About Underwater Torpedo League

Game Objective

The object of the game is to move the torpedo underwater and place the torpedo in the opposing team’s goal area without committing a foul. Each game consists of three matches. Each match is played with a point scoring round that is played to five points per match. The team that reaches five points first wins the match. The team that wins two of the three matches wins the game.

Rules
  • Each game must be under the supervision of a trained and certified UTL Referee. Championship matches call for double referees, one on each opposing side of the deep end. [Referee]
  • The time in between plays is 30 secs from the point that all players reach their appropriate pool wall. [Break Time In Between Plays]
  • Referees are allowed to extend break times between matches depending on the situation, such as:

    • Injury
    • Consulting with team members in between plays
    • Review footage
    • Addressing fouls and penalties
  • Teams are allowed (2) 1:00 min Time-outs per match. Time-outs are exactly 1 min, they can only be taken and must be called during the Break Time period between matches, it can be used in addition to the Break Time. [Time Outs]
  • Referees are allowed to extend Time-outs if required only if the above listed conditions apply.
  • Games will begin with the torpedo in the middle of the pool, and the teams will race against each other to gain possession of the torpedo. Once a goal is made, the scoring team will throw-off to the opposing team for the remainder of the round. The opposite team will receive the throw-off during the next round. [Game Start]
  • You may move the torpedo by swimming with it, handing it off, or by passing it to another team member while submerged, however the person in possession of the torpedo must remain under water and no part of the body may come out of the water while in possession of the torpedo. [Movement and Passing]
  • A score is made once any part of the torpedo breaks the plane of the goal and/or deposited in the goal either by placing or throwing the torpedo into the goal. [Score]
  • The player in control of the torpedo may be tackled, but the tackler must keep the torpedo in view and must immediately be released by the opposing team when they are no longer in possession of the torpedo. [Pass Off & Scrimmage]
  • A player or players cannot force the opposing player with the torpedo to surface during a 1v1, 2v1 and 2v2 during a play and players are fighting for possession of the torpedo. [Forced Surface]
  • Players are allowed to defend their teammates who are in possession of the torpedo by keeping attacking players away with the stiff arm maneuver, by pushing the attacking players away or up. Defending players cannot hold, wrap, pull or push the attacking player/players down and away from the surface. [Legal Contact]
  • If a player in possession of the torpedo is swimming away, defending players from the opposing team are allowed to pull them backwards or away from the goal. [Illegal Contact/Pull]
  • Players guarding their goal are allowed to push, force or swim players that are in possession of the torpedo away from the goal without an intentionally surfacing them. [Legal/Illegal Contact]
  • Players are allowed to use their knees to push and create distance without extending into a full kick. [Legal/Illegal Contact]
  • Penalties, fouls, surface calls and unsafe situations are signaled when a referee pulses their buzzer which in turn stops the play (no matter what) so that the infraction or unsafe situation can be addressed accordingly. [Referee Call]
  • If a score is achieved right before the buzzer is pulsed, the referee has the ability to count or discount the score after the infraction is revised.
  • If the buzzer is pulsed right after a score, the referee has the ability to recall the score depending on the severity of the infraction in question.
  • If the torpedo is thrown out of bounds at throw-off, 1 re-throw is permitted, if it is thrown out again, it will result in a penalty drop in front of the receiving team’s goal. [Throw Off & Out of Bounds Throw Off]
  • After each throw-off, a minimum of at least one pass must occur before a player from the receiving team can score. If no pass is made before a score on the throw-off, it results in a turn over to the opposing team. [Minimum Pass]
  • If a player surfaces any part of his body with the torpedo, it will result in a penalty. The team that is not in violation will receive a penalty drop and start the play over with the advantage. [Surface Calls] [Penalty Drop]
  • If players are fighting for control over the torpedo (1v1, 2v1, 2v2) and it results in a surface call, the torpedo goes to the middle and only the players involved with the wrap up are allowed to sprint against each other to gain possession of the torpedo. The remaining players have a 5 sec countdown before they can support their teammates. [Surface Call] [Center Penalty Drop]
  • Since pushing the player in possession of the torpedo to the surface is not permitted. If it does occur, the result will be a penalty drop for the non-violating team.
  • No foul play is allowed: Kicking, punching, choking, single limb submissions, mask/goggles ripping, or pulling of any article of swimwear.
  • Foul play will result in a penalty and penalty drop against the offending player. Three violations from an individual player during one full game will result in that player being ejected from the rest of the game. [Foul Play]
  • Tackling, pulling, holding back, and grappling is only allowed on players in possession of the torpedo. Tackling or grappling players without the torpedo will be considered Foul Play. Foul play will result in a penalty call, and penalty drop against the offending player. [Foul Play]
  • No more than four players are allowed to be involved when fighting for control of the torpedo. Only 2 players per team can be involved in a wrap-up. [Lockout Rule]
  • Violation of the Lockout Rule will result in the torpedo being reset to the center of the playing field and both teams have to race to the middle to gain possession of the torpedo.
  • Referees have the authority to penalize teams with “Technical Fouls” which are infractions that violate the rules and code of conduct. UTL has 2 types of Technical fouls.
Technical Fouls

Type A

A player commits a Class A technical foul for misbehavior or unsportsmanlike conduct. [Technical Foul]

Type B

A player commits a Class B technical foul when intentional physical contact between the players leads to an unsafe situation. [Technical Foul]

TECHNICAL PENALTIES

If a player receives (1) technical foul, they will be ejected from the game until the match to 5 points concludes. Then they will be allowed to return to the next match.

If a player receives (2) technical fouls, they will be ejected for the duration of all the scrimmages.

    Fill out the form and find a session

    This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.