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Rules and Basics of Water Polo

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Rules and Basics of Water Polo

Water polo is a contact team sport played in deep water where two teams (of 7 players) attempt to score goals by throwing the ball into the opposing net.

It is extremely good for stamina and cardiovascular health.

Because it is a fast and rough but not violent sport with a low injury rate, it can be played well into your 50s and beyond (including one of MyHSN’s team!).

1. Team Size and Lineups

Each team should have 13 players to allow for frequent substitutions. Only seven players from each squad—six outfield players and one goalkeeper—are in the water at any one time.

A water polo cap is used to protect the players’ heads and ears, and the numbers on them (1-13) make them identifiable from afar, especially by the referee(s).

2. Match Duration and Referees

Games consist of four periods (quarters), typically lasting 8 minutes each.

Because the clock pauses whenever the ball is not in active play (such as after fouls, goals, or when the ball goes out of bounds), a standard quarter often takes closer to 12 to 15 minutes of real time to complete.

Ideally, there are two referees who control the match from the pool deck using whistles and distinct hand gestures.

There should also be two or more scorers on a scoring table – one controlling the 2 clocks (ordinary and shot clocks).

3. Movement, Positioning, and Scoring Rules

Players must constantly tread water to stay afloat—frequently use a specialised, high-efficiency ‘eggbeater kick’ to remain elevated and keep their hands free.

Touching the bottom of the pool, resting on the sides, or pulling oneself along the lane ropes is strictly prohibited.

A goal is awarded when the entire ball completely crosses the goal line, between the goalposts and under the crossbar. Field players can score using any part of their body except for a clenched fist.

4. Pool Dimensions and Markings

The pool should be 25×20 metres, and at least 2 metres (roughly 6 feet) deep, to guarantee that no player can stand on the bottom. The field of play features strict, colour-coded boundaries along the pool edges, marked by:

  • Red Cone (2 Metres): Attackers cannot enter this zone unless they are actively carrying or swimming with the ball.
  • Yellow Cone (5 Metres): The designated spot where penalty shots are taken.
  • Yellow Cone (6 Metres): The critical boundary for determining direct shots and the extended penalty zone.
  • White Cone (Halway).

5. Area Within 6 Metre Line

The area within 6-metres serves as a major tactical zone for the attacking team (like the penalty area in football).

If an attacking player is fouled ‘outside’ this 6-metre mark, they are permitted a direct shot at the goal immediately following their free throw.

However, if the foul occurs ‘inside’ the 6-metre line, a direct shot is illegal; the player must pass the ball to a teammate to score a goal.

Furthermore, any major foul committed inside this 6-metre area that directly prevents a ‘probable goal’ results in a penalty throw awarded at the 5-metre line.

6. Key Matchplay Rules

Field players must strictly adhere to the ‘one-hand rule’, meaning they can only hold, catch, or control the ball with one hand at a time. The goalkeeper is the only player allowed to use two hands.

Additionally, teams operate under a ’30-second shot clock’. Similar to basketball, the attacking team has exactly 30 seconds from the moment they gain possession to take a shot on goal. Failure to do so results in an immediate turnover.

7. Goal and Corner Throws

Goal Throws

​A goal throw is awarded to the defending team when the ball crosses the goal line outside the posts, last touched by an attacker.

Taken by a defender or goalkeeper from within the 2-metre area, it must be taken without delay (about 3 seconds)

The player taking the throw can pass, dribble, or even shoot directly at the opposing goal to initiate the counter-attack.

Corner Throws

​A corner throw is awarded to the attacking team when the ball goes out over the goal line after last touching the defending goalkeeper, or if a defender intentionally sends it out.

Taken from the 2-metre mark on the side where the ball exited, no other attackers may enter the 2-metre zone until it is taken.

The thrower can pass, swim with the ball, or shoot directly.

Again it must be taken without delay.

8. Ordinary and Exclusion Fouls

Ideally, there are two referees who control the match from the pool deck using whistles and distinct hand gestures

Fouls can only be awarded against a defender if the attacker is not holding the ball.

  • Ordinary (Minor) Fouls: These are technical or tactical infractions that account for most whistle stoppages. A defender can physically challenge an attacker who is holding the ball. The moment the attacker lets go, continued contact becomes a foul.
    • Other examples of ordinary fouls include touching the ball with two hands, pushing off a defender, or pushing or holding the ball underwater (‘ball under’).
    • The offended team gets a free throw but cannot shoot directly unless they are outside the 6-metre mark.
  • Exclusion (Major) Fouls: These are awarded when a defender aggressively ‘holds, sinks, pulls back, or splashes’ (a key phrase in water polo) an opponent who does not have the ball, preventing defenders from simply wrestling dominant players out of the play.
    • The offending player is sent to a designated penalty box for 20 seconds, forcing their team to play ‘man-down’ during a 7-on-6 power play.
    • That player must leave without delay, and not interfere with the game when restarted.
    • Like ordinary fouls, a free throw is awarded. Again, they cannot shoot directly unless they are outside the 6-metre mark.

Notes

  • After 3 exclusion fouls, the player can take no further part in the game. There is no limit on ordinary fouls.
  • Free throws are taken from the position of the ball, and (like goal and corner throws) must be taken without delay (about 3 seconds).

9. Penalty Fouls

A penalty foul is awarded if a defender commits an exclusion foul inside the 6-metre area to intentionally disrupt a clear, probable scoring opportunity (usually when tackling an attacker from behind who has a clear shot at the net).

This results in an penalty throw taken directly from the 5-metre line, with only the goalkeeper allowed to defend it.

10. Misconduct and Brutality Fouls

When behaviour crosses the line from competitive roughhouse play into dangerous, malicious, or deeply disrespectful territory, severe disciplinary sanctions are enforced:

  • Misconduct Fouls: Called for unacceptable behaviour that disrupts the spirit of the game without physical violence—such as using foul language toward an official or ignoring a referee’s instructions.
    • The player is excluded for the remainder of the game (Ejection with Substitution).
    • The team plays a man down for 20 seconds, after which a substitute can step in.
    • Most misconduct fouls do not lead to a penalty throw.
  • Brutality Fouls: The most severe infraction in the sport, called when a player deliberately attempts to injure an opponent or official (such as an underwater punch, kick, or bite).
    • The offending player is permanently ejected from the match, must leave the pool deck entirely, and faces an automatic multi-game suspension.
    • Their team is penalised heavily and must play a man down for ‘4 full minutes’ of game time, regardless of how many goals are scored during that window.
    • A penalty throw is also automatically awarded to the opposition.

 

 

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