BEACH WATER POLO FOURS RULES

Event Rules

Beach Water Polo Fours features unique scoring and rules compared to regular water polo, which we have summarised below.


THE BASICS

  • 3 FIELD PLAYERS AND A GK IN THE WATER AT ANY TIME 
  • 6 MINUTE RUNNING TIME HALVES + 3 MIN HALF TIME - EACH GAME IS CONTINUOUS PLAY
  • HALVES ARE SCORED AS INDIVIDUAL SETS, LIKE VOLLEYBALL OR TENNIS
    • WINNING BOTH HALVES ENDS THE GAME AT 2-0
    • WINNING A HALF EACH RESULTS IN A 3 PERSON PENALTY SHOOTOUT

PENALTIES

  • Players start their attempt on their defensive 5 meter line, with possession of the ball and as close as possible to the side line of their choosing
  • Once whistled by the referee, players pass to their own GK to begin the attempt, where players will have 10 second to get as close to goal as possible to receive a pass from their goalkeeper for a shot, who can also shoot!
    • The passing GK can’t go outside their own 5m to pass or shoot - if they do, the penalty attempt is finished
    • The defending GK can leave their goal to defend - though leaving an empty net is risky business!
    • If the defending GK creates an ordinary foul on the attacking player OUTSIDE 5m, the attacking player can have a direct shot at goal without a fake, as per normal water polo rules
    • If the defending GK creates an ordinary foul INSIDE 5m, it will result in the GK being ejected for the remainder of the shoot out and the attacking team receiving a 5m penalty shot
    • If ten seconds passes, the penalty attempt is finished 
    • If teams are tied after three penalties, the shoot out continues until a result occurs - the same order of shooters continues. Each shooter in ‘extra time’ will have 1 second less (i.e. 8 seconds, then 6 seconds for 2nd shooter and 4 seconds for 3rd shooter) If still tied after 6 penalties, the team with the most goals for the entire game wins. 

SUBSTITUTIONS AND EXCLUSIONS

  • EACH TEAMS SUBSTITUTES WILL START ON THE LEFT HAND SIDE OF THE WAY THEY ARE FACING. TEAMS WILL SWAP SUB SIDES FOR THE 2ND HALF. 
    • FOR PENALTIES, A COIN TOSS WILL DECIDE SUB SIDE. WINNER CAN CHOOSE TO EITHER SHOOT FIRST OR SECOND, OR WHICH DIRECTION TO SHOOT
  • SUBSTITUTIONS CAN BE MADE ANYWHERE ALONG THE TEAMS SIDELINE OUTSIDE THE 5M LINE - I.E. THE WHITE ZONE! 
    • An incorrect sub inside the 5m line results in an immediate turnover
      • If a defender substitutes inside the 5m, it will result in an exclusion
    • Having too many players in the pool in offense results in an immediate turnover, while if it happens in defense, it results in a 5m penalty shot.
    • A substitution can be made either INSIDE the penalty box OR an excluded player will still need to sub in the white zone. 
  • EXCLUSIONS STILL NEED TO GO TO THE PENALTY BOX, MARKED IN RED. PLAYERS CAN IMMEDIATELY COME BACK INTO PLAY ONCE THEY HAVE ENTERED THE PENALTY BOX (I.E. NO 20 SECOND EXCLUSIONS)
    • There are no limits to the number of kickouts you can receive in a game (i.e. you can’t be rolled)

POWERPLAY

  • EACH TEAM CAN NOMINATE A 'POWER PLAY' ONCE PER GAME (REGULAR TIME ONLY), WHERE THE NEXT GOAL SCORED BY EITHER TEAM IS WORTH 2 - IT CAN ONLY BE CALLED DIRECTLY AFTER A GOAL HAS BEEN SCORED. 
    • This needs to be called by the teams GK while in possession of the ball by showing two fingers to the referee

OTHER MISCELLANEOUS RULES

  • NO SHOT CLOCK - THOUGH THE REFEREE CAN CALL A 'PASSIVE' PLAY IF THE ATTACKING TEAM IS NOT TRYING TO SCORE, BY SHOUTING 'PASSIVE' AND RAISING THEIR RIGHT ARM, AT WHICH POINT THE ATTACKING TEAM HAS 2 PASSES TO GET A SHOT ON GOAL BEFORE A TURNOVER IS CALLED
  • Foul shots can be taken from outside 5m
  • If a rule is not specifically mentioned here, assume it is covered by normal water polo rules (i.e. on a 2m the ball is live, you can play the ball to yourself after a foul etc)
  • The referee has absolute discretion to make any call they see fit

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