Getting startedRule 10.3
The first team named on the game sheet normally starts on the goal line to the left of the official table. A captain or the Chief Official may instead request a coin toss to choose ends.
See an example and key point
In a game
A captain asks for a toss before the teams line up.
Remember
The listed-team convention applies unless a toss is requested.
Read full guide →Contact and safetyRule 10.4, 10.22
At the opening sprint, players must keep control of their kayaks and avoid dangerous contact. The ICF clarification distinguishes a late arrival causing contact from two players fairly reaching the ball together with only incidental contact.
See an example and key point
In a game
One player reaches the centre ball first; the other steers away from their body.
Remember
Incidental low-impact kayak contact when both arrive together is normal play; a late dangerous contact can be penalised with a card.
Read full guide →Getting startedRule 10.4
At the start of a game, five players per team line up stationary on their own goal line. The referee whistles and releases the ball into the centre. Only one player per team may contest it; teammates must stay three metres away until a hand touches the ball.
See an example and key point
In a game
Your sprinter moves only after the whistle while teammates keep clear.
Remember
Starting early or another player entering the contest can be penalised differently under rule 10.4.
Read full guide →Ball and possessionRule 10.5
When the ball crosses a sideline, the team that did not touch it last gets the sideline throw. Goal-line and corner decisions depend on the last touch and where it went out.
See an example and key point
In a game
Your paddle sends the ball across the sideline: the other team takes the throw.
Remember
Stop and follow the referee’s direction for the restart.
Read full guide →Ball and possessionRule 10.5.1
The team that did not touch the ball last takes a sideline throw where it left the playing area. If it struck an overhead obstacle, use the closest point on the sideline. The throw counts as a free throw.
See an example and key point
In a game
Your opponent deflects a pass over the sideline, so you place your kayak at the exit point.
Remember
A sideline throw cannot score directly.
Read full guide →Ball and possessionRule 10.5.2
When attackers last touch a ball that goes out over the defending team's goal line, the defenders receive a goal-line throw. The thrower positions their kayak on that goal line.
See an example and key point
In a game
An attacker shoots wide, with no defender touching the ball, so the defenders restart.
Remember
The goal-line plane is tied to the front of the goal frame; read the full rule for rebounds.
Read full guide →Ball and possessionRule 10.5.3
When a team last touches a ball that goes out over its own goal line, the opponents take a corner throw. The thrower positions their kayak in the corner of the playing area.
See an example and key point
In a game
A defender deflects an attacker's shot across their own goal line.
Remember
The corner throw is a free throw, so a direct goal is not allowed.
Read full guide →Substitutions and time-outsRule 10.6
The referee must use time-out when a capsized player or equipment interferes with play, after a goal, and for a goal penalty shot. Dangerous conditions and injuries may also call for a stoppage.
See an example and key point
In a game
A loose paddle enters the play after a capsize; the referee stops the clock.
Remember
The restart depends on why play stopped and which team had possession.
Read full guide →Substitutions and time-outsRule 10.7
Authorised live-stream advertising games have special team time-out arrangements. A coach or captain may call the specified one-minute time-out once while in possession outside the six-metre area and within the stated period.
See an example and key point
In a game
In an approved streamed match, a captain calls the advertising time-out while their team controls the ball beyond six metres.
Remember
This is a competition-specific rule, not a general team time-out available in every match.
Read full guide →Getting startedRule 10.8
The whole ball must pass through the front plane of the opponents’ goal frame.
See an example and key point
In a game
A shot rebounds off the front of the frame and stays on the pitch: play continues; it has not crossed the goal plane.
Remember
Wait for the referee’s goal signal and whistle.
Read full guide →Restarts and decisionsRule 10.9
The scoring team returns to its own half. The team taking the centre restart positions a stationary thrower on the centre line, holds the ball up, and waits for the referee's whistle. The other team needs at least three players back in its half.
See an example and key point
In a game
After scoring, your team retreats so the opponents can restart promptly.
Remember
A deliberate delay can bring a sanction card; defenders cannot play until their bodies cross back over halfway.
Read full guide →Contact and safetyRule 10.10
The defender most directly under the goal may be the goalkeeper while facing the pitch and trying to stay near the centre of the goal line. A goalkeeper without possession is protected from being moved by an opponent, subject to the rule's exceptions.
See an example and key point
In a game
An attacker drives into the positioned goalkeeper who does not have the ball.
Remember
Goalkeeper status can change with possession and position; read the full rule for contact caused by another player.
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