Introduction
Water
polo traces its roots to classic Polo originally started
in the Eastern Indies, where British troops experimented
with a new game involving a ball and horses. The game flourished
in America and Europe.
One
of the most demanding team sports, water polo requires tremendous
all-around athleticism. Players can swim up to five kilometres
during the course of a game, all without touching the sides
or bottom of the pool. Athletes must also be able to handle
the rigours of contact sport: constant battles for the ball
mean frequent fouls and stoppages of play.
The
object in water polo is simple: put the ball into your opponent's
net.
Each team has seven players in the pool at one time, including
one goalkeeper, plus six reserves on the sidelines. The
game is divided into four seven-minute periods, with a two-minute
break between periods.
Players
advance the ball by dribbling (swimming with the ball) or
passing it, and can score goals using any part of their
body except a clenched fist.
Understanding Water Polo
A
water polo ball is the same size as a soccer ball, but is
yellow, waterproof, and weighs only 400-450 grams.
Players
wear two uniforms - in case the outer suit gets ripped during
the heat of battle. They also wear caps, numbered 2 to 13,
with ear protectors to guard the head and eardrums. One
team wears white caps and the other wears dark blue. Both
goalkeepers wear red caps with the number one.
The
game is played in a pool measuring 30 metres long by 20m
wide, and at least two metres deep. There is a floating
net at each end, three metres wide and 90 centimetres high.
Different
coloured buoys, or cones, indicate the various lines in
the playing area. White buoys mark the two goal lines and
the half-distance line. Yellow buoys represent the four-metre
lines and green buoys indicate the seven-metre lines. The
exclusion areas are marked off as red rectangles behind
each goal line.
Rules
Every
match consists of four periods (or 'quarters'), each seven
minutes long (actual playing time), with a two-minute break
between periods. Whenever the referee whistles, the clock
stops. Each team is allowed two one-minute timeouts during
the match, and a three-minute timeout in overtime. If the
score is tied at the end of regular game's time, there is
an overtime of two three-minute periods.
At the start of the match and at the start of every period,
the ball is placed in the middle of the field of play on
a special float, and the players line up on their goal line.
When the referee whistles, the float is pulled away, leaving
the ball resting on the water. The fastest swimmer on either
side tries to reach the ball first and pass it to his or
her teammates, thus gaining the offensive advantage.
The
offensive side has 35 seconds in which to score a goal.
If no goal is scored within this time, the defending side
gets the ball and has the right to attack. After a goal
is scored, players go to their own end of the pool and the
team that has conceded the goal puts the ball into play.
There
are two referees supervising a match, who indicate their
decisions to the players and to the secretariat by hand
signals and by blowing a whistle. The goal-judges are at
the edge of the pool on the goal line, on the opposite side
from the referee. The timekeepers measure playing time;
the penalty time that a player has to spend out of the game;
and the time for which a team has possession of the ball.
They also blow a whistle to mark the end of a period. The
scorers record the score and any major fouls.
There are two kinds of fouls, minor and major, each bearing
different kinds of penalties. For a minor foul, a
foul is awarded against the team committing it.
A major foul occurs when a player makes a deliberate body
check of any kind against an opponent, or commits an unsporting
act. Major fouls count as penalties and are punished by
the player being sent off for 20 seconds. A player committing
three fouls is sent off for the remainder of the game and
may be replaced by another player, but only after 20 seconds.
An expulsion for striking an opponent means that the player
cannot be replaced at all (the team has to continue one
player short).
Depending
on the actual area where the foul occurs, the punishment
for a major foul may be either a foul or a penalty: for
a major foul within the 4m line, a penalty is awarded. |