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Laurier Recreation - Waterloo Campus

Innertube Waterpolo Rules

Team Composition 

  • Rosters may not be larger than 10 total players 
  • A maximum of 5 players are permitted to be in play at one time (4 players + a goalie) 
  • A game may not proceed with less than 4 players. An exception can be made if an injury occurs during a game 
  • Teams may not have more than 4 players of any gender in play at one time 

Game Procedures 

  • Each game will consist of two 20-minute periods with a 5-minute intermission in-between 
  • Each team is allowed 1 time out per half with a 30 second maximum 
  • The objective is to score more goals than the other team 
  • Substitutions can be made at any time 
  • The game will start with all players against the wall on their defensive side 
  • Default games will result in a score of 10-0 
  • If both teams default, it will result in a score of 0-0 

Rules of Play

  • The game will start with all players against the wall on their defensive side 
  • The referee will throw the ball and whistle to signal the start of the game, and 1 player from each team will race to get the ball (if possible, match like genders against each other) 
  • Players must remain in their tube the whole time that they are in play 
  • Players may pass the ball to teammates with their hands 
  • If a team losses possession and the ball lands in the water, both teams may try to attain the ball  
  • If there is simultaneous possession during the game for more than 3 seconds, the ball will follow an alternate possession rule in which the team that lost drop ball at the start of the game will receive the ball first, and alternate after that 
  • Goals are scored when the ball completely passes the ‘goal line’. An official will determine if the goal counts 
  • The goal must be scored with two hands on the ball when shooting 
  • The player and their inner tube must be completely outside the crease when shooting  
  • The crease is defined by pylons 5 feet away from the net 
  • The player must remain in their tube until after the ball has left their hands in order for it to be a legal shot. 
  • There is a 30 second shot clock that begins counting down when a team passes half 
    • If a shot is taken and hits either the goalie or the post/crossbar and is recovered by the offensive team the clock resets  
    • Failure to shoot within shot clock time will result in a turnover 
  • A team has 30 seconds to cross half from the time the ref blows their whistle following a goal, or from when they recover possession after a defensive stop  
    • Failure to pass within time will result in a turnover  
  • When a player is inbounding the ball after the ball is tipped out of bounds, the inbounding player has 8 seconds to do so.  
    • Failure to pass within time will result in a turnover 
  • Once a team passes the halfway line, the ball cannot go back past half unless it is last touched by the other team, however the shot clock will remain active 
  • A goalie cannot throw past half. This will result in a turnover if the team fails to follow this rule.  
    • If the ball is tipped without gaining control before half, the ball can past half without resulting in a turnover  
  • After a goal is scored, the team that scored has 30 seconds to return to their side  
    • Failure to follow this will result in a turnover 
  • Offensive penalties result in a turnover 
  • Defensive penalties result in a reset of the shot clock 
  • The following are penalties: 
    • Goalie interference 
    • Pushing off the wall, an opponent’s tube or teammates tube with arms or legs 
    • Attempting to force someone off their tube 
    • Contacting an arm when a player is attempting a pass 
    • Trying to remove the ball from an opposing player’s lap 
    • Holding the ball underwater 
    • Holding onto the wall 
  • Interfering with a shot by trying to force someone out of their tube or contacting an arm will result in a penalty shot 
  • Penalty shots are taken directly after a penalty is given out