What is Water Polo? |
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An Introduction to Rules and Strategy in Water Polo
Water Polo can be a confusing game for spectators. The whistle is constantly blowing and the play
never stops, even when someone is excluded for a penalty. In addition, there are several
misconceptions about the game, including how the players keep their horses swimming. Well hang in
there, because the following information should help to make the picture much clearer.
The standard course for a Water Polo game is 30 x 20 meters, but non-championship games may be
played in a pool not less than 20 x 10 meters. The pool should be all deep, with championship
games played in a minimum depth of 2 meters. Goals are positioned at each end of the course. Each
team has seven players. Six are field players and one goalkeeper, who guards a .9 meter high by
3 meter wide goal at the end of the field of play.
The object of the game is to throw a ball into the opponent's goal and to prevent members of the
opposing team from scoring on your goal.
The ball is advanced by throwing it or swimming with it. The major restrictions are that a player
cannot touch the ball with both hands at the same time (the goalkeeper is an exception to this rule)
or strike the ball with a closed fist.
Each contest consists of four seven-minute quarters. The offensive team has 35 seconds of actual
playing time to take a shot at the goal, or else it loses possession of the ball. "Shot clocks"
indicate the number of seconds remaining before a team will lose possession.
The two-meter line, visible on each side of the pool, delineates the distance from the goal. The
offensive team may not pass this line unless preceded by or accompanied by the ball.
The four-meter line is a second mark visible along the side of the pool. Should an offensive
player who has possession of the ball, and is moving towards the goal be fouled inside this line,
he/she may be awarded a penalty shot from the four-meter line. A penalty shot is awarded by the
referee. The offensive player faces the goalkeeper across four meters of water. When the whistle
sounds and the referee makes a hand signal, the player takes a shot at the goal.
The seven-meter line marks a point when fouls are committed beyond seven meters, the player fouled
may either take a free throw or a direct shot on goal if taken immediately, without faking.
The mid-field mark indicates the center of the field of play. To start each quarter, the ball is
placed on the center line and the teams race from their respective goal lines for possession.
After a goal, the teams line up on the center line, each in their respective sides, to restart play.
Fouls play an important part in the strategy of water polo. Much of the team's effort will often
go into inducing its opponents to commit fouls. There are three kinds of fouls: ordinary,
exclusion and penalty.
Ordinary Fouls are assessed for:
touching the ball with two hands, if a field player
taking the ball underwater when tackled
impeding the progress of an opponent without the ball
pushing off an opponent
splashing
failing to shoot at the goal within 35 seconds of gaining possession or failure to advance the ball
For ordinary fouls, the opposing team receives the ball at the point of the foul or at the spot of
the ball or from the location of the ball if it is further from the defending teams goal. If the
foul was committed inside the two meter line, the free throw must be taken from the two meter line.
The player taking the free throw has approximately 3 seconds to put the ball into play. If the
ball is not put in play with this amount of time, the team may be charged with delay of game and
the opposing team may be awarded the ball.
Exclusion Fouls are assessed for:
intentional kicking or striking an opponent or making disproportionate movements with that
intent
interfering with a free throw
to impede or push off an opponent before a free throw, goal throw, corner throw or penalty throw is taken
committing an act of misconduct by using foul language or violent or persistent foul play which is unacceptable within the Spirit of the Rules and which is likely to bring the game into disrepute
refusing obedience or to show disrespect to an official or referee
holding, sinking, or pulling back an opponent not holding the ball
committing an overly aggressive ordinary foul
committing an act of brutality
An exclusion foul is punished by the award of a free throw to the opposing team and the exclusion
of the player who committed the foul. The excluded player must move to the re-entry area, nearest
to the players own goal line (located near the team bench side of the pool), without leaving the
pool or interfering with play. The excluded player, or a substitution, shall be permitted to
return after 20 seconds of actual playing time, from the time of the foul, or after a goal has been
scored, or after a change of possession. A player is removed from the remainder of the game with
substitution after committing three exclusion fouls.
An act of brutality is defined as kicking or striking or attempting to strike or kick an opponent
or official with malicious intent. The offending player is removed from the remainder of the game
without substitution, leaving the team of the offending player with one less player than the
opponent.
An exclusion leaves one team short handed, seven players to six. Many goals are scored during
ejections. The game strategy of many teams is to induce the defensive team to commit exclusion
fouls. Rather than taking shots on the goal, some teams will patiently work for an exclusion,
so as to be able to attack the goal with a one man advantage. When that happens, most teams will
go into a "zone defense", whereby each player covers a pre-assigned section of water rather than
a particular offensive player.
Penalty Fouls are assessed for:
a defending player to commit any foul within the 4 meter area but for which a goal would
probably have resulted
for a defending player to commit an act of brutality within the 4 meter area
for an excluded player to intentionally interfere with play
for an excluded player or a substitute to re-enter improperly during the last minute of the game
for the coach of the team not in possession of the ball to request a time out
A penalty foul is punished by the award of a penalty throw to the opposing team. A penalty throw
is a direct shot at the goal and shall be taken by any player of the team to which it is awarded,
except the goalkeeper, from any point on the opponents' four meter line.
Much of the action in front of the goal consists of the offensive team passing the ball to the
center forward, who plays a position between the two goal posts and the opponents two and four
meter lines. The object is to draw exclusion fouls that will give the offensive team a six against
five advantage. Most goals in water polo are scored in this situation.
A "fast break" occurs when a team receives the ball and springs down the pool at top speed, hoping
to score before the defenders can get organized and set up a zone. Fast breaks also tend to
produce exclusion penalties, when faced an advantage or with a scoring threat, many defenders will
simply pull back the offensive player by the legs or swimsuit.
Goals are scored when the ball completely passes between the front of the goal posts. It need not
slam into the back of the net, although the usual shot sails into the goal at tremendous speeds,
sometimes exceeding 50 miles an hour.
For more information, please visit
USA Water Polo Page.
Other Documentation:
Beginners Information
Intermediate Information
Desk Manual
Feel free to print them out!