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Scoring
Wrestling / Rules
The object of the sport of wrestling
is to put your opponent on his back -- to pin your opponent.
A pin (or fall) is when you put your opponent on his/her
back with any part of both shoulders or both shoulder blades of your opponent
in contact with the mat for two seconds. When you pin your opponent, the match
is over and you are the winner.
If nobody gets pinned, the winner is the wrestler who has
scored the most points during the match..
There are five ways to score points
in a wrestling match:
1) Takedown - (2 points) You score two points for taking your opponent
down to the mat and controlling him/her.
2) Escape - (1 point) You score one point for getting away or getting
to a neutral position when your opponent has you down on the mat.
3) Reversal - (2 points) You score two points when your opponent has
you down on the mat and you come from underneath and gain control of your
opponent.
4) Near Fall (Back Points) - (2 or 3 points) You get near fall points
when you almost but not quite get your opponent pinned. A near fall (near pin)
is when...
both shoulders are held for two
seconds within four inches of the mat, or...
·
one
shoulder touches the mat and the other shoulder is at a 45 degree angle coming
down to the mat, or...
·
the
wrestler is held in a high bridge or back on both elbows.
If a near fall lasts for two
seconds, you get 2 points. If a near fall lasts for 5 seconds, you get 3
points.
5) Penalty Points - (1 or 2 points) Your opponent is awarded points if you
commit the following infractions.
o
Going
off the mat to avoid wrestling ("fleeing the mat.")
o
Grabbing
clothing, the mat, or the headgear
o
Incorrect
starting position or false start (You get two cautions before points are awarded).
o
Locked
or overlapped hands: If
you are down on the mat in control of your opponent, you cannot lock or overlap
your hands, fingers or arms around your opponent's body or both legs unless you
have your opponent in a near pin, or your opponent stands up and has all
his/her weight on two feet.
o
Leaving
the mat during the match without the referee's permission
o
Figure
4 head scissors from the neutral position.
The first and second time you are penalized, your opponent
is awarded one point. The third time you are penalized, your opponent is
awarded two points. The fourth time you are penalized, you are disqualified.
(Except for illegal starting position or false start - you are cautioned twice,
then one point awarded for each infraction, but you will not be disqualified).
These rules apply to the type of wrestling done in the
United States in College, High School, Junior High, Middle School, and most
youth wrestling. This type of wrestling is often referred to as
"folkstyle" wrestling. The rules for "freestyle" and
"greco-roman" wrestling, as is done in the olympics and
internationally, are a little different.
Dual Meet Team Scoring
Fall, Forfeit, Default,
Disqualification - 6 team
points
Technical Fall (getting ahead of your opponent by 15 points ends the
match) - 5 team points
Major Decision (winning the match by 8 - 14 points) - 4 team points
Decision (winning the match by fewer than 8 points) - 3 team points
WRESTLING RULES, SCORING CRITERIA,
AND MORE
THE TAKEDOWN:
The objective of wrestling is to pin your opponent, but it usually involves a takdown
to accomplish this goal. As a matter of fact, it has been proven statistically
that the wrestler who executes the first takedown in a match will win the match
85 to 90% of the time.
What is considered a takedown? Well, to set up a takedown, the wrestlers must
be working from the neutral or standing position; a situation where neither
wrestler has control. Then a takedown is scored when one of the wrestlers gains
control over the other, causing his opponent's supporting points (the area or
areas in which most of the body weight is placed) to be the knees, thighs,
buttocks, or hands.
In reference to out-of-bounds situations, a wrestler can be
awarded a takedown as long as he or his adversary is in-bounds. Remember, the
line around the mat is out-of-bounds. And don't forget, a takedown can be
awarded if the scoring wrestler's feet are in-bounds and touching the mat. In
years past, the scoring wrestler's knees had to be in-bounds.
When the takedown is a achieved, the
offensive man receives two match points. The double-leg drop, single-leg sweep,
fireman's carry, arm drag, snapdown and pancake are just a few types of
takedowns.
THE ESCAPE:
The wrestler in control or on top is referred to as the
offensive wrestler, while the wrestler on the bottom is the defensive matman.
Keep in mind, only the defensive man can score an escape or reversal. For the
bottom man to secure an escape, he must place himself in the neutral position,
causing his opponent to lose control. The defensive wrestler may also be
awarded an escape going out-of-bounds if his adversary is in-bounds at the
completion of the move. The official will
indicate one point for the wrestler
who earns an escape. The stand-up, forward or granby roll, sit-out turn-in, and
sit-out turn-out are examples of escape maneuvers.
THE REVERSAL:
The defensive wrestler may procure a reversal by moving from the bottom
position to the top position, gaining control of his opponent either on the mat
or on their feet. Like the escape, a reversal can be obtained crossing the
out-of-bounds line if one of the wrestlers is in-bounds. The referee will
designate two points for a reversal. The switch, side roll and peterson roll
are examples of reversals.
Remember, one match point is awarded for an escape and two
match points are given for a reversal.
THE
NEAR FALL:
Only
the offensive (or top) wrestler can score a near fall. He may do so by causing
the defensive wrestler...
(1) to spring into a high bridge,
(2) to lean back on his elbows,
(3) to expose his shoulders four inches or less to the mat, and
(4) to have one shoulder on the mat and the other 45 degrees or less above the
mat.
The top wrestler can score two points by holding (for two
seconds) the bottom wrestler in any of the above noted positions. Furthermore,
if the offensive wrestler can secure a near fall for a continuous five-second
period, he would then be awarded three match points for the maneuver.
Note, the official usually indicates a near-fall situation
with an angular sweep of the arm, each sweep designating a second, but he will
not signal any points until the near-fall hold is terminated.
In reference to the out-of-bounds line, if both shoulders
are partially in-bounds or one shoulder is completely in-bounds, a near fall
can be scored.
The half-nelson, cradle, three-quarter nelson, and armbar
series are near-fall maneuvers that can ultimately lead to a "fall."
THE FALL:
The fall (or pin) terminates the match and no individual match points are
necessary. Of course, the winner's squad receives six team points. Now a fall
occurs when both shoulders are forced to the mat for a period of two seconds in
high school and only one second in college. The official mentally counts this
time and indicates the fall by slapping the mat.
Normally, the offensive wrestler (the man in control) scores
the fall. However, if the offensive grappler's shoulders are somehow placed on
the mat for the required time, a fall is awarded to the defensive wrestler.
Finally, in reference to the out-of-bounds line, if the
shoulders are partially in-bounds or one shoulder is completely in-bounds, a
fall may be called.
ILLEGAL HOLDS:
The best definition for an illegal hold would be "any maneuver used that
could cause bodily harm intentionally or not." Examples of illegal moves
include full nelsons, overscissors, back bows, headlocks (without an arm
encircled), forceful trips, pulling a thumb or less than four fingers, holds
that restrict breathing or circulation, and any holds used for punishment alone.
Illegal maneuvers are penalized in the following manner:
first and second offense - one match point for opponent; third offense - two
match points for opponent; and fourth offense - disqualification from the
match.
Note, a wrestler applying a legal hold shall not be
penalized if his adversary turns it into an illegal hold. And whenever
possible, an illegal move should be prevented by the official rather than
penalized.
UNNECESSARY ROUGHNESS:
Any intentional act that is hazardous to an opponent's physical well-being is
considered unnecessary roughness.
Furthermore, if a hold is utilized for the sole purpose of
punishment alone, the referee may see fit to declare unnecessary roughness.
Such perpetrations as striking, kicking, butting with the head, elbowing, and
forceful tripping are examples of this infraction.
Normally, the violator would be penalized as follows: first
offense - one point; second offense - another point for his rival; third
offense - two points for his adversary; and fourth offense - disqualification.
However, when the official believes the unnecessary
roughness of the wrestler to be totally inexcusable, he can indicate a
"flagrant misconduct" signal, which is an automatic disqualification
and the deduction of ALL team points scored in the event. Certainly, a sucker
punch to the jaw would fall under this category. legal move similar to a hard
tackle in football.
TECHNICAL VIOLATIONS:
There are six technical violations in wrestling and all but one are penalized
in the following manner: First Offense - 1 penalty point (for opponent); Second
Offense - 1 penalty point; Third Offense - 2 penalty points; Fourth Offense –
Disqualification.
·
"Leaving the Mat Proper" -- No wrestler may
completely step off the wrestling mat without permission of the referee.
·
"Intentionally Going Out-Of-Bounds" -- If either
wrestler goes out-of-bounds to avoid wrestling his opponent for any reason
(except when near-fall points are scored), this technical violation will be
enforced.
·
"Grasping of Clothing" -- A contestant may grab
nothing but his opponent while wrestling or this encroachment will be called.
Furthermore, when a wrestler grasps his adversary's uniform to prevent him from
scoring , the appropriate penalty point(s) will be given along with any points
his opponent may have obtained.
·
"Interlocking or Overlapping Hands" -- The
offensive (or top) wrestler may only lock or touch hands around his opponent's
body or both legs when he is scoring near-fall points or his antagonist stands
up. If his rival scores points while he commits this violation, his opponent
would also receive the stipulated penalty point(s). Note, the official can only
stop the match to award point(s) when the bottom man is unable to gain an
escape or reversal due to interlocking or overlapping hands.
·
"Incorrect Starting Position" -- If a wrestler
assumes an incorrect neutral or referee's position (Remember, this year
wrestlers would be "corrected" two times.), a technical violation
would be called. This also includes false starts in both situations. Note,
unlike other technical violations, the first two offenses are
"cautioned" (The official will form a "C" with his hand.),
and then penalized if the infraction occurs again. Furthermore, this technical
violation is not on the "progressive penalty chart." Thus, a wrestler
can not be disqualified for an incorrect starting position or false start.
·
"The Figure-4 Head Scissors" -- The figure-4 head
scissors is a technical violation in the neutral position.
UNSPORTSMANLIKE BEHAVIOR OF WRESTLERS:
The unsportsmanlike rule for contestants covers two situations in which the
penalty is administered differently. They are as follows:
Situation One -- If the wrestler is unsportsmanlike during
the bout, his opponent would be awarded match point(s) in the following manner:
First Offense - 1 point; Second
Offense - 1 point; Third Offense - 2 points; Fourth Offense - Disqualification
from the match.
Situation Two -- If an unsportsmanlike act occurs prior to
the first period or after the third period (or fall), the offending wrestler's
squad would lose one team point. On the second offense, he would be asked to
leave the premises and his squad would lose another team point.
(Note: Flagrant misconduct at any time would result in
immediate disqualification from the dual meet or tournament and the deduction
of ALL team points earned.)
UNSPORTSMANLIKE CONDUCT OF COACHES AND SPECTATORS:
The Coaches -- No coach can be disrespectful during competition. If such were
the case, the official would deduct one point from the violator's team. On the
second offense, the perpetrator would be removed from the premises for the
duration of the dual meet or tournament session.
Take note. When a coach's initial action is
"flagrant" in nature, he would be expelled immediately (with the loss
of two team points) for the duration of the dual meet or the tournament.
The Spectators -- No fan may react in an unsportsmanlike
manner toward the referee or the opposing coach or wrestlers. This unbecoming
response can result in removal from the gym, fieldhouse or arena on the
official's comment. Important point, neither team would be penalized for
misconduct of an over-zealous spectator, and it is up to the home management to
remove the offender.
THE ASSISTANT REFEREE:
An assistant referee may be utilized during competition, usually during
tournament action. He is allowed the same mobility around the mat as the
referee. Furthermore, the assistant referee can talk to the main official as
the match is in progress and help in making calls. He can also signal locked
hands and the grasping of clothes technical violations. However, all other
calls must be made by the main official.
If there is a disagreement between the two, the main
official has the final say in the matter. Note, coaches are not permitted to
address the assistant referee while the match is being contested.
OFFICIAL'S JUDGMENT CALLS:
If a referee misapplies a rule, say giving three points for a takedown instead
of two, the coach may certainly confront him regarding the matter. However, the
coach can not question any judgment calls made by the official. When he does,
the referee will first warn him for misconduct, the second offense will cost
the coach a team point, and with the third offense, the coach will be asked to
leave premises for the duration of the dual meet or tournament session and
another team point would be deducted.
THE LOWERING OF SHOULDER STRAPS:
The lowering of shoulder straps while on the mat is considered an act of
unsportsmanlike conduct. The only time it would not be penalized is if the
wrestler received permission from the official to do so. Should this infraction
occur before wrestling has started or after the completion of wrestling, it
would be a deduction of one team-point from the offender's squad. However, if
the offense takes place during the match, the violator's opponent would receive
a match point.
SUDDEN DEATH IN DUAL MEETS AND TOURNAMENTS:
No longer will there be ties or draws for individual matches. Instead, the
overtime tie-breaker will be utilized to determine the winner. The new
procedure, as revised for the 2006-07 season, is as follows.
Scenario: The the first three periods end up in a tie, 1 to 1, with Wrestling A
scoring the first escape.
Sudden Victory (Overtime Period): During tournament and dual meet
action, when the wrestlers are tied at the end of the three regular periods,
they will then wrestle an overtime period which will be one minute in length with
no rest between the regular match and the overtime. The overtime period will
begin with both matmen in the neutral position. The wrestler who scores the
first point(s) will be declared the winner.
If no winner is determined by the end of the one minute overtime period,
30-second tie-breakers in the referee's position will be wrestled.
Tiebreaker I:
The disk is tossed to determine the wrestler who has choice. The wrestler who
wins the toss may choose top, bottom, or defer (Neutral cannot be chosen). Wrestler
B wins the toss and selects down. As soon as the referee blows the whistle,
Wrestler B scores an escape. At this point, the match continues to the
conclusion of the of the thirty seconds. Before the end of the first
tiebreaker, Wrestler B also scores a takedown. The score at this time is
Wrestler B: 4 and Wrestler A: 1.
Tiebreaker II:
It is now Wrestler A's choice; he also selects down. During the second
tiebreaker period, Wrestler A likewise scores an escape and a takedown. The
score is tied 4 to 4.
Ultimate Tiebreaker:
At this point, Wrestler A is given the choice of position because he scored the
first point (an escape) in the match. There is no neutral, but the wrestler may
defer. The Ultimate Tiebreaker winner is determined the same as in the past.
The wrestler who scores the first point(s) in this 30-second tie-breaker will
be declared the winner. However, if no scoring occurs during this time, the top
wrestler will be declared the winner. If Wrestler A rides Wrestler B; Wrestler
A wins with the ride out point. If Wrestler B scores, Wrestler B wins.
Points of Emphasis:
1. At any point during the three-tiebreaker process, the match is over if a
fall occurs.
2. In Tiebreakers I and II, stalling will be call the same as in the regular
match and Overtime Period.
3. As in the past, stalling will be indicated differently in the Ultimate
Tiebreaker. A wrestler will not be warned or penalized for stalling when he
controls his opponent with a traditional riding maneuver.
