Harold H. Reeder, of the late Knickerbocker Athletic A.C., besides being a good leader and a brilliant individual player, knew how to handle men. He realized that in a growing sport new ideas would mean development, and he made it possible for the members of his squad to experiment with those they had. The system he used is worth a few words of explanation, because it was accountable for the wonderful strides made since 1897, and because every team will profit by its adoption.
Reeder, well aided by Prof. Alex. Meffett, began by teaching every candidate the rudiments of the game; veterans and greenhorns alike were put through the mill. Each was schooled in the principles of swimming, diving, catching, passing, scoring, interfering, tackling and breaking, until these points had been thoroughly mastered, and only then did the team practise begin. But again, no player was allowed in unprepared. Reeder instituted blackboard practise and saw that every one attended it. Placing before his assembled squad the possible formations, he made players selected at random explain the duties of every position in each formation. By this system he obliged every player to use his brains, and he found out the amount of water-polo intelligence that each possest. He also imparted to each the ideas of all the others, he taught them how to fill every position and he brought to light many new plays.
The progress which the innovation was responsible for no one realized until the aggregation of yearlings from the Knickerbocker Athletic Club defeated the formidable array of champions representing the New York Athletic Club. Reeder abandoned the game two years later, but his good work lived after him, and some of his team-mates held the championship for many years by following his teachings.
HOW THE GAME IS NOW PLAYED
Water polo as played to-day in America is rather dangerous for outdoors, and indoor pools are generally used. It is a contest between two teams of six, having as object the touching of the opponent's goalboard with an inflated rubber ball seven inches in diameter, which the referee throws into the water at start of play.
In order to score, the ball has to be touched to the goal while in the hand of a player; it can not be thrown. The goals are spaces four by one foot, situated at each short end of the playing area, eighteen inches above the water level. The size of the playing area is optional, tho the recognized dimensions are 60 x 40 feet or 25 x 75 feet, with a uniform depth of seven feet of water. Imaginary lines are drawn across the tank (see Fig. T), parallel to the short ends, at four and fifteen feet from them. The first, called four-foot line, serves as protection to the goal-tenders and can not be crossed until the ball is within; the other is the foul line, and serves to mark the spot on which the forwards line up on being given a free trial. The four-foot line also marks the goal section, a space 4 x 8 feet, in which indiscriminate tackling is allowed when the ball is within.
Each team of six is divided into a forward line (center, right forward and left forward) whose duty it is to attack the opponent's goal; and a backfield of three (half-back, right goal-tender and left goal-tender), upon whom devolves the defense of the home goal.
At the start of play the two teams line up their respective ends, the referee places the ball in the middle of the playing area and then blows a whistle. At this signal the twelve players dive in, the forwards to make a dash for the ball, the backs to take up their positions. The forward who first reaches the ball tosses it back to the defense men, who hold it until the line of attack is formed and then pass it back. Immediately a fierce scrimmage takes place and either a score is made or the ball changes side and a scrimmage occurs at the other end. After the score the teams line up as at start of play.