WORKING THE NCAA WATER POLO DESK* ( )

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1 WORKING THE NCAA WATER POLO DESK* ( ) (Prepared by Dr. Barbara Kalbus, retired NCAA Secretary Rules Editor) (Permission granted by author to reproduce part or all of this document) SECRETARY OR SCOREKEEPER 1. Equipment needed: scoresheets, scorekeeper directions, sample completed scoresheet, manila folder, clipboard, pen or pencil, and paper clips. The home team scoresheet shall be the official record of the game. 2. The secretary must maintain the record of the game, including the score, timeouts, personal fouls (exclusion fouls and penalty fouls) awarded against each player, in addition to yellow or red cards. a. Verify the names and cap numbers of the team roster with each coach before the start. b. Record the game number, starting time (and ending time after the game), names of teams, date, place of game, cap numbers and names of players (last name first) (white caps on left, dark on right); print the names of the referees in lower right corner of the scoresheet. c. Encircle the cap number of the starting goalkeeper. If there is a goalkeeper substitution, record the new goalkeeper statistics with the correct player on a second goalkeeper line (1A). d. Record in the appropriate boxes below the upper portion of the scoresheet the cap number of the sprinter each period and encircle the number of the player winning the sprint. 3. Record all goal attempts in the Attempt column: E for an extraman attempt, P for a penalty shot attempt, and a vertical line for all other attempts. 4. Record all goals in two places on the scoresheet in this order: a. First: In the lower portion of the scoresheet under Progress of Game, record time of goal, cap number, team (W or D), G for a natural goal, G-E for an extraman goal and G-P for a penalty shot goal on the left side of the Remarks column, and the running score (i.e., 0-1) in the W-D column with white score first, then dark. Example: 5:37 3 W G-E 1-0 Note: Count all goals as extraman goals which are the result of the extraman situation, even if the goal is scored soon after the entry of the excluded player (i.e., if the player is waved in at 1:53 and the goal is scored at 1:52, it is an extraman goal if it was the result of the extraman situation). b. Second: In the upper portion of the scoresheet, record the attempts in the Attempt column and then goals in the appropriate period s box. Use an E for both an extraman attempt and goal, a P for both a penalty shot attempt and goal, and a vertical line for both a natural goal attempt and goal. 5. Record all personal fouls (exclusion fouls and penalty fouls) in 2 places on the scoresheet in this order: a. First: In the lower portion of the scoresheet under Progress of Game, record time, cap number, team (W or D) and, on the right side of the Remarks column, the symbol E for an exclusion foul, P for a penalty foul, MAM for a minor act of misconduct, E-game misconduct for *Shaded areas represent changes to this document made in order to reflect current NCAA rules.! 1

2 the game exclusion for misconduct, E-game FM for the game exclusion of flagrant misconduct, E-game fighting for the game exclusion of fighting and just E-Game if the player was excluded for the rest of the game for any other reason, such as an 8 th player in the pool. Do not fill in the running score column when completing foul information since no goal was scored. Use this format for the entry of all exclusion and penalty fouls. Column entries should be as follows for the typical exclusion foul: 2:21 5 W E Note in the remarks column E-Game if the player was excluded for the rest of the game for any other reason (see next page), as these game exclusions are not considered to be misconduct: (1) an excluded player walking on the deck to the reentry area (2) interference with a penalty shot (3) an 8 th player in the pool (4) a player (field player or goalkeeper) pulling over the goal completely (5) a player with a sticky substance on the hands after a warning to a player on either team. b. Second: In the upper portion of the scoresheet: Record every personal foul in the Personal Fouls column. Record the symbol and period (for example, E/2 in the first box for the first exclusion foul committed by a player, the foul occurring in the 2nd period). Use a P followed by the period for a penalty foul (for example, P/4 for a penalty foul committed in the 4th period). If the player is excluded for the remainder of the game (for example, for misconduct in the 3rd period), write M/3 in the correct box and draw a horizontal line through the remaining boxes to show that the player is out for the remainder of the game. (Continue that line through the Note column so that this foul is obvious.) When a player receives a second personal foul, write the cap number on the correct side of the top of the scoresheet as an aid in determining when the player receives a third personal foul. Verify this with the exclusion secretary. 6. If the third personal foul is an exclusion foul and is followed by misconduct: a. Under Progress of Game, enter the third foul with time, cap number, team and (under Remarks ) E; then, on the next line, with the same time, enter cap number, team and the foul of misconduct as E-misconduct (penalty throw). b. In the upper portion of the scoresheet, enter E and the period in the 3rd column under Personal Fouls. In the NOTE column following the Personal Fouls column, enter P/M for the penalty throw awarded for misconduct; c. If the penalty shot is scored, enter the time, team, cap number and G-P on the left side of the Progress of Game in the lower portion of the scoresheet. In the upper portion of the scoresheet, enter P in the Attempt column and P in the appropriate column under Goals. 7. Record improper entries: a. If an excluded player on the team not in possession of the ball enters improperly, for example in the third period, the player is excluded for another 20 seconds and a penalty throw is awarded to the opposing team. However, record only one additional personal foul (marked as EP) against the offending player on the lower part of the scoresheet, and then P/3 on the upper part of the scoresheet.! 2

3 b. If an excluded player on the team in possession of the ball enters improperly, the offending player is excluded for 20 seconds and a free throw is awarded to the opposing team. On the lower portion of the scoresheet, record an additional personal foul (E) against the offending player and then in the upper portion enter E/3 in the appropriate box. 8. Record the time, team and individual, if applicable, when a yellow or red card is issued in the center of the Progress of Game section on the scoresheet. Verify with the referee to whom the card was issued or if it was issued to the bench. In addition, make a notation of the card (color, time issued, to whom issued) in the box next to the 30-second timeout box on the upper portion of the scoresheet in the following way, if, for example, the yellow card was issued to the head coach: YC HC 1:25/1Q. Since more than one card may be issued to a team in a game, it is essential to use the abbreviations. 9. Goalkeeper statistics: in the upper part of the scoresheet, put an E for the save of an extraman shot, a P for the save of a penalty shot, and a vertical line for all other saves in the box under the correct period, crediting them to the correct goalkeeper. If the goalkeeper shoots the ball, put a vertical line in the Attempt column. If the goalkeeper scores the ball, place an encircled vertical line in the goals in the appropriate period column to distinguish the rare goalkeeper goal from saves. 10. Record all official timeouts on the scoresheet. a. Each team is allowed three regular timeouts during the first four periods of a game and only one timeout during overtime. Inform the referee when a team calls its last timeout. b. When a regular timeout is called, record the time, team and, (in the center of the Remarks column), TO on the scoresheet under Progress of Game; then record the time and period in the appropriate timeout box in the middle of the scoresheet with time first and then period (2:21/1Q for a timeout at 2:21 in the first period). c. Each team may call one 30-second timeout during the game (including overtime). Record this timeout under Progress of Game as time, team, and 30 sec. TO, and then record the same information (time and period) in the 30 sec TO box between the upper and lower part of the scoresheet. d. If the game is televised, record electronic-media timeouts under Progress of Game and also note these in the area on the right side between the upper and lower portion of the scoresheet, marked TV TO. 11. At the end of each period, draw a line immediately below the last event of that period (do not leave a row blank). At the end of the first period, count the number of goals scored by each team in the upper part of the scoresheet and record them in the correct space in the lower right portion of the scoresheet. Then look at the running score to see if the two agree. At the end of each subsequent period, count the number of goals scored during that period and record that number in the correct box in the lower right portion of the scoresheet. Then mentally add these boxes together and compare with the running score. 12. Check the number of personal fouls on each player with the exclusion secretary at the end of each period (the exclusion secretary reads all the personal fouls from the beginning of the game to the end of that period in cap order number to the scorekeeper, mentally grouping together the fouls on each player). 13. Check that the number of personal fouls marked above in the personal foul column plus those! 3

4 in the Notes column plus timeouts and the number of yellow or red cards issued agrees with the number of blank spaces in the running score column on the lower portion of the scoresheet. 14. If the score is tied at the end of four periods, two 3-minute periods of overtime will be played. If the score is still tied, this is followed by 3-minute sudden victory overtime periods. On the lower portion of the scoresheet record the fouls awarded and goals scored in each overtime period just as during the game, separating each period by a horizontal line. Then record the same information on the upper portion of the scoresheet. 15. At the end of the game, total the goals scored each period in the lower right-hand corner of the scoresheet. Check that this agrees with the last running score entry. Record the time of completion of the game and have the referees sign below their printed names. If the game is continued on a second sheet, label the sheets Page 1 and Page 2 and clip together. 16. Record any protests lodged by the coaches. A coach filing a protest must do so at the time of the incident, at the next goal, or the next timeout or start of the next period, whichever occurs first. If an incident occurs in the fourth period, a coach should follow the same procedures or has until 5 minutes after the game, whichever occurs first. If the coach fails to notify the referee by this procedure, the opportunity to protest is lost. If the referees agree that the protest is not for a judgment call, the referees will usually accept the protest and rule on the protest immediately. If the protest is upheld, that portion of the game will be replayed with the clocks reset to the time of the event protested. The coach must file a brief written description of the protest after the game. The referees will sign this with their decision and reason, either on the scoresheet or on a separate sheet clipped to the scoresheet.! 4

5 EXCLUSION SECRETARY 1. Equipment needed: exclusion secretary record forms, exclusion secretary directions, sample completed exclusion secretary form, manila folder, whistle, flags (red, white, and blue), clipboard, and pen or pencil. Complete the information (location, date, name of tournament and game number if applicable, and the names of the two teams) on the top of the exclusion secretary record form. Note: As an aid to determining rapidly which team (dark or white) is excluded or upon which team a penalty foul is called, look at the cap color of the defending goalkeeper. For example, if the cap is paneled red/white, the excluded player or the player on whom the penalty foul is called belongs to the white team. 2. The primary function of the exclusion secretary is to control the period of exclusion of players, signaling the expiration of the period of exclusion by raising the appropriate flag. Record all personal fouls on the exclusion secretary record form, fouls on the white team on the left, dark team on the right. a. For an exclusion foul, the offender is removed for 20 seconds of actual play or until a goal is scored or there is a change in possession, whichever is shorter. Record the symbol E, cap number, time of exclusion and time of reentry of each excluded player on the exclusion record form. The time of reentry on the form is the calculated time of reentry, not the actual time. Note: To determine the time of reentry of an excluded player, either subtract 20 seconds (if you can do this without borrowing) or add 40 seconds and subtract one minute. For example, if a player was excluded at 2:13, the reentry time is 1:53. It is necessary to write the calculated reentry time on the form and use that time as opposed to relying on the exclusion time remaining on the scoreboard as that time might have been entered late. Note: As soon as the player is excluded and you have calculated his reentry time, place the correct flag across the exclusion secretary form with your hand on the staff so that you do not forget that a player is excluded. b. For a penalty foul, record P, cap number, and time of the foul. c. For a minor act of misconduct, record MAM, cap number, time of foul and calculated reentry time of player. d. For misconduct, record M, cap number, time of foul and calculated reentry time of substitute. e. For flagrant misconduct, record FM, cap number, time of foul and calculated reentry time of substitute 3. For an exclusion foul, verify that the excluded player s head has emerged above the water in the reentry area. Then raise the white or blue flag as appropriate after 20 seconds have elapsed, keeping the flag raised until the player sees the flag and enters the pool. Leave the flag up for several seconds after the player enters the pool in case the referee has any questions as to whether the exclusion secretary signaled the player to enter. The excluded player or a substitute may enter immediately from the reentry area when the referee indicates a change of possession. a. A player may be substituted during the exclusion period. Do not raise the flag for the entrance of the substitute until the head of the excluded player is visible in the reentry area.! 5

6 b. The excluded player may leave the pool during a timeout to meet with the team. c. A player may be substituted for an excluded player during a timeout, after a goal or between periods. In these three cases, the excluded player is not required to go to the reentry area before the substitute is eligible to enter. d. In the case of a double exclusion, both players are eligible to enter after the 20-second exclusion period or when there is a change of possession (the excluded players must exit the field of play and enter from the reentry area). At the end of 20 seconds, raise the appropriate flag as soon as each player reaches his/her appropriate reentry area. Note: Since each excluded player must reach that player s proper reentry area, the exclusion secretary may wave in the players at different times, first one and then the other, as each reaches his/her respective reentry area. Rule states that in the case of simultaneous exclusion of players of opposing teams during play, both players shall be excluded for 20 seconds, and the team on offense shall maintain possession of the ball (unless a neutral throw is awarded). The shot clock is not reset. The referee must remove the ball from the pool and make sure that both teams and the secretaries know who is excluded. For example, assume the team on offense in blue caps was in possession of the ball when a double exclusion was called with 12 seconds remaining on the shot clock. The shot clock is not reset and the team on offense maintains possession of the ball, with 12 seconds remaining on the shot clock, with the ball put in play by a player of the team that had possession of the ball when the simultaneous fouls were committed, at the point of the foul or behind. Both excluded players must swim to the reentry areas and enter the field of play before they can resume play. If the shot clock expired when both excluded players were swimming towards his/her respective reentry areas, the players still need to enter from the reentry area even though possession of the ball changed when the shot clock expired. The referee or exclusion secretary does not have to wait until both players are ready to re-enter. However if neither team had possession of the ball when a double exclusion foul is awarded, both players are excluded and a neutral throw awarded at the point of the foul. The shot clock is reset (Rule 9-2-e). Both players may reenter from the reentry area after the next change in possession after the neutral throw or when 20 seconds have elapsed or a goal is scored. If simultaneous exclusion fouls are committed at the taking of a penalty throw, both players are excluded, the penalty throw is maintained, and the shot clock reset. If the penalty throw is scored, both players shall reenter. If it is not scored, the excluded players shall not be permitted until the next earliest occurrence referred to in Rule 21-3 after the penalty shot (see Rule b). e. Do not wave in an excluded player at the end of the exclusion time if that player is not eligible to play (for example, if the player has three personal fouls). The player must be replaced first by a substitute. 4. Signal the referee by whistle if there is an improper or early reentry of a player or substitute. a. The excluded player must swim to the reentry area, leaving the field of play either under the end line or under the side line. b. The excluded player may not leave the water (i.e., the player may not walk on the deck to go to the reentry area) or that player will be excluded for the remainder of the game.! 6

7 c. When the appropriate flag is raised, the excluded player or substitute must slip in and swim into the field of play from the marked reentry area on the boundary line on the side opposite the desk. The excluded player may not jump in, dive in or push off the wall. d. The excluded player may enter immediately from any place in any manner after a goal. e. If a player of the team not in possession of the ball enters improperly, the player is excluded for another 20 seconds, and a penalty throw is awarded to the opposing team. On the exclusion secretary record form, record one additional personal foul (marked as EP). f. If a player of the team in possession of the ball enters improperly, the offending player is excluded for 20 seconds, and a free throw is awarded to the opposing team. Record the time of the additional personal foul (E) against the offending player and the reentry time. The reentry time is calculated from the time of this second foul. g. Blow the whistle to signal an improper entry, even if the referee has waved in the substitute, if the original player has not yet reached the reentry area before the entrance of the substitute. h. If a player s improper or early reentry makes that player s third personal foul, blow the whistle for the improper entry and lift the red flag immediately, signifying the third foul. 5. Signal without delay the award of a third personal foul that is an exclusion foul to a player. Note: As an aid in determining when a player receives the third personal foul, write the cap number on the appropriate side of the top of the exclusion secretary form approximately in cap number order when a player receives a second personal foul and then draw a line through the cap number when the player receives his/her third personal foul. These cap numbers should be at least approximately in cap number order to facilitate checking. a. Raise the red flag to indicate this player is excluded for the remainder of the game. Keep the red flag raised during the entire exclusion period until the player is substituted for. b. If two players are excluded simultaneously and this foul is the third personal foul for one of the players, raise (in the same hand) the flag corresponding to the color of the cap of the player with the third personal foul together with the red flag to signify which player has three personal fouls. c. The player with three personal fouls must go to the reentry area before being substituted for, unless a goal is scored, a timeout is called, or the period ends. If the player with three personal fouls reenters while the game is in progress while the red flag is raised, blow the whistle. The player then will be removed with immediate substitution and a penalty throw awarded. If a goal was scored and then the player with three fouls reenters, the referee will remove the player, and the substitute may enter immediately. No additional personal foul is charged or penalty throw awarded in this instance. 6. Signal without delay the award of a third personal foul that is a penalty foul to a player as follows: blow the whistle and raise the red flag immediately before the shot is taken. The substitute must enter before the penalty shot is taken. Exception: A player is excluded with a second personal foul and, on the way out of the pool, intentionally interferes with play. Upon notification of the penalty foul awarded to this player (making that player s third personal foul), raise the red flag before the penalty throw to signify that this player may not return to the game, but do not blow the whistle as the substitute must be in the reentry area for the taking of the penalty throw.! 7

8 7. It is important the red flag is raised immediately after a third personal foul, whether it is an exclusion foul or a penalty foul. a. If the player commits misconduct on the way out from the pool after a third personal foul that is an exclusion foul or commits misconduct immediately after a third personal foul that is a penalty foul, a penalty throw is awarded. b. Immediately raise the red flag and blow the whistle if the referee indicates this occurred. Note: It is important that the exclusion secretary keeps the red flag raised long enough for the coach and referee to see the flag. Do not assume just because the coach makes a substitution for the excluded player that the coach has seen the red flag. 8. Exclusion time carries over from period to period. If time remains on an exclusion at the end of a period, check that the offending player s team starts the next period one player short and that the offending player is at the correct end of the pool in the reentry area, or, if substituted for, is not one of the starting players in the pool. Inform the referee which team is down a player and how much time remains on the exclusion. 9. At the end of each period check the number of personal fouls awarded to each player that period with the exclusion board operator. The exclusion board operator must read the fouls committed in order during that period for the white team and then for the dark team to the exclusion secretary. 10. After this check, the exclusion secretary must, at the end of each period, check the total number of fouls for each player with the scorekeeper. a. To do this accurately, look down the white cap side of the exclusion form, mentally grouping the fouls together for a player and saying, in cap number order, for example, white No. 2 has two fouls, No. 5 has one foul, etc. Repeat for the team in dark caps. b. The exclusion secretary must repeat this check at the end of each subsequent period, saying the total number of fouls for each player, not just those assessed that period. 11. Special cases (see p for additional cases): a. For a minor act of misconduct, record MAM, cap number, time of foul and reentry time of player. If a player commits a minor act of misconduct during play, the player is excluded for 20 seconds. If a player commits a minor act of misconduct during interval time (the time between periods, during a timeout, after a goal or before a penalty throw), the player is excluded for the remainder of the game for misconduct. b. For misconduct, record M, cap number, time of foul and reentry time of substitute. If a player is excluded for misconduct during play, the player is excluded for the remainder of the game; play is restarted with a substitute in the re-entry area for 20 seconds or to an event referred to in Rule If a player is excluded for misconduct during interval time, the player is removed for the remainder of the game with immediate substitution. c. For flagrant misconduct, record FM, cap number, time of foul and reentry time of substitute. If committed either during play or during interval time, the player shall be excluded from the remainder of the game, a dead-time penalty throw awarded, and the team shooting the penalty throw shall get the ball back at or behind half as after a timeout, whether the penalty shot is made or missed. The substitute for the excluded player must still remain in the re-entry area for 20 seconds or until the earliest occurrence of an event referred to in Rule 21-3.! 8

9 12. Summary of when the exclusion secretary must immediately blow a whistle: a. If the excluded player enters the field of play early (before being waved in by the exclusion secretary) or improperly (by pushing off the wall or outside the reentry area.). b. If a substitute player enters the field of play before the excluded player s head emerges in the reentry area. c. If an excluded player with three personal fouls enters on a red flag. d. If the third personal foul is a penalty foul (because the substitute must enter before the penalty shot is taken). Exception: if a player is awarded his second personal foul and then interferes on the way out, the exclusion secretary only raises the red flag as the substitute must be in the reentry area for the taking of the penalty throw. e. If there is a double exclusion and one player reaches the reentry area before the other, but both players turn and enter when the exclusion secretary waves the flag for the first player (the exclusion secretary must blow the whistle to signal the improper reentry of the second player).! 9

10 GAME TIMER 1. Equipment needed: game clock, directions for operating game clock, manila folder. Note: Since in most scoreboards the game clock and shot clock start together, these directions for starting the clock often refer to both clocks. 2. The duties of the game timer are to time the exact periods of actual play; time regular and 30- second timeouts, giving the warning signals at the proper time; and timing the intervals between periods. 3. A game consists of four eight-minute periods, with a three-minute interval between periods one and two and between periods three and four, with a five-minute interval between periods two and three to change ends (this time may be shortened with the mutual consent of both teams, but may only be lengthened by electronic media or for promotional considerations with the mutual consent of both teams). The game timer must sound a warning buzzer when 30 seconds remain in the interval between periods. If the score is tied at the end of four periods, there is a five-minute interval before overtime. Overtime consists of two three-minute periods with three minutes between periods for the teams to change ends. If at the end of two periods of overtime the score is still tied, there is a coin toss for ends and then three-minute suddenvictory overtime periods shall be played with three minutes between each period to change ends until a goal is scored. A three-minute interval shall precede the first sudden-victory overtime period. 4. Review the settings on the scoreboard console prior to the game. There are some major differences between the two commonly used types of scoreboards. Check: a. that the game clock is set for the correct period length, correct intervals between periods, and correct overtime settings (see above); b. that the shot clock is set for 30 seconds for men and 35 seconds for women and that this time appears on all four shot clocks and on the scoreboard; c. that the shot clocks automatically blank when reset when less than 30 seconds for men, 35 seconds for women remain in the period (the shot clock must not assume the game time); d. that the sound of the horn for the game clock and the sound of the horn for the shot clock differ (if they do not differ, use an airhorn to signify the end of each period); e. that a warning buzzer sounds automatically when 30 seconds remain of the interval between periods (if it does not, sound the buzzer when 30 seconds remain of the interval); f. that the regular timeouts are set for three timeouts of two minutes duration with a warning signal when 15 seconds remain in the regular time-out and another signal at the end of the two minutes (30-second timeouts are usually not displayed on the scoreboard); g. that you know how to cancel the remainder of the timeout on the game clock if the timeout is ended early (if the timeout ends early and if a necessary update of the game clock has not been performed by that scoreboard manufacturer, it will be necessary for you to cancel the remainder of the timeout or the game clock will not start); h. that the exclusion time is set for 20 seconds (however, the exclusion time is not often put up on the scoreboard as it usually does not agree precisely with the calculated time); i. that you know how to advance the periods; j. that you know how to correct the time on the game clock and on the shot clocks if directed by the referees;! 10

11 k. that you know the location and function of the reset oops button (this is usually used by the shot clock timer if the shot clock was accidentally reset such as, for example, in a double exclusion when the team on offense retained possession of the ball and the shot clock should not have been reset but it was accidentally reset); l. that you verify that the score for each team appears on the correct side of the scoreboard (the dark team score is usually put up on the right side of the scoreboard, but it varies at some pools); you may have to re-label dark and white on the console if these are reversed to avoid mistakes. 5. At the beginning of the period, start the game clock when the first player touches the ball. 6. Stop the clock each time the referee blows the whistle. 7. Start the clock again when the player makes a water polo move. Any water polo-related move by the player taking the free throw is considered putting the ball in play. This includes, but is not limited to, passing the ball to another player, dropping the ball from a raised hand into the water, throwing the ball into the air, swimming with or dribbling the ball, spinning the ball in the hand, or a hard ball fake. If the player spins the ball in his/her hand, the player has put the ball in play because in order for the ball to spin, the ball must have left the player s hand. The mere act of picking up the ball by the player awarded a few throw does not constitute a water polo move. The referee administering the free throw must indicate ball in play by dropping an arm from horizontal to vertical when the player taking the free throw makes a water polo move. 8. The team awarded a free throw must put the ball into play at the place the foul occurred except that if the ball is farther from the defending team s goal, the free throw shall be taken from the location of the ball or, if the foul is committed by a defending player within the 2-meter area, the free throw shall be taken on the 2-meter line opposite to where the foul was committed. 9. Start the game clock: a. after a foul when the player with the ball makes a water polo move; b. after a goal when the ball leaves the hand of the player taking the restart; c. on a neutral throw when one player touches the ball (the player may touch the ball before it lands in the water); d. on an offensive foul (with the ball in the air when the offensive foul is called) when the team awarded the free throw takes possession of the ball, except if the ball is inside the 2m area (in that case the free throw shall be taken on the 2m line); e. on a goal throw when the ball is put into play anywhere within the 2-meter area by the player closest to the ball (this is usually the goalkeeper); f. on a penalty throw when the ball leaves the hand of the player taking the penalty throw and stop on the whistle (if the penalty throw is missed and the ball rebounds into the field of play, the ball remains in play and the clock continues to run); g. after an exclusion foul when the player putting the ball into play makes a water polo move (do not start the game clock when the player is swimming over to get the ball or while the player is moving to a point indicated by the referee). (If an incorrect player or no player leaves the pool after an exclusion foul is called, the referee will stop play, remove the correct player, allow the incorrect player to reenter, reset both clocks to the time of the exclusion and restart play.)! 11

12 h. after a timeout when the ball is put into play by the player making a water polo move. If a timeout is called immediately after an exclusion foul is awarded, the game clock should still be at the time of the exclusion, and the shot clock should show 30 seconds for men, 35 for women. If the game clock has run for several seconds before being stopped for the timeout, ask the referee if the ball was put into play after the exclusion before the timeout was called. If it was not put into play before the timeout was called, the clocks should not have been started. In that case, ask the referee if the game clock should be reset to the exclusion time and the shot clock reset to 30 seconds men/35 seconds for women. Do not reset the clocks without checking with the referee. 10. If the referee starts the period or restarts the game after a goal or timeout with the incorrect number of players in the water, the referee will stop play and correct the situation. Reset both clocks to the appropriate time as directed by the referees and recommence the game. 11. If, before the expiration of 30/35 seconds of possession, a player throws the ball into a vacant area of the pool, the referee will blow the whistle because the team relinquished possession of the ball. Stop both clocks on the whistle. The referee will award a free throw to the opposing team at the site of the ball. Start the game clock when the player makes a water polo move. Note: Do not run the clock while the player is swimming over to get the ball. 12. If the scoreboard displays exclusions and you are directed to use this display, enter the exclusion on the board before the ball is put into play (before the game clock starts). It is not necessary to put up the cap number of the excluded player on the scoreboard. 13. Record the score on the scoreboard after each goal. 14. If the clock is not programmed for the correct interval between periods, time the intervals between periods on a stopwatch and sound a warning buzzer when 30 seconds remain in the interval. 15. After the conclusion of the interval between periods, verify that the clock now shows 8:00 minutes and that the proper period is showing on the clock. 16. Time the regular timeouts on the scoreboard only if the scoreboard has a line suitable for display of the countdown from two minutes to 0:00 on a line separate from the game time, as the game time must be displayed on the scoreboard during the timeout. (If the timeout is ended early, turn off (cancel) the remainder of the timeout on the console in order that you can start the game clock when play is resumed on one major type of scoreboard. On the other major type of scoreboard, it is not necessary to cancel the remainder of the timeout in order to start the game clock after the timeout.) 17. If there is not a separate timeout secretary, sound the warning signal after the expiration of 1:45 and the end of the regular timeout at 2:00, unless the team calling the timeout shortens the timeout. If it is not possible to time the timeouts on the scoreboard, the game clock timer (or timeout secretary if one is at the desk) should time the regular timeouts with a stopwatch and sound the appropriate signals (warning signal and the end of the timeout). 18. If there is not a separate timeout secretary, time the 30-second timeouts, sounding the airhorn at the end of 20 seconds and at 30 seconds. 19. Record the actual duration of each timeout on the timeout record form if there is not a! 12

13 separate timeout secretary. 20. If there is not an announcer, announce the last minute of the game, the last minute of the second overtime period and the last minute of any sudden-victory overtime period.! 13

14 SHOT CLOCK TIMER 1. Equipment needed: shot clocks (preferably four, minimum two), directions for the use of the shot clocks, manila folder, and clip board. Note: In most pool setups the game clock and shot clock are integrated, with the game clock operator starting and stopping both clocks, and the shot clock timer only resetting the shot clock. These directions are written for this type of setup. If the game clock and shot clock are not integrated, the shot clock operator and game clock operator must start and stop at the same time and the shot clock operator, in addition, resets the shot clock. If the shot clock timer is in doubt as to when to start the clock, the shot clock timer should watch the referee s arm go from horizontal to vertical (see Rule 19-4 for definition of putting the ball in play). 2. The duty of the shot clock timer is to time the periods of continuous possession of the ball by each team. At the beginning of each period, the game clock operator starts the game clock (and shot clock) when the first player gains possession of the ball (the player need not actually touch the ball) and stops the clock each time the whistle blows. However, if one team did not gain possession of the ball when the first player touched the ball, reset the shot clock when one team gains actual possession of the ball. Note: Do not start either clock when the player is swimming over to get the ball to take a free throw or while the player is moving to the point indicated by the referee to take a free throw 3. Reset the shot clock at the following times: a. After a goal. Start the game and shot clock when the player puts the ball in play by making a water polo move (see Rule 19-4). b. After an attempt at a goal even if the same team regains possession of the rebounding ball. Reset the shot clock on the shot immediately when the ball leaves the hand of the player taking the shot; reset again when a player of either team gains possession of the rebounding ball. c. After an exclusion foul or an offensive turnover. Reset the shot clock on the referee s whistle for the foul and start the shot clock when the player makes a water polo move. d. When a neutral throw is awarded. Reset the shot clock and start the clock when one player gains possession of the ball. e. In the case of simultaneous exclusion of players of opposing teams during play; both players shall be excluded for 20 seconds. If the team on attack maintains possession of the ball, the shot clock shall not be reset and play shall be restarted by a player of the team that had possession of the ball when the simultaneous fouls were committed at the point of the foul or behind. However, the shot clock shall be reset if a neutral throw is awarded after a double exclusion. f. When the opposing team gains possession of the ball. The opposing team must gain possession of the ball - it must not merely touch the ball in flight. Note: If the whistle blows as soon as the ball changes hands on an interception or steal, stop the shot clock, but do not reset it until checking to see if the team has actually lost possession. g. When the referee awards a free throw and signals ball under. It is a foul to take or hold the entire ball under the water when tackled. Therefore, if the referee signals ball under this is an ordinary foul resulting in a change of possession and a new shot clock. h. When a penalty throw is awarded. If the game clock and shot clock are integrated, the shot! 14

15 clock will start with the game clock when the ball leaves the hand of the shooter. Immediately reset the shot clock as this is a shot. If the penalty shot is missed and the ball rebounds, reset the shot clock again when a player of either team gains possession of the ball. i. On a goal throw or corner throw. The clock starts when a player puts the ball into play. 4. The shot clock is not reset when the ball goes out of bounds on the sides of the pool when last touched by a defensive player unless a shot was taken. 5. The buzzer will sound at the end of 30 seconds men/35 seconds women of continuous possession of the ball without a goal attempt. The referee will blow the whistle and award the ball to the opposing team. Reset the shot clock and start it when the player puts the ball into play by making a water polo move at the site of the free throw. 6. The ordinary foul of stalling has been eliminated previously. However, if, before the expiration of 30/35 seconds, a player throws the ball into a vacant area of the pool, the referee will blow the whistle because the team relinquished possession of the ball and will award a free throw to the opposing team at the site of the ball. Both the game clock and the shot clock stop on the referee s whistle. Reset the shot clock as there is a change in possession. Both clocks should be started when a player makes a water polo move. 7. Stop the shot clock when the referee blows the whistle for a timeout (do not reset the shot clock). Start the shot clock when the player makes a water polo move after the end of the timeout. Note: If misconduct or a minor act of misconduct occurs during a timeout, the player is excluded according to the rules. Do not reset the shot clock (play is restarted after the timeout with immediate substitution and with the team that called the timeout still in possession of the ball - see Rule 21-12). 8. If an incorrect player or no player leaves the field of play after an exclusion foul, the referee will stop play, correct the situation, and instruct the timers to reset both clocks (game clock to the time of the exclusion and shot clock to 30/35 seconds). Both clocks shall be restarted when the ball is put into play by a player making a water polo move. 9. If the referee starts the period or starts play after a goal or timeout with the incorrect number of players in the water, the referee will stop play, correct the situation, instruct the timers to reset both clocks to the appropriate time, and recommence the game. 10. The shot clock should be set to blank automatically when less than 30 seconds for men or 35 seconds for women remain in the period and a new period of possession is awarded. (The shot clock should not be set to assume the game time.) If the shot clock setting is not in compliance with the rule and does not blank automatically, turn the shot clock off when a new period of possession is awarded when less than 30/35 seconds remain in the period.! 15

16 EXCLUSION BOARD OPERATOR 1. Equipment needed: exclusion board, exclusion board record forms, exclusion board directions, sample completed exclusion board record form, manila folder, clip board, pen or pencil. 2. The duty of the exclusion board operator is to record on the exclusion board the number of personal fouls awarded to each player and the number of timeouts remaining for each team. On a vertical exclusion board, dark should be on the right (while the operator is facing the exclusion board) and white on the left, the same sides as the cap colors on the scoresheet and on the exclusion secretary form. 3. Each team is allowed to call three regular timeouts during the first four periods. In overtime, each team is allowed to call only one regular timeout, regardless of the number of regular timeouts called during regulation time. One 30-second timeout may be called by each team while the team is on offense at any time during the game (including overtime). 4. Before the game starts, set up the board with three red markers for the regular timeouts and a different color marker (green or yellow, for example) for the 30-second timeout in the correct position on the board for each team. (The colors used for these timeouts may vary depending upon the number and types of markers available.) 5. As each timeout is called, first record the timeout on the exclusion board record form using the format 3:41/2Q for a regular timeout in the second period and then remove the appropriate disc from the exclusion board. Electronic-media timeouts are not recorded on the exclusion board record form (the time-out secretary or the game timer records these time-outs on their forms). 6. As each exclusion or penalty foul is awarded, record first on the exclusion board record form the type of foul (E for exclusion, P for penalty foul, MAM for a minor act of misconduct, M for misconduct, and FM for flagrant misconduct), the cap number, and the time of the foul in the appropriate boxes. At the end of each period draw a line straight across the form. 7. After recording the foul, working from the center out on the exclusion board, place a disc (the color varies with the color of the exclusion board and availability of colored markers, but do not use red for the first two exclusion or penalty fouls) in the appropriate position by the cap number for each of the first two fouls on that player, and a red marker for the third foul. Leave these discs on the board until the end of the game. Note: The exclusion board operator must always take the exclusion record form with him/her to the exclusion board to avoid making a mistake (forgetting which player was awarded the foul or to which team the player belonged). Put the correct marker up on the exclusion board as soon as possible after each foul is awarded. 8. If a player is excluded for the remainder of the game on the first or second personal foul, use a red marker in that space instead of the usual color marker in order to denote that this player is excluded from the remainder of the game. 9. At the end of each period, check the number of personal fouls on each player with the exclusion secretary (the exclusion board operator reads back the fouls in time order for that period to the exclusion secretary as they will be in the same order on both forms). Then check the total number of timeouts taken with the scorekeeper and the timeout secretary (the timeout secretary is usually the game timer if there is not a separate timeout secretary). 10. If the game goes into overtime, place only one red marker in the space for regular timeouts (unused timeouts from the first four periods of the game are not carried over to! 16

17 overtime). If the team has not used its 30-second timeout, keep that marker up on the board as the 30-second timeout does carry over into overtime. 11. At the end of the game, read the fouls in order for the final period, checking with the exclusion secretary and check all regular and 30-second timeouts taken with both the scorekeeper and the game timer or timeout secretary. If this checks, remove all markers from the exclusion board. TIMEOUT SECRETARY 1. Equipment needed: timeout record forms, sample completed timeout record form, directions for completing the timeout record form, stop watch, manila folder, clip board, pen or pencil. Note: A separate timeout secretary is usually used only in major championships and in televised games. In other games the duties of the timeout secretary are usually performed by the game timer for a written record or a referee times the timeout. The number of timeouts remaining (both regular and 30-second) must be visible to the teams and maintained by the exclusion board operator. 2. Each team is entitled to three regular timeouts during the first four periods. In overtime, each team is entitled to only one regular timeout, regardless of the number called during the first four periods. The duration of a regular timeout is two minutes but the timeout may be shortened by the coach who called the timeout. One 30-second timeout may be called by the team during the game (including overtime). The 30-second timeout may only be called by the team on offense. 3. If a coach or any player in the water (Rule 12-1) signals for a regular timeout, either by the use of an airhorn or by his/her voice calling timeout, together with signaling with his/her hands forming a T-shape, the referee awards the timeout by blowing the whistle. The timeout secretary does not award the timeout (that is, the timeout secretary does not blow a whistle or sound the airhorn to signal the award of a regular or a 30-second timeout except in the case of television timeouts). The timeout secretary merely times the timeouts and gives the warning signals. 4. Start the stop watch or ask the game timer to start the game clock if the clock has this feature as soon as the referee blows the whistle awarding the regular timeout. (Regular timeouts may be timed on the game clock if there is a field on the console distinct from the game time. The game time must still be visible on the console during the timeout.) a. Write the time and period the timeout is awarded on the timeout record form. b. Sound the airhorn at 1:45 and then again at 2:00 to signal the end of the timeout. If the team that called the timeout wants to shorten the timeout, the coach or captain must notify the referee that the team is ready to resume play at any time before 1:45 has elapsed of the timeout. The referee will then blow the whistle when so informed and will verbally inform the other team that play will start in 15 seconds. Sound the airhorn again after 15 seconds have elapsed. If the timeout ends early, the timeout secretary must remind the game timer to cancel the remainder of the timeout if that is visible on the scoreboard and if cancellation is required on the type of scoreboard used. c. Record the actual elapsed time of each timeout in the proper space on the timeout record form. 5. For a 30-second timeout, the referee will blow the whistle to stop play and award the timeout when the coach on offense (or who will be on offense after a goal) calls for a 30-second! 17

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