The following terms are used in water polo. Rules below reflect the latest FINA Water Polo Rules.FINA Water Polo Rules

0–9 2 meter defense See hole D. 2 meter line The line at each end of the pool crossing 2 meters in front of the goal, designated by a red mark on the edge of the pool. The edge of the playing area from the 2 meter mark to the goal line is a red line. 2 meter offense See center forward. 2 meter zone or area The area between the 2 meter line and the goal line. No attacking player may be in this area without the ball. 3-3 offense A basic positional offense composed of two lines containing 3 players each: point and two drivers along the 5 meter line, and wings and center forward along the 2 meter line. 4 meter line (obsolete) Prior to FINA rule changes in 2005, this was the position for penalty throws, replaced by the present 5 meter line.

4-2 offense Team on offense positions four players on the 2 meter line, and two players on 5 meter line. Commonly used in man up situations. 5 meter line The line at each end of the pool crossing 5 meters in front of the goal, designated by a yellow mark on the edge of the pool. The edge of the pool from the 5 meter mark to the 2 meter mark is a yellow line. A player may shoot at the goal from beyond this line without taking a free pass after an ordinary foul, if the shot is made with one continuous motion. 5 meter shot See penalty shot. 6 on 5 offense See man-up. 7 meter line (obsolete) Prior to FINA rule changes in 2005, this was the position for a direct shot on goal after fouls, replaced by the present 5 meter line.

A advantage rule The referee may refrain from calling a foul if it would give an advantage to the offending player's team. angle cutting the angle: The path that a defender must swim to cut off a fast breaking attacker. goal angle: The triangle between the ball carrier and the two goal posts. The goalkeeper must play the angle, or position him/herself to best contest the shot. assist A pass to a teammate that leads directly to scoring a goal. attacker A field player on the team in possession of the ball; see Offense (sports).

B back door Offensive player on the weak side gets behind their defender and open for a quick shot. backhand A pass or shot in which the ball carrier flips the ball directly behind him/her.

ball A water polo ball is usually a bright yellow color with a gripable surface, allowing it to be held with one hand despite its large size. The cover is a buffed rubberized fabric over a wound nylon fiber base with an inflatable bladder. Ball weight is 400-450 grams (14-16 ounces) and inflated to approximately 90 kPa (13 PSI) of pressure. Water polo balls come in two main sizes: size 5 (0.7 meters or 28 inches in circumference), intended for use by men, and size 4 (0.65 meters or 26.5 inches in circumference), intended for women. ball out The referee calls for the ball to be thrown to him/her during a timeout or dead time. ball under The player holding the ball, if it is forced under water as a result of contact with a defender, is charged with an ordinary foul, and loses possession. baulk See pump fake. bat shot See t shot. blue ball Shouted to teammates when dark cap team has possession. bounce shot See skip shot. box out As a shot or pass is taken, a player moves quickly in front of the opponent to prevent the opponent from recovering the pass or rebound. breakaway See fast break. brutality A violent foul with intention to harm. The fouling 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. This type of foul is signaled by the referee by crossing the arms in the form of an X. bunny A goal scored on a power shot close to the goalkeepers head.

C

caps Visiting team field players wear numbered white caps, and home team field players wear dark caps. Both starting goalkeepers wear quartered red caps, numbered "1", substitute goalies caps are numbered either "1-A" in NCAA play or "13" for FINA international play. Caps are fitted with ear protectors. center forward Offense player positioned at the 2 meter line in front of the opposing team's goal. Also called 2 meter offense or hole set. check To place a hand or forearm on an opponent's chest to hinder movement or maintain position. Also called chug. cherry picking A player stays on their offensive end of the pool when the rest of their team is defending, waiting for a turnover, often resulting in a long pass and uncontested goal. commit To make a move or take a position over other options, from which recovery is difficult.

corner throw Free throw awarded to the attacking team when the ball is deflected over the goal line and out of the playing area by the goalkeeper (but NOT defending field player). An attacker puts the ball in play from the 2 meter mark at the edge of the pool. counterattack, counter Transition when the defensive team regains control of the ball, advances the ball and sets up offense in front of the opponent's goal. cover back Call to defensive teammates to defend players between them and their goal. crash back All six defensive field players swim back rapidly to the center of their end as soon as the other team recovers possession, to counter the offensive counterattack.

D dead time The time between the whistle for a foul and the restarting of play and the clock. A foul during dead time results in a player ejection. See free throw. donut A goal scored over the goalie's outstretched arms. double post Offense with two attackers on the 2 meter line in front of the opponent's goal. Also called double hole. draw a foul (ejection) Causing an opponent to receive a foul (or ejection).

dribbling The technique of moving the ball while swimming forward, propelled ahead of the player with the wake created by alternating armstrokes. Since ball contact is minimal, this creates advantage for the ball carrier advancing the ball; their defender may not make contact unless the attacker is touching the ball. driver A perimeter player in the 3-3 offense, positioned on either side of the point or center forward, who attempts to swim toward the goal to escape their defender, receive the ball and score. drop Defenders swim back to the center of the pool to block passes and shots by advancing attackers, while a defender presses the ball carrier to cause a hurried pass.

dry pass A pass thrown and caught in one hand between players; the ball does not touch the water. This pass allows for optimal speed due to fluid motion between catching and throwing. dumping the ball An attacking player throws the ball into a far corner, away from the defenders, before the 30 seconds of possession expires for their team, to avoid a fast break opportunity for the opposing team.

E

egg-beater A form of treading water, named because the circular movement of the legs resembles the motion of an egg-beater. This kick allows the player to maintain a constant position to the water level, and also by kicking faster for a brief period the player can get high out of the water for a block, pass, or shot. ejection See exclusion foul. entry pass Also called entering the ball, refers to the pass, most often a wet pass, into the center forward or 2-meter man. Most offenses focus on entering the ball early in the shot clock, and reacting if a foul or ejection is drawn.

F face off See neutral throw. fast break The team recovering the ball, usually after an unexpected turnover, sprints to the opponent's goal to gain an advantage in numbers or position, and an easy goal. field player One of a team's six players who swim up and down the field of play, excluding the goalkeeper. FINA Federation Internationale de Natation, the international organization governing water polo (and swimming) competitions and rules. flat An offensive player position, on either side of the point, about 5 to 8 meters out from the goal. See also driver. fouls Very common in water polo, both as a defensive strategy or because of holding (usually underwater) and rough play. Ordinary or minor foul: The referee signals with one short whistle blow and points one hand to the spot of the foul and the other hand in the direction of the team who gains possession. Play continues immediately. If by a defender preventing the free movement of an opponent who is not holding the ball, the attacking team has a free throw. The player fouled has three seconds to make a free pass to another offensive player. If the attacking team delays play, allows the ball to be pushed underwater, has a player inside the two meter area without the ball or pushes a defending player to create space for a pass or shot, the opposing team is given possession of the ball and play resumes immediately. Exclusion or major foul: A referee signals a major foul by two short whistle bursts and indicates that the player must leave the field without impacting play and move to the penalty area for twenty seconds. Dunking (sinking in FINA rules), intentional splashing, or pulling an opponent back who does not have the ball, also interfering with a free throw or attempting to block a shot with two hands. Striking another player intentionally, misconduct or disrespect will also result in exclusion for the entire game. Penalty foul: The referee signals by blowing their whistle and raising five fingers. Any 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. A penalty shot is awarded from the five meter line. Exclusion and penalty fouls are called personal fouls. A player who receives three personal fouls must sit out the remainder of the match. free throw After an ordinary foul, a player of the team retaining possession of the ball puts the ball in play without delay. The defender may not challenge the player in possession until the ball leaves their hand. After a foul, the player putting the ball in play may only make a direct shot on goal if he/she is beyond the 5 meter line and shoots with one continuous motion. front Defensive tactic by the hole D when guarding the center forward close to the 2 meter line. The hole D moves between the center forward and the ball to cut off the passing lane.

G gamed A player is "gamed" who receives a third exclusion foul or is removed from play for misconduct and may not return for the remainder of the game. Often referred to as being "wrapped". give and go Offensive move where player passes the ball and then drives toward the goal to receive a pass and attempt a shot. goal Refers to both the result of a score and the physical structure that defines where a score is achieved. A goal is scored after the ball passes completely over the goal line, between the goal posts and under the crossbar. The goal posts are 3 meters apart and the crossbar is 0.9 meters above the water surface. goal line The line at each end of the pool crossing the front of the goal, designated by a white mark on the edge of the pool. The playing area extends 0.3 meters behind the goal line, which must be at least 1.66 meters from the pool wall. goal judge Official positioned at each goal line who rules on entry of players, goal scoring, corner and penalty throws, and the start of play. goalkeeper or goalie The player for each team assigned to remain directly in front of the goal to prevent the opposite team from scoring. Within the five meter area in front of their goal, the goalkeeper may touch the ball with two hands, strike the ball with a clenched fist and touch the bottom of the pool (pool depth permitting). Unlike the field players, he/she cannot cross the half-distance line. Both goalkeepers wear quartered red caps, numbered "1". goal throw A free pass by the defending goalkeeper from behind the 2 meter line to restart play, if anyone but the defending goalkeeper was last to touch the ball before it went out over the goal line.