Advantage Rule: A cornerstone of water polo which permits a referee to refrain from declaring a foul if, in his opinion, such a declaration would be an advantage to the offender's team. Applied properly, it speeds up the game and should result in more scoring.
Backhand: A pass or shot made with either a bent or straight arm, in which the ball is projected directly behind the thrower.
Ball Under: It is an ordinary foul to take or hold the ball under water when an opponent makes bodily contact with the shoulder arm or hand of the player holding the ball under. If the goalkeeper or any defensive field player takes the ball under inside the four-metre area, with the object of preventing a goal, a penalty throw must be awarded.
Brutality: A major foul which includes deliberately attacking, striking or kicking an opponent or making disproportionate movements with that intent or to endanger another player in any way. The offending player is excluded from the remainder of the game and a penalty throw is awarded.
Caps: Identification caps with plastic ear guards and visible numbers must be worn by all players. Home team wears white under international rules. Goalkeepers’ caps must be red or quartered with two contrasting colours.
Change of Ends: At the conclusion of each period, including overtime periods, teams will change ends prior to the start of the next period.
Choice of Ends: Determined by the toss of a coin at pre-game meeting between the team captains, coaches and referees. In pools with one end deep and one end shallow, it is believed to be an advantage to attack the deep end in the final period.
Corner Throw: A free throw taken from the sideline at the 2 metre line on the side of the pool where the ball passed over the goal line after having last been touched by the defensive team.
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 of the pool.
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.
Dead-time Foul: Any defensive foul committed during dead time is considered a major foul. A defensive player committing a foul is ejected for 20 seconds. With the exception of a "double dead time foul" an offensive dead time foul is not a personal foul, but the offensive team loses possession of the ball. International rules call for a face-off.
Donut: A goal that is scored by a hard shot that is aimed close to the goalie's head.
Double Dead Time Foul: When both an offensive and defensive player simultaneously commit a foul during dead time. Both players are ejected and the original free throw is maintained.
Double Post: When the offensive strategy uses two hole sets, one in front of each of the goal post. Also known as a double hole. See hole man.
Dribbling: The technique of moving and controlling the ball while swimming the front crawl stroke.
Drive: Quick swimming movement made toward the goal by an offensive player without the ball.
Drivers: Field players who specialize in driving skills and quick shooting techniques. Drivers must be extremely fast swimmers and have above average, hand eye co-ordination.
Drop: Almost a zone defence, where the defensive players drop back to help protect the centre of the pool and help block shots. It generally resembles either a sagging man-to-man or 3-2-1 zone. The ball carrier must be pressured to force a bad pass or hurried shot.
Dry Pass: A pass made when there is a need for a quick reception by the receiver and the ball may be caught without it touching the water.
Eggbeater: The alternating leg kick that enables players to lift themselves vertically out of the water.
Ejection: The punishment for a defensive player who commits a major foul. The offender is required to swim to the ejection area and remain there for 20 seconds, or until a goal is scored, or upon the signal of the defensive referee following a clear change of possession - whichever comes first. The ejected player is also awarded a personal fault. See major fouls and personal faults.
Ejection Area: An area behind the goal line and to the right of each goal where penalty time is served by a player who has committed a major foul.
Face Off ("neutral throw"): Should the ball strike an overhead obstruction; or both teams offend simultaneously and the referee cannot distinguish who committed the foul first; or in the case of the double live-time major foul, a face-off is held. The referee will line up one player from each team in a lateral position near the location of the stoppage. The referee will then throw the ball between the two players so that neither has an advantage in reaching it.
Feinting (fake or balking): A body, arm or eye movement, or combination of these, which act to freeze a defensive player or make him/her leave defensive positioning, to the advantage of the offensive player.
Field player: A player other than the goalkeeper.
Flat: Pertaining to offensive player positioning. The "FIats" are generally positioned 5 to 8 metres out from the goalposts. The flat is the position from which most drives are initiated.
Forfeit: When a team fails to comply with the rules, or decides not to complete a game for any reason, or fails to appear, the referee may declare the game a forfeit and the score will be recorded 5-0.
Fouls: See Four-metre Foul, Major Fouls and Ordinary Fouls.
Four-Metre Foul A four-metre foul should be called if the offensive player is held, sunk or pulled back when he/she is in control of the ball and has inside water, while on or inside the four-metre line; or for any foul committed while the ball is in the four-metre area directly aimed at preventing a goal from being scored. The player committing the foul has a personal fault recorded against him/her and the opposition is awarded a penalty throw.
Fronting: Defensive positioning whereby the hole guard gets in the passing lane (between the ball and the hole set), thereby preventing the hole set from receiving a pass.
Free Throw: The method of putting the ball in play after a team is awarded the ball by the referee. It must be taken from the point of the infraction, unless otherwise specified, and by the player closest to that spot. The player may throw the ball or drop it in the water and dribble it, but a free throw may not be thrown directly at the goal, even after dribbling.
Goal: One point is awarded for each goal scored. A goal is scored when the ball passes fully over the goal line between the uprights and under the crossbar, providing it was not punched in and was played by at least two players after the start, restart or free throw. The size of the goal is 3 ft. x 10ft.
Goalie (goalkeeper): The only player permitted to take the ball in both hands or punch it so long as he is within his own four-metre line. Within the four-metre, the goalie is permitted to stand during play, or to use both hands or a fist to play the ball. Outside the four-metre line he/she has the same restrictions as a field player; however, the goalkeeper may not cross the halfway line.
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-metere position. Pass and shot are taken quickly in an effort to "catch" the perimeter defender and goalkeeper by surprise.
Hold, Sink or Full Back Rule: It is a major foul to hold, sink or pull back an offensive player who has attained the advantage of inside water. In addition, if the offensive player is inside the four-metre line and is in control of the ball, a four-metre foul is the appropriate call. If the offensive player is NOT facing the goal and is on or inside the posts AND is inside the 4 metre line when he is held, sunk or pulled back, it is a major foul whether he/she is in control of the ball or not.
Holding The Ball: Lifting, carrying, pressing under water or placing the hand under or over the ball while actually touching it are all instances of holding the ball.
Hole Set (two-metre man): An offensive player who takes position directly in front of the opponents' goal, between the four and two metre lines. The best hole players are above average size, have great leg strength, excellent passing abilities, and are skilled in specialized goal scoring techniques.
Hole Guard: A defensive player who takes position in front of his/her own goal and guards the hole set. To be effective, the hole guard should be able to match the hole set in size and leg strength.
Impeding: It is an ordinary foul to push, push off from or retard the free limb movement of, or to impede in any way, an opponent who has not gained an offensive advantage and who is not holding the ball. See Ordinary Fouls.
Inside Water: An offensive advantage that exists when the offensive player has positioned himself/herself between the goal and is attacking his/her defender. A four metre foul should be called if the offensive player is held, sunk, or pulled back when he/she is in control of the ball, and has inside water while on or inside the four-metre line. It is a major foul if the offensive player is held, sunk or pulled back when he/she has inside water outside the four-metre line whether in control of the ball or not.
Interference: To deliberately make any attempt to play the ball before a free throw is taken, or to delay or hamper the ball from reaching the player making a free throw, or to hinder the arm movement or a player making a free throw, is a major foul.
Kick Out: An ejection. See Major Foul.
Lane Press: A defensive strategy where defensive players are positioned in the passing lanes (between the ball and their man) rather than their man and the goal. The lane press is designed to deny the easy pass, use offensive time and/or set up an interception or a "stalling" call and set up the counter attack.
Left Hander: After receiving a dry pass, a left-handed shooter is generally more effective attacking a goal from the right side of the goal, than a right-handed player. A left-hander's wet shot is most effective attacking from the left.
Live Time: Action which takes place while the clock is running.
Lob Shot: A deceptive, high arching shot that is intended to pass over the goalie's hands and under the crossbar.
Major Fouls: Serious infringements of the rules for which the offender is awarded a personal fault and/or an ejection. See brutality; dead time foul; double dead time foul; ejection; ejection area; four-metre foul; hold, sink, pull-back rule; inside water; interference; misconduct; overly-aggressive fouling; personal fault; splashing.
Man-Down/Man-Up (6-on-5, extra man): The "man-down/man-up" situation begins when a defensive player commits a major foul and is ejected for 20 seconds. Defensive players must quickly take up zone positions designed to defend against a "quick" goal and the six-on-five offensive advantage. Since the offense has only a 20 second advantage opportunity, it is essential that players move to a 4-2 or 3-3 alignment quickly. Similar to the "power play" in ice hockey.
Marking: The position taken up by the defensive player which is designed to keep his/her offensive opponent from either receiving the ball or being an effective offensive threat.
Moving Pick: A pick made by an offensive player who swims in front of (not into) and interferes with a defender who is guarding another offensive player. Unless defenders "switch", a pick will create an opening for a passer shot.
Natural Goal: A goal scored from open play when both teams are at full strength as opposed to a goal scored from a penalty throw or man-up situation.
Neutral Throw: See face-off.
Outlet: A pass from the goalie to a field player after a save to begin a counter-attack.
Ordinary Fouls: The penalty for committing an ordinary foul is a free throw awarded to the opposing team. Examples of ordinary fouls are: taking the "ball under"; impeding; standing; a two-metre violation; to hit the ball with a clenched fist; to touch the ball with both hands at the same time; to push off from the sides or end of the pool during actual play; to delay unduly when taking a free throw; stalling.
Overtime: If regulation time ends with the score tied, there will be a five-minute interval, followed by two overtime periods of three minutes each. If overtime ends with the score tied, there will be a two-minute interval, followed by three-minute sudden death overtime periods. Under international rules, there is no sudden death. See choice of ends.
Overly Aggressive Fouling: Any foul to the head, neck or face or any foul intended to cause bodily harm is a major foul.
Passing Lane: An imaginary lane through which the ball could be passed from a player with the ball to another offensive player.
Penalty Throw: A free shot at goal, taken upon the signal of the referee, from any point along the four-yard line, with only the goalkeeper between the penalty-taker and the goal. See Four-metre penalty.
Personal Fault: Any player committing three personal faults will be excluded from the remainder of the game. See major foul.
Pick: Creating a screen to impede a defender and free another offensive player for a shot attempt.
Point: Pertaining to offensive player positioning. The "point" in the basic offensive structure is the player farthest out from the goal in the 12 o'clock position.
Press: The most commonly used strategy is the basic "man to man" defence. The idea is to tightly mark each offensive player without fouling. Defenders should always position themselves between their goal and the player they are guarding. Each pass should be pressured. Defenders guarding players without the ball should favour the passing lane side to frustrate a reception.
Release: A free throw by the two-metre man where the ball is passed to a teammate on the perimeter. The field players generally must move to make themselves available for a release.
Shallow: Any depth of water less than 2 metres deep.
Slough: A defensive strategy whereby a defensive player drops off the attacker he is marking, to adopt a position where he can mark an offensive player who is attacking from a more dangerous situation.
Splashing: To deliberately splash water in an opponent's face is a major foul.
Stalling: The failure of a team to shoot or advance the ball within 35 seconds. Stalling is an ordinary foul. No warning is given by the referee.
Standing: It is an ordinary foul for any player except the goalie to take an active part in the game when standing on the bottom of the pool.
Stationary Pick: A pick made when an offensive player swims his/her defender into another (usually unseen) offensive player. The defender is thus blocked and, unless defenders switch, a passing or shooting opportunity is created. If the defender swims over or otherwise fouls the stationary pick, the foul is generally not called because of the advantage rule.
Substitution: May be made between periods, during time-outs, after a goal is scored and for an ejected player.
Swim-off: Before the start of each period of play, the players must take up positions on their respective goal lines. When the referee has ascertained that the teams are ready, he/she should give the signal to swim-off for the ball by a blast of his/her whistle and release the ball into the centre of the field of play.
Switch: Changing defensive responsibilities to assist a teammate who has been beaten by his/her offensive counterpart, or to better match up on the basis of size or speed.
Tackling: Holding, sinking, grabbing and pulling back a player who is "holding the ball" is not a foul so long as it is not done in manner likely to injure the offensive player.
Time-Out: International rules permit time-outs only for injury or unforeseen problems. A team must be in possession of the ball to call a time-out. After a goal, either team may call a time-out.
Tip: Generally refers to a shot which goes out of bounds and was last touched, or tipped, by the goalie or another defensive player.
Two-metre man: See hole set.
Two- metre Violation: It is an ordinary foul for a player to be within two metres of the opponents’ goal line or to remain there except when behind the line of the ball.
Weak Side: Refers to the side of the pool opposite to where the ball is located.
Wet Pass: A pass from one player to another that is intended to land in the water in a position away from a defender or in a location to where an attacking player is moving.
Wet Shot: A shot that is attempted while the ball is controlled in the water, usually a quick wrist shot; also called an off-the-water shot.
Wing: Pertaining to the offensive end of the field of play. The wing position in the offensive set up is located between the two and four metre lines and to the outside of both goal posts.
The preceding was adapted from information provided by the Australian Water Polo Association.