Friday, June 11, 2010

Flippa Ball Rules

Flippa Ball Rules

RULES
  1. ONE HAND ONLY – Players can use one hand only to catch, pass, shoot or defend the ball. The exception to this is the goalie, who may use two hands.
    (Refer to Officials Hand Signal - Fig. 16)


  2. NO BALL = WALK / BALL = SWIM or PASS – The pool is shallow, (approximately 1 metre) allowing players to stand on the bottom of the pool. Players are permitted to walk along the bottom if they do not have the ball. If in possession of the ball the player must swim or pass.
    (Refer to Officials Hand Signal - Fig. 6)


  3. BALL UNDER – A player cannot take the ball under the surface of the water. Note that the player whose hand is closest to the ball will be the player deemed to have taken the ball under.
    (Refer to Officials Hand Signal - Fig. 14)


  4. NO CONTACT – A player cannot swim on or over an opponent’s legs, a defensive player cannot contact an attacking player, an offensive player cannot fend away a defensive player – minor foul/free throw awarded. NO splashing, sinking, holding or pulling back – major foul/exclusion for 20 seconds. NO aggressive play (striking or attempting to strike another player) or use of abusive language - exclusion for the remainder of the game with a substitute at the referees signal.
    (Refer to Officials Hand Signal - Fig. 2, 4-5, 8-13)

  5. OFF-SIDE – An attacker will be deemed offside (inside the 2m area) if the attacker enters the attacking 2 metre zone without the ball. If however, the ball carrier enters the 2 metre zone, an attacker is then allowed to enter as long as they remain behind the line of the ball carrier. Goalie is deemed off-side when they enter the attacking half.
    (Refer to Officials Hand Signal - Fig. 15)


  6. NEUTRAL THROW – When 2 players simultaneously gain possession of the ball, the referee will signal a neutral throw. The 2 players involved face the referee, close to the side of the pool, same side as their goalie; the referee then blows the whistle and throws the ball high in the middle of the 2 players, who attempt to gain possession by jumping and tapping the ball to a player on their team.
    (Refer to Officials Hand Signal - Fig. 3)


    Seven Players
    A team consists of 7 players in the water at one time – 1 goalie and 6 field players. A team can have up to 6 substitutes (but we recommend 3) who can interchange at any time from their corner of the pool once, and only when the player being replaced has reached his/her corner of the pool.

    Game Duration
    A game is made up of 2 x 10 minute halves with teams changing ends at halftime. The break at halftime is 1 minute.

    Starting play
    To start the game, players line up along the goal line. At the referees whistle, the referee drops the ball in the middle of the pool and players move to the centre line. The first pass must be backwards to a team mate. (Refer to Officials Hand Signal - Fig. 1)

    Goal
    A goal is scored when the whole ball crosses the line of the front 2 posts of the net (does not need to touch back of net). The ball carrier can only shoot once in the attacking half of the court. It is not permissible to shoot from one’s own half. (Refer to Officials Hand Signal - Fig. 7)

    After a goal
    To start play after a goal is scored, players from each team must return to their own half. The ball starts at halfway with a player from the team who did not score a goal. On the referees whistle, the player with the ball must pass backwards to a team mate and then the game will continue. (Refer to Officials Hand Signal - Fig. 1)

    Corner throw
    A corner throw (2 metre cone) will be awarded if the ball is knocked out of play by a defending player. (Refer to Officials Hand Signal - Fig. 15)

    Free throw infringements
    Minor foul or infringements below will result in a free throw being awarded by the referee. The free throw must be taken from the where the foul occurred or an area not closer to the attacking goal of the team awarded the foul. The player taking the free throw cannot shoot at goal after receiving a foul and defenders cannot interfere with the taking of the free throw. (Refer to Officials Hand Signal - Fig. 2)

    Major foul infringements
    Major foul infringements will result in a free throw awarded to the attacking team by the referee and the defending player excluded to his/her team’s corner of the pool for a period of either 20 seconds or when the referee signals the player back into the court of play. (Refer to Officials Hand Signal - Fig. 4-5, 8-13

    Exclusion infringements
    Aggressive play and use of abusive language are prohibited from the game of Flippa Ball and the penalty will be exclusion for the remainder of the game WITH a substitute entering play on signal from referee (aggression is defined as deliberately striking or attempting to strike a fellow player). (Refer to Officials Hand Signal - Fig. 4-5, 8-13)

    Coaches
    During the game coaches must be situated in the corner of the pool where their team is located and can only move between that corner of pool (up to the 2m cone) and goal that his/her team is defending.

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