FLIPPABALL RULES
Two teams, each of which must have a minimum of six players, play Flippaball. Each team must have 5 field players and 1 goalie in the pool at one time. 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. Players can use ONE HAND ONLY to catch, pass or shoot the ball. The exception to this is the goalie, who may use two hands. The game consists of two halves.
Duration of play
A game is made up of 2 x 10 minute halves. Year 5 & 6 grade teams changes ends at halftime. There is no halftime in the Year 3 & 4 Grade.
Number of players
A team consists of 6 players in the water at one time – 1 goalie and 5 field players.
Substitutes
A team can have up to 5 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.
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.
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.
Passing
All players (except the goalie) must use 1 hand only in the game of Flippaball. This applies to catching, passing and shooting. This rule could be adapted for Year 1 & 2 players to catching with 2 hands and passing and shooting with 1 hand.
Free throw infringements
All of the 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.
- A player cannot contact the ball with 2 hands (exception being the goalie)
- A player cannot take the ball under the surface of the water
- A player cannot walk or run with the ball
- 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
- Offside play
Major foul infringements
All of the infringements below 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.
- Sink, hold or pull back that prohibits the attacking player from moving freely either with or without the ball
- Intentional splashing of an opponent
Exclusion infringements
Aggressive play and use of abusive language are prohibited from the game of Flippaball 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)
Offside
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.
Corner throw
A corner throw (2 metre cone) will be awarded if the ball is knocked out of play by a defending player.
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.
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 and goal that his/her team is defending.
Offside rule with a 2 metre cone
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.