Flippaball Rules
DURATION OF PLAY
Matches are played as 4 x 7 minute quarters, 2 minutes in between each quarter.
There will be a siren to start the game, to signify the end of a quarter and one to recommence the game.
5 minutes at the start of the match to warm up, coaches can chat to their team etc. (For example, the first session games will commence at 5:40, this allows players time to cap up, find their pool and still have adequate time for warm up).
TEAMS
Each team has six players in the water, five players “in the field” and one goal keeper. The goalkeeper cannot go over the halfway line. Each team can have up to six substitutes for a maximum total of twelve players in one team.
PLAYER ROTATIONS
All players must receive equal game time. Players should be rotated approximately every two goals – including the goalkeeper.
STARTING THE GAME
To start, players line up along the goal line. When both teams are ready, the referee blows the whistle and one player from each team swims towards the halfway line where the referee has thrown the ball. The player that wins the ball plays it off to his team mates who coordinate a play to score a goal.
CATCHING AND THROWING THE BALL
Players may catch the ball with one hand. Players must pass or shoot the ball with one hand. Clenched fists are not to be used. No player may hold the ball for longer than five seconds without passing it or swimming with it on the water.
DRIBBLING THE BALL
A player may dribble the ball by pushing it along in front of them. An opposing player may steal the ball from a player who is dribbling provided they make no contact with the player in possession and that they do not take the ball under water.
Players are not able to move the ball forward by holding the ball under water. In this situation, a defender may sink the ball by placing their hand on the attacking players hand or arm and be awarded a free throw.
SCORING A GOAL
A goal is scored when the ball passes completely over the goal line in the goal area.
RESTART AFTER A GOAL
When a goal has been scored the players move back to halfway mark, with both teams within their own half. A member of the team that did not score takes a throw from anywhere in their half to restart the game.
GOAL THROW AND CORNER THROW
If an attacking player throws the ball over the goal line outside the goal area (even if the throw is deflected by a defender) a goal throw is awarded. The goal throw can only be taken by a goalkeeper or the nearest attacker on the defending team. If the ball is last touched by the goalkeeper and travels over the goal line outside of the goals a corner throw is awarded. The corner throw must be taken on the 2 m line.

