Rules
Water polo like a cross of a swim meet with a little bit of a soccer, basketball, and hockey mixed in it. Unlike a number of other sports, water polo has relatively few rules. While, learning the skills to be proficient at the sport takes time, even beginners can quickly pick up the basics.
BASIC RULES:
6 “Field” Players and 1 Goalie start the game. Teams consist of up to 15 players.
Field players must pass, catch, and shoot with only 1 hand. Goalies may use 2 hands.
Taking the ball under water when guarded is a turnover.
The official playing field is at least 25 yards long, 20 yards wide, and 7 feet deep.
Players may not touch the bottom or hang on the wall.
Games consist of 4 quarters and typically last 45 minutes to 1 hour.
There is a 30 second shot clock per possession.
Minor fouls occur frequently and result in a free pass. There is no limit to minor fouls.
After 3 major fouls (ejections), a player may not return to the game.
Frequently Asked Questions
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Six “field players” swim, tread, pass and shoot in an attempt to score into a goal defended by a goalie. Basic water polo strategy is similar to basketball and soccer. Players anticipate a shot or turnover and counter-attack begins. The ball is advanced through dribbling or passing and proper spacing must be maintained. Once in a half- court, five perimeter players set up a semi-circle (or umbrella) around the center position (or hole set) who wrestles to maintain position on the 2-meter line, usually with his back to the goal. Perimeter players can pass, drive, set picks, and shoot. Once the center (a.k.a. hole set or 2-meter position), receives the ball, he or she must overpower his or her defender for a shot or earn an ejection in the process. Defenses play man-to-man, zone, or a combination of both.
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Olympic and collegiate pool size is 30 meters x 20 meters. A typical age group pool size is 25 meters x 6 lanes. Three colored markers define the water polo course. Red markers indicate the 2-meter line. An o ensive player without the ball will be whistled o sides if found “inside” the red marker unless a teammate has advanced the ball inside the 2-meter line at the same time (a.k.a. 2-meter violation) Yellow markers indicate the 5-meter line. If an o ensive player is fouled behind the yellow marker, he/she may shoot immediately (no faking or hesitating) or take a free pass. If an o ensive player is fouled inside the yellow marker, he/ she must take a free pass. White markers indicate mid-pool. After a goal, play re-starts at mid-pool. Goalies cannot cross the white marker.
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Games are divided into four quarters. Quarter length depends on the level of play. Olympic and collegiate quarters are eight minutes. Age group quarters are typically five to six minutes. Games usually last 45 minutes to an hour. Teams have 30 seconds to possess the ball before they must take a shot or dump the ball. Shot clocks are re-set after turnovers, shots on goal and ejection fouls. Shot and game clocks stop when the ball is not “in play” (the time between a foul occurring and a free throw being taken) or a goal is scored.
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Fouls are critical to the strategy and flow of a water polo game. They occur frequently and there is no limit to the number of minor or ordinary fouls that a player can commit. Unlike most sports, committing fouls is not necessarily a bad strategy and can be used by the defense to it’s advantage. Ejections and penalties are less common and less advantageous. After committing 3 major fouls, a player is excluded from the remainder of the game. Referees signal fouls by blowing their whistle and pointing their arm in the direction of the team that was awarded the foul.
-One whistle: minor/ordinary foul (offense keeps the ball)
-Two whistles: offensive foul (defense gets the ball)
-Three (or more) whistles: major/personal foul (offense keeps the ball; shot clock resets; defender is ejected for 20 seconds)
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Most ordinary fouls take place around the ball. After a minor foul, a member of the fouled team must put the ball in play by taking a free throw. The most common ordinary foul occurs when a defender reaches over their opponent and makes bodily contact when trying to steal or reach for the ball. Players in possession of the ball will often attempt to “draw” a foul in order earn a free pass. To draw a foul, the o ensive player must let go of the ball and show the referee that he/she is being held while keeping his/her head above water. O ensive fouls occur when an attacker pushes o a defender to provide space for a pass or shot, touches the ball with 2 hands, takes the ball under water, or goes inside the 2 meter line without the ball. A delay of the game can also result in a minor foul.
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The most common major foul occurs when a defensive player holds, sinks, or pulls back an attacking offensive player before he or she can possess the ball. Other major fouls include interfering with a free pass, kicking/striking an opposing player, or talking back to the official. Ejections result in the player being excluded for 20 seconds, causing his/her team to be temporarily down a player (man-down). Another common major foul is a penalty foul. A Penalty foul occurs when a defensive player that prevents a probable score by committing a foul within 5m of the goal that. After a penalty foul, the o ensive team is awarded a penalty shot from 5M out. If a player commits three major fouls, they must sit out the remainder of the game. Please note that officiating is subjective and open to interpretation by the referees.
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The referee may refrain from declaring a foul, if in his judgment this would give an advantage to the offender’s team. The referees will not declare an ordinary foul when there is still a possibility to play the ball. A player with their hand on top of the ball will rarely be awarded an ordinary foul for this reason.
The referees shall apply this principle to the fullest extent and must allow the offensive player every opportunity to “legally” overpower their opponent in an attempt to score. Similar to soccer, continuation of “advantage” by the attacking player should NOT be taken away by a called foul or stoppage of play. However, any foul that endangers a player’s safety, especially a foul around a player’s head and neck, should be called.
Videos
Ohio Water Polo Referees Association Parent Presentation- Good Video to Learn Game
Links
USA Water Polo: USA Water Polo is the governing body of the sport of water polo in the United States
Ohio Water Polo: Ohio High School Standings, Tournaments, Awards
Cincinnati Moose: Ohio’s Premiere Water Polo Club. Several of our players train with them in the offseason, certainly a great way to increase your players skills and have fun playing water polo
Water Polo Terminology
Chances are, you’ll hear coaches and players use the following terms throughout games and during practices:
Anticipate: The skill of swimming back on defense or offense when the other team is on the verge of losing possession.
Backhand: A pass or shot that is thrown backwards, most commonly seen from the hole-set.
Ball under: An ordinary foul for taking or holding the ball underwater while in contact with an opposing player.
Ball side: The area between the ball carrier and the intended receiver of the ball. This where good defenders play.
Brutality: An exclusion foul for extremely rough play such as striking another player. Results in player being removed from the remainder of the game.
2 Meter (Corner) throw: A free throw by the offensive team when the ball goes out of bounds over the goal line and was last touched by the defense.
Drive: To swim with the ball using a head above water crawl stroke, or swimming quickly toward the goal without the ball to become open for a pass.
Crash/Slough: A strategy in which a defender swims toward the hole to double team offensive players and especially to help guard passes into the hole-set.
Dry pass: A pass in which the ball never touches the water.
Eggbeater: A kicking motion, using alternating circular motions of the leg, for treading water.
Foul and Drop: It is wise to foul a player who is in a position to score inside the 5 meter area (turning that shooter into a passer) and then dropping back to play defense.
Hips Up: Playing in a horizontal angle to maximize reaction time. Good defenders always have their belly buttons pointed toward the bottom of the pool.
“Hole-Set”: When you hear this phrase, the hole player has good position and an entry pass should be made
Misconduct (very uncommon) When the behavior of participants is inappropriate, the referees removals the player or coach from the game
Pump-fake: Pumping and moving the ball in an effort to move the goalie out of position.
Press: Strategy in which defensive players put pressure, without fouling, on the player with the ball and attempt to block the passing lanes.
See the Pool: Keeping one’s head on a swivel so as to see the entire field of play during a game
Six on Five (“We’re up!”): The offensive advantage when a defensive player serves an exclusion foul; exclusions last for 20 seconds and good teams will pump-fake and pass the ball around the perimeter for at least 15 seconds to wear down the defense before taking a shot. Also called a 6-on-5 or man-up.
Triple Threat (Base Position): Holding the ball in a position which would allow the player to immediately shoot, drive, or pass
“Walk it In”: To hold the ball up on offense and approach the goal, taking advantage of the open water between the player and the defender.
Weak: The side of the pool opposite the ball. During the game, players often yell ‘weak’ to indicate that a player is open on the other side of the pool.
Wet pass: A pass in which the ball lands in the water. A wet pass is used to ’set’ the hole-set.