, the player who replaces the game will have the whole team opposite him and the bow to which he attacks.

The difference between penalties A and penalties B is that in the first the time stops, and the judge has to locate a ball in the place where it was the infraction for the game to resume. In penalties B, the time is not stopped (the judge must raise his hand) and the ball is still in play, having to immediately withdraw from the place where it is the same all players of the team that committed the foul. The team to which they committed the fault must resume the game within 5 seconds, without the need for the judge to give the game voice.

NOTE: Under no circumstances will players be able to hit the ball after the whistle. This foul will be punished with a yellow card.
Appendix A
Arbitration Criteria

1.
It is absolutely forbidden for players to talk to the referee. The only one who can do it, and in a polite way, is the captain of the team, not without first asking permission to address him. If you go to the referee without asking permission, you will receive a yellow card.


2.
The referees will be trained and trained to speak and give orders at all times to the players of what they can or can not do, when to play the ball, when to leave the play, etc. In other words, they will DRIVE the game in an energetic way, helping players to prevent fouls and applying the regulation to the foot of the letter.

3.
The referees will also be trained (and forced) to collect only those fouls where there is real danger, that is, approximately 30% of the fouls charged today.

4.
The speed of the game will be essential to determine the importance of the ball line. At high speed, if the referee assumes there is sufficient distance, no matter which angle the players cross, he should not charge foul. At low speed it is assumed that the danger decreases considerably, so that the ball line is no longer the most important variable to take into account. The old rule called "entry to risk" will be reapplied for the player who is coming to score and to take the ball to the player who has it, as long as the first one does not do so causing danger to the opponent or to himself.

5.
Technical fouls are eliminated. Both acts of indiscipline and dangerous plays will be penalized with yellow and red cards. The first foul of this type will involve a yellow card, and the second a red card, where the affected player must leave the court, and only at the start of the next chukker can enter a substitute

 

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09/10/2017
I Torneo All Pro Polo 2017

CON LA PARTICIPACIóN DE OCHO CONJUNTOS, COMIENZA EL MIéRCOLES 11/10 EN PILAR.

LEER MÁS

En la Sede Alfredo Lalor que la AAP posee en Pilar, comenzó el miércoles 11/10 el primer certamen oficial con formato All Pro Polo que organiza la Asociación Argentina de Polo, protagonizado por ocho formaciones de entre 16 y 20 goles de valorización.  

 

En la jornada inaugural se registraron los siguientes resultados:

 

Zona A: Jockey Club Tigres Agudo 10,  Ascochinga Las Overas 7; y Don Urbano Las Overas 6, Pilarchico 4.

Zona B: Tortugas II 11, Trenque Lauquen 5; y Magdala 10, Tortugas 6 (Z. B).

Todos los encuentros se juegan a 6 chukkers de 5 minutos cada uno.

 

Los equipos:

 

Jockey Club Tigres Agudo: José Klabin 4, Francisco Junqueira Netto 3, Juan M. Echeverz 6 y Tomás Fernández Llorente (h) 6. Total: 19.

Ascochinga Las Overas: Carlos Blaquier 3, Bautista Ortiz de Urbina 6, Santiago Zubiaurre 5 y Facundo Fernández Llorente 6. Total: 20.

 

Jueces: Javier Tanoira y Francisco Bensadón.

 

 

Don Urbano Las Overas: Rufino Bensadón 3, Alfonso Pieres (h) 5, Pablo Llorente (h) 6 y Juan Zubiaurre 5. Total: 19.

Pilarchico: Manuel M. Sundblad 4, Juan M. Zubía 6, Segundo Fernández Llorente 5 y Marcos Menditeguy 5. Total: 20.

 

Jueces: Javier Tanoira y Gastón Gassiebayle.

 

 

Tortugas II: Tomás Panelo 2, Tomás Beresford 5, Segundo Bocchino 6 y Bautista Bayugar 6. Total: 19.

Trenque Lauquen: Simón Prado 4, Ignacio Garrós 4, Martín Podestá (h) 6 y Francisco Rodríguez Mera 4. Total: 18.

 

Jueces: Marcos Aldao y Juan Lagos.

 

 

Magdala: Mateo Lafuente 3, Juan Campion (h) 4, Juan Monteverde 6 y Martín Donovan 5. Total: 18.

Tortugas: Francisco Crotto (h) 4, Isidro Strada 6, Silvestre Grahn 4 y Jerónimo del Carril 6. Total: 20.

 

Jueces: Marcos Aldao y Gonzalo Azumendi.

 

 

El All Pro Polo es un formato ideado por Javier Tanoira, que se probó en varias partes del mundo, en el que se busca agilizar el juego mediante reglas propias.

Algunas de ellas son las siguientes: chukkers más cortos; no se puede cambiar de caballo en medio del chukker; tras un gol, el juego se reanuda con saque de fondo del equipo que convirtió el tanto; sólo hay dos tipos de penales (A y B), por lo que se eliminan las ejecuciones de 30, 40, 60 yardas y mitad de cancha; entre otras.

 

 

Para ver todas las reglas del All Pro Polo, hagan click AQUI