|
|
|
A Beginner's Guide to Water Polo THE
OBJECTIVE: The
objective of water polo is to have your team put the round yellow ball into the
large goal, while keeping the opposing team from doing the same in yours.
A goal is scored when the entire ball crosses the goal line (the front
vertical plane of the goal). THE
GAME:
A
water polo game is broken up into 4 quarters each lasting 7 minutes of game
time.
Due to fouls, whistles, and goals, quarters can last upwards of 15
minutes.
Each quarter begins with a sprint for the ball.
The referee will blow the whistle to start the period and 1 player from
each team will race to get the ball which is floating at mid pool.
The winner of the sprint will control the ball to his team, which becomes
the offense, who then go on to set up their offense in an attempt to score.
The offense has a 35-second shot clock to attempt to score.
During that time, Referees will call "Ordinary Fouls" and
"Exclusion Fouls" against the players in the water for rule
violations.
The game continues in motion, until a goal is scored.
After a goal is scored, both teams return to their defending sides of the
pool, and the team that gets scored on takes control of the ball from center
pool at the referees command. THE
TEAMS:
Two
teams compete in a match.
One team will wear a dark colored cap (normally blue) while the other
will wear a light colored cap (normally white).
Each team can only have 7 players in the water at one time (6 field
players and a goalie). THE
PLAYERS:
As
with any team game, players have certain positions they take in the field of
play.
They are: Goalie:
Defends
his team's goal against shots and is the only player on his team allowed to use
two hands.
Perimeter Players: Typically,
5 players align themselves in an offensive set whose primary purposes are to
move the ball around the offense, drive to the net to get a high percentage
shot, shoot from the perimeter, and pass the ball into the Hole.
Most ordinary fouls are called at the perimeter.
Hole Set: 1player
that positions themselves in between the goal posts and around the 2M line.
Most exclusion fouls are called at the hole set.
The Hole Set player positions him or herself to take high percentage
shots and is typically "wrestling" with a defender to achieve this
position. THE
REFEREE:
There
are 2 Referees in a water polo match.
Their all white wardrobe and whistle dangling from their neck helps set
them apart from everyone else on the deck.
It
is the duty of the Referee to make sure that the game is being played according
to the rules by means of calling fouls that are committed in the game. Common
"Ordinary Fouls":
Ordinary
fouls are a common occurrence in a water polo game and account for a majority of
the whistles heard during a game. PLAY
DOES NOT STOP for an Ordinary Foul.
If
a defender commits and ordinary foul against a player on offense, the offensive
player is given a "free pass" at the location of the foul, or further
away from the goal they are attacking, should the ball move in that direction.
The offensive player can either pass the ball to another player in the
water, or put the ball in play by making an obvious drop of the ball in the
water. The defender, after committing the foul, cannot interfere with the play
until the ball is put back into play.
Furthermore, none of the defensive players can interfere with the
offensive player when given a "free pass."
"Ordinary Fouls" include: "Two-Hands":
Players
cannot handle the ball with two hands.
The goalie is the only exception. "Ball Under": When "tackled" a player cannot take the ball under water. "Impeding":
When one player prevents the free movement of an opposing player who is not
holding the ball. "Pushing
Off": When
one player pushes off an opposing player who is not holding the ball.. "Inside
2 Meter": When
an offensive player is inside the 2 meter (2M) line of the goal he is attacking,
without the ball being inside the 2M.
The player then cannot go any closer to the goal inside 2M than where the
ball is. "Shot
Clock Violation": When
a team uses up their entire 35 second shot clock without attempting a shot. "Wasting
Time":
The
offensive team must advance the ball in an attempt to score.
If they do not, it is considered wasting time, and an ordinary foul is
called. Common
"Exclusion Fouls":
Exclusion
Fouls (EF), or "kick-outs," have become a more common call.
When a player commits an EF, they are to swim to their team's penalty box
(located at the corner of the pool, out of the field of play, and directly in
front of the team bench) without interfering with game play.
The offensive team is awarded a new shot clock and a one-man advantage
for 20 seconds.
Common EF's include: "Interfering":
when
a player interferes with the taking a free throw. "Splashing":
Intentionally
splashing water in the face of an opposing player. "Pulling
Back": When
a player holds, sinks or pulls back an opposing player who is not holding the
ball or preventing said player from making a play for the ball. "Unsportsmanlike
Conduct and Brutality":
Not
being a good sport and striking with intent to injure. Offensive
Set Ups: There
are two common offensive set ups used during a water polo game.
There may be different offenses used, however, these two are the most
common. The
Umbrella: The
objective of this offense is to move the ball around the perimeter looking for
an open shot on net or a clear pass into the Hole.
When the ball reaches the hole, perimeter players typically drive toward
the goal from the perimeter in an attempt to create a scoring chance and score a
goal.
The Hole player may also take shots on net or attempt to draw an EF from
his defender.
The
4-2 Offense: The
objective is to move the ball around the perimeter players to wear down the
defense and look for open shots.
The "low post" players are primarily for rebound goals from
perimeter shots.
Other
Notable Points of Interest:
"The Direct Shot":
If the foul is committed outside the seven meter (7M) line, the offensive player
has the opportunity to take an immediate and direct shot on goal if they please.
The shot has to be in taken with one continuous motion.
The Advantage Rule":
Rule WP7.3 reads "The referees shall refrain from declaring a foul if, in
their opinion, such declaration would be an advantage to the offending player's
team." Simply
put, a foul won't be called (likely away from the play on the ball) if it takes
a chance at a probable goal away from the offense.
"Penalty Shot":
A Penalty Shot is
awarded to a player when the shooter is fouled in order to prevent a probable
goal. The Penalty
Shot is taken from the 4M line and is a direct shot on goal, with only the
goalie to defend. The
defender who fouled is then issued a EF against them. "3
Kick-outs": A
player is only allowed 3 EF's in a game before they have fouled out of the game,
not to return |
|
|