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Working the NFHS Water Polo Desk

7-1-07

1. Secretary or Scorekeeper:

1. The secretary must maintain the record of the game, including the starting and ending time of the game, goals, timeouts, personal fouls (exclusion fouls and penalty fouls) awarded against each player and any protests. Before the game, record the game number, name of teams, date, place of game, names of referees (in lower right corner in the appropriate space) as well as cap numbers and names of the players on each team on the score sheet (white on left, blue on right side of the score sheet).

2. Record all goal attempts in the Attempts column. Use an E for an extra player attempt, a P for a penalty shot attempt, and a vertical line for all other attempts. Record the cap number of the sprinter each period and encircle the number of the player winning the sprint in the appropriate box at the bottom of each period.

3. Record all goals in two places in this order:

a. First: Progress of game: in the lower portion of the score sheet, note the time of goal, the cap number, team (blue or white), G for a natural goal, G-E for an extra player goal and G-P for a penalty shot goal under Remarks, and the running score (0-1, etc., in the W-B column with the white score first, then the blue score).

Note: in determining if a goal is an extra player goal, include all goals as extra player goals that are the result of the extra player situation, even if the goal is scored soon after the entry of the excluded player or substitute.

b. Second: Upper portion of the score sheet: record all goals in the upper portion of the score sheet, first, in the Attempt column and, second, in the appropriate period's box on the score sheet. Use an E for both an extra player goal 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.

4. Record all personal fouls (exclusion or penalty fouls) on the score sheet. For exclusion fouls, the referee shall signal the cap number and call out the cap color and number of the offending player to the scoring table. For penalty fouls, the referee shall raise one arm with five fingers in the air, signal the cap number and call out the cap color and number of the offending player to the scoring table. Record all personal fouls in two places on the score sheet:

a. First: Progress of game: record the time, cap number, team (W or B) and the symbol E for exclusion foul and P for penalty foul in the "Remarks" column. Note in the Remarks column if a player is removed for the remainder of the game for brutality, misconduct or fighting by the use of E-game brutality, E-game misconduct, etc. Use E-MAD for the exclusion foul of a minor act of disrespect. Do not fill in the running score when completing the foul information since no goal was scored. The column entries should be as follows:

2:21 5 W E

b. Second: Upper portion of the score sheet: record every personal foul in the personal-foul column. Record the symbol and period (i.e., E/2 in the first box for the first exclusion foul committed by a player, the foul occurring in the second period). Use a P followed by the period for a penalty foul (i.e., P/4 for a penalty foul committed in the fourth period). If the player is excluded for the entire game in the third period, write E/3 in the correct box and draw a horizontal line through the remaining boxes, if applicable, to show that the player is out for the remainder of the game.

5. Record the time, team and title (if applicable) when a yellow card is issued to the head coach, assistant coaches, other team officials on the bench, or it may be issued collectively to the players on the bench. Record the time, team and cap number (if applicable) when a red card is issued to the head coach, assistant coaches, other team officials on the bench and to individual players on the bench. These should be recorded in the "Progress of Game" section on the score sheet. Be sure to verify with the referee on the table side as to whom the card was issued.

6. Goalkeeper statistics: for every goalkeeper save, put an E for the save of an extra player 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. If the goalkeeper shoots the ball, put a vertical line in the Attempt column. If the goalkeeper scores the ball, also place an encircled vertical line in the goals in the period column. This is necessary to distinguish the rare goalkeeper goal from saves.

7. Record all official timeouts (recording the period and the time) on the score sheet in the appropriate boxes and under "Progress of Game". If possible, keep a record visible to the teams of the number of timeouts remaining for each team. Each team is allowed three timeouts during the first four periods of a game and only one timeout during overtime. When a team calls its last timeout, inform the coach and the referee that this is the last timeout.

8. In the case of accident or injury, a player may be replaced immediately. This does not count as a timeout. That player may return later to the game.

9. At the end of each period, record that period's number of goals in the box in the lower right-hand corner of the score sheet. Check that the number of personal fouls marked above plus timeouts and the number of yellow or red cards issued equals the number of blank spaces in the running score column (W-B column). Check the number of fouls on each player with the exclusion secretary.

10.If the game is continued onto a second score sheet, label the first page as Page 1 and the second as Page 2 and clip these together after the game.

11.At the end of the game, total the score of each period in the lower right-hand corner of the score sheet. Record the time of completion of the game on the score sheet. Have the referees sign the score sheet in the correct place above where you have printed their names.

12.Record any protests lodged by the coaches after the end of the game on the official score sheet. The coach must inform the secretary or tournament director within five minutes after the game that the coach is filing a protest. The coach must file a written protest by 15 minutes after the end of the game on the official score sheet or on a separate sheet. Protests must be signed by the referees and the coach and attached to the score sheet as the official record of the game.

2. Exclusion Secretary

1. Record on the exclusion sheet all exclusion fouls (E) and penalty fouls (P), white team on the left, blue team on the right. 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 of the ball, whichever is the shorter.

2. Record the symbol E, cap number, time of exclusion, and time of reentry of each excluded player. To determine the time of reentry, either subtract 20 seconds or add 40 seconds and subtract one minute. For example, if a player was excluded at 2:13, the reentry time is 1:53. Record P, the cap number, and the time of the foul if a penalty foul is awarded.

3. For an exclusion foul, raise the white or blue flag as appropriate after 20 seconds have elapsed, provided that the excluded player is in the reentry area. Do not raise the flag until the player reaches the reentry area. Keep the flag raised until the player sees the flag and enters the pool.

4. A player may be substituted for during an exclusion. Do not wave in the substitute until the excluded player has reached the substitution area and the head of the excluded player visibly rises to the surface of the water in the reentry area. If a player is substituted for an excluded player during a timeout, after a goal, or in the interval between periods, the excluded player does not have to go to the reentry area before the substitute can enter.

5. The excluded player or a substitute may enter immediately when the referee indicates a change of possession. Blow the whistle to signal an illegal entry, even if the referee has waved in the substitute, if the original player has not yet reached the exclusion area before the entrance of the substitute

6. Signal the referee by whistle if there is an improper or early reentry of a player or substitute. The excluded player must swim to the reentry area. When the appropriate flag is raised, the excluded player must slip in and swim into the field of play, from an area on the side of the pool opposite the desk at a point on the goal line not more than 2 meters from the corner of the field of play. The excluded player may not jump in, dive in, or push off from the wall. The excluded player may not leave the water to go to the reentry area or that player will be excluded for the remainder of the game. The excluded player may enter immediately from any place in any manner after a goal is scored. If a player's improper or early reentry is that player's third foul, blow the whistle for the improper reentry and lift the red flag signifying the third foul.

7. Improper reentry:

a. 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. However, on the score sheet, only one additional personal fouls (marked as EP) shall be recorded against the offending player.

b. 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 awarded to the opposing team. An additional personal foul (E) is recorded against the offending player.

8. Signal without delay with a red flag the award of a third personal foul to a player. Keep the red flag raised during the entire exclusion period until the player is substituted for.

a. If the third foul is an exclusion foul, that player is excluded for the remainder of the game, but may be replaced by a substitute. If an exclusion foul is the third personal foul on a player, the player with the three personal fouls must go to the reentry area before the substitute can enter the pool when signaled. If the excluded player with three fouls leaves the water to go to the reentry area, no additional penalty is assessed (do not blow the whistle). However, do not raise the flag for reentry at the expiration of the 20-second exclusion period of a substitute player if the excluded player (for whom the substitute is going to reenter) has not gone to the reentry area (unless a timeout is called, goal scored or end of period).

Note: It is important that the red flag is raised immediately after a third personal foul. If the player commits an act of disrespect or a minor act of disrespect on the way out from the pool after a third personal foul which is an exclusion foul or commits an act of disrespect or a minor act of disrespect immediately after a third personal foul which is a penalty foul, a penalty throw is awarded.

b. At the end of the exclusion period, raise the appropriate colored flag if a substitute is in the exclusion area. However, if the player with three personal fouls reenters while the game is in progress while the red flag is raised, even if signaled in by the referee, 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.

c. If the third personal foul is charged on a penalty throw, blow the whistle and raise the red flag immediately before the ball is put into play. A substitute must enter immediately, before the penalty shot is taken.

d. If a player is excluded with his 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, 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.

6. 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 that player has three personal fouls.

7. 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 exclusion area, or, if substituted for, is not one of the starting players. Inform the referee which team is down a player and how much time remains on the exclusion.

8. At the end of each period check the total number of fouls charged against each player, in cap number order, with the scorekeeper.

3. Game Timer

1. A game consists of four seven-minute periods, with a two-minute interval between periods and a five-minute interval at half time. If the score is tied, there is a five-minute interval before overtime. Overtime consists of two three-minute periods with two minutes between periods. If the score is still tied, additional three-minute periods are played following a two-minute interval until a goal is scored (sudden victory).

2. At the beginning of the period, start the game clock when the first player touches the ball.

3. Stop the clock each time the referee blows the whistle. Start the clock again when the ball is put into play when the ball visibly leaves the hand of the player taking the free throw, goal throw or corner throw. Instead of passing the ball, the player may put the ball into play by dropping the ball to the water or by throwing the ball into the air and then starting to swim with or dribble the ball. On a goal throw, the ball may be put into play by any player of the team closest to the ball anywhere within the 2-meter area. 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.

4. After a goal, start the clock when the ball leaves the hand of the player making the restart.

5. Start the clock on a neutral throw when one player touches the ball (the player may touch the ball before it lands in the water).

6. Start the clock on a goal throw when the ball is put into play anywhere within the 2-meter area.

7. Start the clock on a penalty throw when the ball leaves the hand of the player taking the penalty throw and stop on the whistle. Should the penalty throw be missed and the ball rebounds into the field of play, the ball remains in play and the clock continues to run.

8. Start the clock on an exclusion foul when the ball leaves the hand of the player putting the ball into play. (Do not start the game clock when the player is swimming over to get the ball.) If an incorrect player(s) or no player leaves the pool after an exclusion foul, the referee should stop play, remove the correct player, allow the incorrect player to reenter, reset both clocks, and restart the game.

9. Start the clock after a timeout when the ball is put into play.

10.If the referee starts or restarts the game or starts play after a goal or time-out with an extra player in the water, the referee will stop play, remove the extra player, reset both clocks, and recommence the game. Only reset the game clock when instructed by the referee. If it is not possible to reset the game clock, wait to start the clock until the proper number of seconds has elapsed on the shot clock.

11.If, just before the expiration of 35 seconds, a player throws the ball into the corner, the referee will blow the whistle for stalling to stop both clocks and award a free throw to the opposing team at that site. Stop the game clock on the whistle and start it when the ball is put in play.

12.If the scoreboard displays exclusions, enter the exclusion on the board before the ball is put into play.

13.Signal the end of each period by buzzer, gun or whistle or by some other means provided it is distinctive, acoustically efficient, and readily understood.

14.Time the intervals between periods on the clock. Sound a warning buzzer when 30 seconds remain in the interval.

15.Record the score on the scoreboard after each goal. Between periods reset the clock to the correct period length and check that the proper period is showing on the clock.

16.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.

4. 35-Second Timer

1. At the beginning of each period, start the shot clock when the first player gains possession of the ball (the player need not actually touch the ball). If the shot clock is integrated with the game clock, the shot clock will start when the game clock starts. However, if one team did not gain possession of the ball when the first player touched the ball, it is necessary to reset the shot clock when one team gains actual possession of the ball.

2. Stop the clock each time the referee blows the whistle. Start the clock again when the ball is put into play when the ball visibly leaves the hand of the player taking the free throw, goal throw or corner throw. Instead of passing the ball, the player may put the ball into play by dropping the ball to the water or by throwing the ball into the air and then starting to swim with or dribble the ball. On a goal throw, the ball may be put into play by any player of the team closest to the ball anywhere within the 2-meter area. 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.

3. Reset the shot clock at the following times.

a. After a goal (start the clock when the player puts the ball into play).

b. After an attempt at a goal even if the same team regains possession of the rebounding ball (reset the clock on the shot immediately when the ball leaves the hand of the player taking the shot and reset again when a player of either team gains possession of the rebounding ball). If the referee blows the whistle, (if, for example, the ball went out of bounds), reset on the shot; stop on the whistle, reset again and start the clock when a player from the correct team puts the ball into play.

c. After an exclusion foul, double exclusion foul or an offensive turnover (start the clock when the player taking the free throw puts the ball into play).

d. When a neutral throw is awarded (start the shot clock when one player gains possession of the ball).

e. 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). (If the whistle blows as soon as the ball changes hands in an interception or steal, stop the shot clock, but do not reset it until checking to see if the team has actually lost possession. The team intercepting or stealing the ball may not necessarily retain possession of the ball.)

Note: In the case of ball-under, reset the shot clock on a ball-under call if there is a clear change of possession, not a momentary touching or contact with the ball. The player must be in control of the ball.

f. When a penalty throw is awarded (do not start the shot clock as the player takes the penalty shot. If the shot is missed and the ball rebounds, start the shot clock when a player gains possession of the ball).

g. On a goal throw or corner throw (start the shot clock when a player puts the ball into play). The shot clock is not reset when the ball goes out of bounds on the sides of the pool line when last touched by a defensive player unless a shot was taken.

4. The buzzer on the clock will sound at the end of 35 seconds 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.

5. If, just before the expiration of 35 seconds, a player throws the ball into the corner, the referee will blow the whistle for stalling to stop both clocks and award a free throw to the opposing team at the site. Stop the shot clock on the whistle, reset it, and start it when the player puts the ball in play. (Do not run the shot clock when the player is swimming over to get the ball.)

6. 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 puts the ball into play after the end of the timeout.

7. If the wrong player leaves the pool on an exclusion foul, the referee will stop play, have that player reenter the pool, have the correct player leave, and instruct the timer to reset the shot clock. Start the shot clock when the ball is put into play.

8. If the referee starts the game or starts play after a goal or timeout with an extra player in the water, the referee will stop play, remove the extra player, reset both clocks, and recommence the game.

9. Turn the shot clock off when less than 35 seconds remain of the period and a new 35-second period of possession is awarded.


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