Developed in Britain in 1869, and played by teams of seven-a-side in a swimming pool. The object is to score goals by propelling the ball into the opposing team's goal at the end of the pool. Originally known as football in water, it is now an Olympic event.
Water polo is a team water sport, which can be best described as a combination of swimming, football (soccer), basketball, ice hockey, rugby and wrestling.
A perfect water polo athlete can be best described as having the over-arm accuracy of a baseball pitcher, the vertical leap of a volleyball player, the toughness of a rugby player, the endurance of a cross-country runner and the strategy of a chess player.
Basic skills
Swimming: Water polo is a team water sport, so swimming is a necessary skill. The freestyle stroke used in water polo differs from the usual swimming style in that water polo players swim with the head out of water at all times to observe the field. Backstroke is also needed to see the ball and who has it if the players are behind you. Ball handling skills: As all field players are only allowed to touch the ball with one hand at a time, they must develop the ability to catch and throw the ball with either hand. Experienced water polo players can catch and release a pass or shot with a single motion. The advantage of the egg-beater is that it allows the player to maintain a constant position to the water level, as opposed to other forms of treading water such as the scissor kick, which result in the player bobbing up and down. Also, by kicking faster for a brief period the player can get high out of the water (as high as their suit—below their waistline) for a block, pass, or shot. The most accomplished water polo players are constantly aware of their surroundings and can change tempo.Overview
See also: Glossary of Water Polo Note: Rules below reflect the latest FINA Water Polo Rules 2005-2009.Seven players from each team (six field players and a goalkeeper) are allowed in the playing area of the pool during game play. Visiting team field players wear numbered white caps, and home team field players wear dark caps; During game play, players enter and exit in front of their team bench; the length depends on the level of play:
| Level of play | Team level | Time each period | Authority |
|---|---|---|---|
| FINA Water Polo World League | National | 8 minutes | FINA |
| Olympics | National | 8 minutes | IOC |
| US College | Varsity | 8 minutes | NCAA |
| US High School | Varsity | 7 minutes | NFHS |
| US High School | Junior Varsity | 6 minutes | NFHS |
| US High School | Freshman/Sophomore | 5 minutes | NFHS |
The game clock is stopped when the ball is not 'in play' e.g. A team may not have possession of the ball for longer than 30 seconds (35 in high school level)without shooting for the goal or an opponent being ejected. However, if a team shoots the ball within the allotted 30 seconds, and regains control of the ball, the shot clock is reset to 30 seconds. During game play, only the team in possession of the ball may call a timeout. Water polo balls are generally yellow and of varying size and weight for juniors, women and men. The "two meters" line is designated with a red line and no player of the attacking team can be inside this line without the ball.
One player on each team is designated the goalkeeper, assigned to deflect or catch any shots at goal. The goalkeeper is the only player who can touch the ball with both hands at any time, and, in a shallow pool, the only player allowed to stand on the bottom.
Players can move the ball by throwing it to a teammate or swimming while pushing the ball in front of them. Players are not permitted to push the ball underwater when being tackled, or push or hold an opposition player unless that player is holding the ball. Fouls are very common, and result in a free throw during which the player cannot shoot at the goal unless beyond the "5 meter" line. Water polo players need remarkable stamina due to the considerable amount of holding and pushing that occurs during the game, some allowed, some unseen or ignored by the referees (usually underwater). action is continuous, and players commonly swim 3 kilometers or more during four periods of play. The ability to handle and pass the ball flawlessly separates the good teams from the great teams. A pass thrown to a field position player is preferably a "dry pass" (meaning the ball does not touch the water) and allows for optimal speed when passing from player to player with fluid motion between catching and throwing. A "wet pass" is a deliberate pass into the water, just out of reach of the offensive player nearest the goal (the "hole set") and his defender. The hole-set can then lunge towards the ball and out of the water to make a shot or pass. The ball usually hits the water within a metre of the net, where the goalie cannot anticipate and block the shot. The player gets in the position to shoot but stops halfway through his motion, causing the defending goalkeeper to commit too early to block the subsequent shot. A defender will often foul the player with the ball as a tactic to disrupt the opponent's ball movement. Play continues uninterrupted in most cases, but the attacker must now pass the ball instead of advancing or taking a shot. However, as in ice hockey, a player caught committing a major foul, is sent out of the playing area with his team a man-down for 20 seconds, but may return sooner if a goal is scored or his team regains possession.
Positions
There are six field player positions and a goalkeeper on each team. An example is Thalia Munro, who played for UCLA and the US National Team, among the team leaders in goals, steals and assists. The center forward, known by players as hole set or 2-meter is the center player in the middle of the umbrella who is closest to the opposing teams goal. This player sets up in front of the opposing team's goalie and usually scores the most individually or contributes most often to initiating plays. The five perimeter players often swim the most and interchange their positions several times during a single offensive play.
Goalie
The goalkeeper is given several privileges above those of the other players, but only if he or she is within the five meter area in front of his goal:
The ability to touch the ball with two hands.Offense strategy
Starting play
At the start of each period, teams line up on their own goal line. The first team to recover the ball becomes the attacker until a goal is scored or the defenders recover the ball. After a goal is scored, the teams line up anywhere within their halves of play, but usually along the midpoint of the pool. Play resumes when the team not scoring the goal puts the ball in play by passing it to a teammate.
Advancing the ball
When the offense takes possession of the ball, the strategy is to advance the ball down the field of play and to score a goal. Players can move the ball by throwing it to a teammate or swimming while pushing the ball in front of them ("dribbling"). If an attacker uses his arm to push away a defending player and free up space for a pass or shot, the referee will rule a turnover and the defense will take possession of the ball. If an attacker advances inside the 2-meter line without the ball or before the ball is inside the 2-meter area, he is ruled off side and the ball is turned over to the defense.
Setting the ball
The key to the offense is to accurately pass (or "set") the ball into the center forward or hole set, positioned directly in front of the goal (the hole). The point player normally starts with the ball and throws the hole set a ""wet pass"" that hits the water just outside of the hole set's reach. The hole set attempts to take possession of the ball, to shoot at the goal, or to draw a foul from his defender. The hole set then has a "reasonable amount of time" (typically a three seconds) to re-commence play by making a free pass to one of the other players. The defensive team cannot hinder the hole set until the free throw has been taken, but the hole set cannot shoot a goal once the foul has been awarded until the ball has been played by at least one other player. If the hole set attempts a goal without the free throw, the goal is not counted and the defense takes possession of the ball, unless the shot is made outside the 5-meter line. As soon as the hole set has a free pass, the other attacking players attempt to swim or drive away from their defenders towards the goal. If a driver gets free from a defender, the player calls for the pass from the hole set and attempts a shot at the goal.
Man up (6 on 5)
If a defender interferes with a free throw, holds or sinks an attacker who is not in possession or splashes water into the face of an opponent, the defensive player is excluded from the game for twenty seconds (informally called 'kicked out' or a major foul). The attacking team typically positions 4 players on the 2 meter line, and 2 players on 5 meter line (4-2), passing the ball around until an open player attempts a shot. The 5 defending players try to pressure the attackers, block shots and prevent a goal being scored for the 20 seconds while they are a player down. The other players can only block the ball with one hand to help the goalie. The defensive player is allowed to return immediately if the offense scores or if the defense recovers the ball before the twenty seconds expires.
Five meter penalty
If a defender commits a foul within the five meter area that prevents a likely goal, the attacking team is awarded a penalty throw or shot. The referee signals with a whistle and by lowering his arm, and the player taking the penalty shot must immediately throw the ball with an uninterrupted motion toward the goal.
Scoring
A shot is successful if the ball completely passes between the goal posts and underneath the crossbar. If a shot bounces off a goal post back into the field of play, the ball is rebounded by the players and the shot clock is reset. If the shot goes outside the goal and on to the deck (outside the field of play) then the ball is automatically recovered by the defense. If the goalie, however, is the last to touch the ball before it goes on to the deck then the offense receives the ball at the two meter line for a free throw much like a corner kick in soccer. The defense sometimes "counterattacks" when the goalie blocks a shot, gains control of the ball, and makes a long pass to a teammate at the opposite end of the pool.
Overtime
If the score is tied at the end of regulation play, two overtime periods of three minutes each are played. Players shoot from the 5 meter line alternately at either end of the pool in turn until all five have taken a shot.
Defense strategy
On defense, the players work to regain possession of the ball and prevent a goal. The defense attempts to knock away or steal the ball from the offense or commit a foul in order to stop an offensive player from taking a goal shot.
Fouls
If an offensive player, such as the hole set (center forward), has possession of the ball in front of the goal, the defensive player tries to steal the ball or keep the center from shooting or passing. The hole set then has a free throw but must pass the ball off to another offensive player, rather than making a shot at the goal. Defensive perimeter players may also intentionally cause a minor foul and then move toward the goal, away from their attacker, who must take a free throw.
Minor fouls (ordinary fouls) occur when a player impedes or otherwise prevents the free movement of an opponent who is not holding the ball, including swimming on the opponent’s shoulders, back or legs. The most common is when a player reaches over the shoulder of an opponent in order to knock the ball away while in the process hindering the opponent. Offensive players may be called for a foul by pushing off a defender to provide space for a pass or shot. If the foul has been committed outside the 5-meter line, the offensive player may also attempt a direct shot on goal, but the shot must be a clean one. If the offensive player fakes a shot and then shoots the ball, it is considered a turnover.
Major fouls (exclusion fouls) are committed when the defensive player pulls the offensive player away from the ball before the offensive player has had a chance to take possession of the ball. A referee signals a major foul by two short whistle bursts and indicates that the player must leave the field of play and move to the penalty area for twenty seconds. The player must move to the penalty area without impacting the natural game play. If the player does not leave the field of play, the player will be kicked out for the remaining time of the game with substitution. If a player commits a violent foul with intention to harm, the player is ejected from the game without substitution. The opponents are awarded a penalty shot, and the ejected player's team plays one man down for the next four minutes of game time.
A penalty shot is awarded when a major foul is committed inside the 5-meter line and the offensive player had an opportunity to score, or a goal was prevented by the foul. Depending on the ball carrier's location, the goalie is positioned along that semicircle roughly a meter out of the goal to reduce the attacker's shooting angle. The goalkeeper stops using his or her hands to tread water once the opponent enters the 7 metre mark and starts treading water much harder, elevating the body, arms ready for the block. Finally the goalie tries to block the ball down, which is often hard for the longer reaches, but prevents an offensive rebound and second shot. As is the case with other defensive players, a goalkeeper who aggressively fouls an attacker in position to score can be charged with a penalty shot for the other team.
Ball handling skills
Passing
There are two basic passes in waterpolo: the "dry" pass and the "wet" pass. When passing to a field position player, a dry pass (meaning the ball doesn't touch the water) is thrown a few inches above the head of the catching player and to the left or right side depending on the receiver's dominant hand. The dry pass allows for optimal speed when passing from player to player, who do not have to pick the ball up out of the water to throw. In order for the player to catch the ball above their head, they must egg beater harder which brings their body higher out of the water. To make a successful wet pass, the ball lands just out of reach of the offensive player and defensive team. The hole set can then lunge towards the ball and out of the water to make a shot or pass. If that happens the player must look for an open player or pass the ball closer to the hole set to avoid a turnover. Top level water polo players can generate ball speeds between 50-90 km/h (30-56 mph). The player propels his body out of the water and uses his momentum to shoot the ball into the net. If the shot is off the mark, the ball will either be blocked by the goalie or rebound off the goal post. Instead of shooting directly into the net, the player throws the ball at an angle directly into the water. If done properly and with enough force, the ball will bounce off the water and into the goal. But, if done from far enough away the goalie can plan to block the ball low on the water instead of bringing the hands up in the air.
Outside water shots require a player to cease swimming, and usually occur outside the 2 meter zone. In these situations, which can often result from driving after a foul has been committed on the hole set or during a close fast break counterattack, players may perform an inside water shot. The t-shot or bat shot is executed by scooping the ball with the non-dominant hand, "loading" the ball to the dominant hand, and propelling the ball forward. The pop shot is a quick shot executed by cupping the ball with the dominant hand from underneath the ball and releasing it, usually into a corner of the goal. Other inside water shots include the screw shot, which can likewise be executed directly from the stroke, and a spring shot where the player pushes the ball slightly into the water (but avoiding a "ball under" foul) and then allows a sudden release. While beginning players will have difficulty integrating these shots into their stroke, resulting in weaker shots as compared to outside water shots, inside water shots by experienced players have sufficient force to skip past the goalkeeper. One thing the shooter must watch is how close they get to the goalie because they can come out of the goal and take the ball. This can be repeated until the player decides to release the ball. A good baulk takes a great amount of hand strength to palm the ball while mimicking the movement of a shot.
Game variations
Inner tube water polo is a style of water polo with the important difference that players, excluding the goalkeeper, are required to float in inner tubes. By floating in an inner tube players expend less energy than traditional water polo players, not having to tread water. This allows casual players to enjoy water polo without undertaking the intense conditioning required for conventional water polo. Noticing how much fun the water polo team was having, Mr. Colberg thought up the idea of using tubes so that people with no experience in water polo could still enjoy the game.
History
The modern game originated as a form of rugby football played in rivers and lakes in England and Scotland with a ball constructed of Indian rubber. This "water rugby" came to be called "water polo" based on the English pronunciation of the Balti word for ball, pulu,
Men's water polo at the Olympics was the among the first team sports introduced at the 1900 games (along with cricket, rugby, football (soccer), polo (with horses), rowing and tug of war).
Every 2 to 4 years since 1973, a men's Water Polo World Championship is played together with the World Swimming Championship, under the auspices of FINA.
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