GSWP BASICS

Monday, September 15, 2008

WATER POLO BASICS by Marius Buys

Swim-Off – the players take up positions on their respective goal lines and swim toward the ball at the center or side of the pool at the blast of the referee’s whistle. This occurs at the beginning of each period/chukka. The swimmer normally flicks the ball to a receiver close behind him rather than try to play the ball himself. It also sometimes happens that the swimmer drives past his opponent and then goes for the goal.

Scoring: A goal is scored when the ball completely crosses the goal line between the posts and under the crossbar, and at least two players have touched it after a start or restart. A goal is also scored when player has taken a shot immediately after being fouled in the area outside the 5m. A goal has to be scored within 30 seconds.

Restart after a goal On a whistle signal from the referee, the ball is passed from the center of the field by a player whose side conceded the goal to a team-mate who must be stationed behind the halfway line when he receives it.

Out of Play: The ball is out of play when: a) it hits the side of the pool b) it is sent out at the side of the pool c) it completely crosses the goal line. In cases (a) and (b), the ball is returned to play by the nearest opposing player, who takes a free throw from where the ball went out or anywhere behind where the ball went out. If an attacker sends the ball out of play over the goal line, a goal throw is awarded and taken by the keeper. If a shot is taken at goal and it touches the keepers hand, a corner throw is awarded and taken by the attacker nearest where the ball went out of play. It must be taken from the 2 meter mark on the side of the pool where the ball went out. Only the defending goalkeeper may be in the 2 meter area when the throw is taken. The shot clock is also reset to a new 30 second period. The ball is not out of play when it hits the beating bar mounted on the front of the goalmouth.

A Goal Throw “ keepers ball” Is taken by the defending goalkeeper. It must be taken from the goal area. A Penalty: Is awarded for the following: holding, sinking, or pulling back an opponent not holding the ball, kick, strike an opponent or commit an act of brutality against a player or official, foul an opponent to prevent a probable goal in the 5m area, re-enters the water improperly in the last minute of the last chukka or any period of extra time, interfere intentionally with play while leaving the water as an excluded player,

After a penalty is awarded: Any player except the goalkeeper may take the penalty throw. The penalty throw must be taken from a point directly in front of goal along the 5 meter line. He must throw directly at goal. All players except the defending goalkeeper must leave the 5 meter area. No player may encroach within 2 meters of the thrower. The goalkeeper must remain on his goal line until the throw is taken.

Permanent exclusion: A player is permanently excluded for the rest of the game if he; refuses obedience or show disrespect to the referee (with or without substitution) has grease or oil on his body after the game has started (with substitution) has committed three major fouls (with substitution) has committed an act of brutality (without substitution)

FOULS:
Ordinary Fouls:
It is an ordinary foul to: take or hold the ball under water when tackled to keep it away from an opponent, swim beyond the goal line before the referee’s signal to start the game, assist a player at the start, hold onto or push off from the goal posts or the sides of the pool, hold onto the rails except at the start, stand or walk on the floor of the pool or jump from the floor of the pool while actively taking part in play, punch the ball with a clenched fist, touch a referee’s neutral throw before it reaches the water, deliberately (impede) prevent the free limb movement an opponent unless he has picked up the ball, play the ball with both hands at the same time except for the keeper, push an opponent without the ball, pushing off from an opponent with his hand to prevent a tackle, or feet to gain a swim advantage, going within the 2 meter area of the opposing goal line except when behind the line of the ball, waste time by not putting the ball back in play after a foul has been awarded to you, have possession of the ball for more than 30 seconds without shooting, take a penalty throw incorrectly.

After an ordinary foul:
A Free Throw is awarded to the opposite team after an ordinary foul. The player puts the ball back into play when he; a) throws the ball, b) drops the ball into the water, c) dribbles the ball before passing. The throw must be made in such a way that other players can see the ball leave the thrower’s hand. At least two players must touch the ball before a goal can be scored except if the player shoots immediately after a foul from outside the 5m area. Any free throw awarded for a foul in the 2 meter area must be taken from behind the 2 meter mark. Free throws in the rest of the field are taken from anywhere behind the line of where the offence occurred.

Major Fouls: It is a major foul to: kick or strike an opponent or commit any violent act, hold, sink or pull back an opponent not holding the ball, interfere with the taking of a free throw, re-enter the water improperly when if you are excluded player or substitute, intentionally splash water in an opponent’s face, continually commit ordinary fouls with intent, over-aggressively foul to the head, neck or face or intend to cause bodily harm, tackle a player before he player puts the ball back into play, refuse obedience to or show disrespect for the referee, use foul language,

After a Major Foul: The offending player is awarded a personal fault and is ordered out of the water for 20 seconds playing time, until a goal is scored or when the defending team retake possession of the ball, whichever is the sooner. A player is excluded from the game when has three personal faults or penalties recorded against him. Only when the penalized player is to be permanently excluded from the game may a substitute take his place. He may be replaced by a substitute immediately if the third foul is punished by a penalty throw. Major fouls are usually called only when the offended player doesn’t have the ball. In cases of brutality no substitute is allowed when a player deliberately attacks, strikes, or kicks an opponent or endangers another player in any way When both an offensive and defensive player simultaneously commits a foul during dead time, both players are ejected and a neutral throw is awarded. An excluded player may reenter the game if his team gains control/possession of the ball. The excluded player however must first rise his head at the ejection area and then come back into the game. If 2 referees blow simultaneously for fouls of opposite players a neutral throw is awarded except if the one referee blew for a major foul and the other for an ordinary foul. Then the major foul decision stands.

Position by Position
Drivers ( Points and Wings) Drivers are filed players who specialize in driving skills and quick shooting techniques. Drivers must be extremely fast swimmers and have above average hand-eye coordination. They also focus considerable attention to defensive play. The points and wings are always looking to do picks and screens that allow them to swim free from their defenders and take shots at goal. Thus in attack they want to get away from their defenders and in defense they want to prevent their attackers from getting away from them for more than an arms length. The point opposite to where a shot at his own goal comes from will always look to lauch a counter attack by taking 6 quick strokes toward the opposition goal while the attackers shot is still in the air and then stops and looks back. The reasoning is that if his keeper saves the ball that he is in a position far enough away from his man to go and score. Sometimes just 1 metre is needed to achieve an advantage.)

Goalkeepers The goalkeeper, or goalie, is the only player permitted to take the ball in both hands or punch it, so long as they are within their own 5-meter line. They patrol the 3- meter wide goal area and are called upon to make “saves” to prevent an opponent from scoring. Within the 5-meter area, the goalie is permitted to stand during the play. They are not allowed to go beyond the half-distance line but are allowed to shoot at the opponent’s goal, as long as they do so from their half of the pool. They may also not jump off the wall to save a shot at goal. They concede an own goal if they take the ball into the goal in the act of passing to another player. If the keeper commits a foul a penalty is awarded to the other team. The keeper may also not take the ball underwater.

Center Forward (hole man) The center forward is the offensive player who takes position directly in front of the opponent’s goal, between the 2-meter and 5-meter lines. The best hole players have above average size, great leg strength, and excellent passing abilities and are skilled in specialized goal scoring. They are similar to centers in basketball, in that, in a sense, they “post up”, looking for a pass that enables them to get a close-in shot at the goal. The two-meter players are always closely guarded. The center forward also swims out of the goalmouth are if a driver has managed to launch an attack. The center forward and center back continuously jostle for and advantageous position to receive the ball and take a shot. The referees normally allow a lot more pushing etc. than other field players are able to do without penalizing.

Center Back (hole marker) The center back is a specialist defensive player who takes position around the other teams center forward. He can mark from the front, side or rear. He tries to prevent the center forward from getting into a good shooting position or receiving a good pass so he can score. The center back is always aware of the shooting arm of the center forward and anticipates passes to that arm. He continuously repositions himself to make it difficult for the attacking team to get a good pass in. The center back either pushes the center forward out of shooting range or tackles him when a pass comes. A lot of underwater trickery makes this a very specialized position.

Substitutes – any player who replaces another player. This may occur at any time during the match in the ejection area. Players may not dive directly into the pool but must enter the pool with their head crossing underneath the lane rope in the ejection area. Players may substitute other players and enter or exit the pool from anywhere after a goal is scored.

The Bench – players seated at the side of the pool waiting to act as substitutes. The players may not talk or shout and may also not throw the ball to the keeper.

The Coach – The coach may move forward up to the 5m mark when his team is in possession of the ball and on attack. When his team is in defense he must remain at the bench. A coach may only laterally move up and down the pool and never towards the keepers goal.

Water Polo Terminology
30-Second Shot Clock – as in basketball, a team has 30 seconds to shoot the ball. The clocks are usually located at the edge of the pool.

Advantage Rule – permits a referee to refrain from declaring a foul if, in their opinion, such a declaration, would be an advantage to the defending player.

Backhand – a pass or shot, made with either a bent or straight arm, in which the ball is projected backward behind the thrower.

Bourk or Balking – a body, arm, or eye movement, or combination of these, which freeze a defensive player or makes them leave defensive positioning, to the advantage of the offensive player.

Ball Under – an ordinary foul. Taking or holding the ball under when an opponent makes bodily contact with the shoulder, arm or hand.

Red Markers – the line 2-meters from the goal line.

Switch or Slough – (pronounced sluff) – a defensive strategy whereby a defensive player drops off the attacker they are guarding to adopt a position to guard an offensive player who is attacking from a more dangerous position.

Stationery Pick – when an offensive player swims a defender into another (usually unseen) offensive player, similar to setting a screen in basketball.

Corner Throw – offensive player putting the ball into play at the 2-meter mark on the side nearest to which the opponent caused the ball to cross the goal line.

Counter Attack – offensive strategy that seeks to create a fast break or advantage situation at the offensive end after a turnover by the opponent in the defensive end.

Dead Time – usually refers to the time between the whistle for a foul, which stops the clock, and the restarting of the clock after the ball is put in play.

Bunny (Donut) – a goal that is scored by a hard shot that is aimed close above the goalie’s head. Normally shot as the goalie has come up and has started sinking.

Dribbling – the technique of moving and controlling the ball while swimming freestyle (front crawl stroke).

Drive – quick swimming movement made toward the goal by an offensive player without the ball.

Drop – almost a zone defense, where the defensive players drops back to help protect the center of the pool and help block shots. The ball carrier must be pressured to force a bad pass or hurried shot.

Dry Pass – a pass made where there is a need for a quick reception by the receiver and the ball may be caught without touching the water.

Eggbeater – the alternating leg kick like a breaststroke kick that enables players to lift themselves vertically out of the water while constantly treading water.

Ejection Area – an area behind the goal line, opposite from the desk and beside the time bench, where penalty time is served by a player who has committed and exclusion foul.

Field Player – a player other than the goalie.

The Flat – the area in the pool generally positioned 5 to 8 meters out from the goal posts. The “flat” is the position from which most “drives” are initiated. Also referred to as the area from where players can shoot without the keeper making an easy save.

Default (Forfeit) – when a team fails to comply with the rules, or decided not to complete a game for any reason, or fails to appear. The referee may declare the game a forfeit and the scored will be recorded 5 – 0.

Free Throw – the method of putting the ball in play after a team is awarded the ball by the referee after a foul (dropping from a raised hand onto the surface of the water or throwing into the air).

Fronting – defensive positioning whereby the center back guard gets in the passing lane (between the ball and the center forward), thereby preventing the center forward from receiving a pass.

Goal Throw – a free throw awarded to the goalkeeper after a member of the offensive team has caused the ball to go out of bounds across the goal line.

Greenie – a vertical, quick shot taken by a perimeter player following a pass from the two-meter position.

Pass and shoot are taken quickly in an effort to “catch” the perimeter defender and goalkeeper by surprise. Holding, sinking, grabbing and/or pulling back a player who is “holding the ball” is not a foul so long as it is not done in a manner likely to injure the offensive player.

Man-Down/Man-Up (6-on-5 extra man) – Teams go into pre practiced tactical play to prevent or score a goal. Natural Goal – a goal scored from open play when both team are at full strength, as opposed to a goal scored from a penalty throw or a man-up situation.

Outlet – a pass from the goalie to a field player after a save to begin a counterattack.

Penalty Shot – (penalty throw) – free shot at the goal, taken upon the signal of the referee, from any point along the 4-meter line with only the goalkeeper between the shooter and the goal.

Personal Foul – a foul that results in exclusion or a penalty shot. Any player committing three personal fouls is excluded from the remainder of the game.

Press – the basic “man on man” – defense that is the most commonly used strategy. The idea is to guard each offensive player tightly without fouling.

Defenders should always position themselves between their goal and the player theyare guarding. Inside water – A imaginary line drawn between the middle of the 2 goals.Players try to position themselves between the line and their opponent.

Goalside – Players try to be between his opponent and his own goal on defense. When a team is on attack players try to be between his opponent and his opponents goal.

Cockroach - An opportunistic defensive player that waits close to the attacking teams goal while his team defends. The “cockroach” hopes that his team, which is playing “man down” can gain possession of the ball and pass it to him so that he can score.

Skim shot – a Risky shot that tries to bounce/skim the ball off the water and fool the keeper . Skimshots are best aimed half a meter in front of where the keepers outstretched hand would be.

Roll shot – A player, normally on a break away and closely pursued, that is stretched out flat in swimming crawl and passes almost parallel in front of the goalmouth will try a roll shot by reaching for the ball with an outstretched hand and turning 180 degrees onto his back for a reverse/ backhand shot over his hip.

Flat pass (Flat and fast) – a quick, effective pass that has the ball’s trajectory in almost a straight line to another player normally catching the defense off guard.

Wet pass – A fast and flat pass to within reaching distance of the center forward but safe from the opponent defending him. The center forward will sometimes ask for the ball by a quick nod, an eye movement or by tapping the water. He is generally trying to let the player with the ball know that he has control of his marker and wants to take a shot at goal. The pass must “sit” on the water and therefore the player passing the ball to the center forward must work high out of the water to let the ball hit the water at a steep angle to avoid the ball skimming.

The Table – The officials who does record and time keeping. This includes calling in excluded players after 20 seconds by waving a flag of the same color as the players’ cap. Tables who do not have flags will use a hand signal. The Arc “The D” – A 5m x 5m semi circle in front of the goal from where attacks are launched.

Spinnig a defender – A defensive player is “spun” when he is forced to over commit to an attacking players side. The attacking player then spins the defender by forcing the defender into a non goalside position while sliding the ball around with his other arm on the opposite side of the defender. The defender is now forced to either commit a major foul by pulling his opponent back or by giving chase.

Mirror mark – A defensive tactic that has a defender open his hand as wide as he can and mirrors or follows the movement of the ball in the attackers hand. The defenders arm is outstretched to prevent a good pass. The goal is not necessarily to get the ball but to force a bad pass that can be intercepted by another team member. The defender works himself high out of the water and skulls toward the attacker putting him under pressure to pass. The defender always uses the arm on the same side a in which the attacker is holding the ball.

Extra! – Normally shouted by the coach to inform his team that there is a player on a break and that the ball needs to be passed urgently. The coach normally whistles to alert the team that possession of the ball has been lost or that they need chase a breakaway. It is used as a defensive alert.

SPECTATORS GUIDE TO WATER POLO

Just strating?
Click this link to understand more about what is happening during a match
http://www.owpra.org/guide/guide-5-0.pdf