Complete Rules
The goal of wrestling is to dominate your opponent by taking them down to the mat, turning their back to the mat, and pinning their shoulders to the mat for a fall. If there is no fall, the winner is determined by points that are awarded during the match for executed holds that show superiority or put one’s opponent in danger.
Scoring Match Points Description
Push out
1
Forcing an opponent out of bounds from the neutral position if there is no concurrent takedown or throw.
Takedown
2
Establishing dominant control of an opponent, taking him down to the mat and getting behind him.
Throw
4
Takedown from feet to back, or lift from mat to back.
High Throw
6
Takedown from feet to back or lift from mat to back with high lift or back arch.
Turn
2
Turning an opponent’s back to the mat.
Near Fall
1
Keeping an opponent on his back for 5 seconds.
Reversal
2
Reversing dominant control, getting behind and on top of an opponent who was behind and on top.
Escape
1
Escaping the dominant control of an opponent.
Ways to Win Team Points Description
Fall
15
Both shoulders pinned to the mat
Technical Fall
15
Declared when a wrestler scores fifteen points more than his opponent’s score.
Forfeit
15
Declared when a opponent cannot continue
Decision
1-14
Match points apply to Team Points
Passivity
Passivity will be monitored and called using an visual action meter controlled by one of the referees. The action meter judge determines who is passive primarily by seeing which wrestler controls the center of the mat. When an a wrestler’s action meter is emptied, his opponent goes for the bonus. In the bonus, both wrestlers go greco for 20 seconds starting from the clinch. The clinch can either be from the neutral position or par terre position. During this time, only the wrestler in the bonus can score and only with a throw.
When the time expires, or the defensive wrestle does a move that would otherwise score, or the offensive wrestler stops attacking or goes out of bounds, the bonus period expires and the wrestling starts again from a neutral position. If the defensive wrestler steps out of bounds during the bonus, the bonus resets and they go again. If the defensive wrestler defends with or attacks the legs, he is cautioned, penalised two points, the the bonus resets and they go again. At no time may the bonus time be greater than the remaining match time.
With the clinch, only the offensive wrestler gets to lock and locks can be broken at any time without penalty. The defensive wrestler must assume his starting position and when declared set by the referee, must not move, else he gets a caution. When the referee signals the offensive wrestler to clinch, the offensive wrestler must assume his starting position, clasp hands, and stop his motion. Only when the referee has verified correct starting positions, he will start the wrestling.
When clinching from the neutral position, either wrestler will receive a caution if he changes levels before the whistle or does not assume the clinch position with a straight body. The correct starting positions for a defensive wrestler in a standup clinch is standing upright in the center of the mat, arms out 45 degrees from his body. Elbows may be bent. The offensive wrestler must lock over one arm above the elbow, under the other arm, locking hands in any grip he chooses, chest on chest.
When clinching from the par terre position, the defensive wrestler must have his arms and legs at right angles. The offensive wrestler must lock around the waist with both knees on the mat. This lock can be normal or in the reverse lock position anywhere around the bottom wrestler’s torso and waist but cannot move the defensive wrestler out of his position before the whistle. The offensive wrestler must not be inside the box formed by the defensive wrestler’s hands and knees.
Other Rules
Caution: A wrestler receives a caution for an incorrect starting position or violence. On the third caution a wrestler is disqualified.
Illegal moves: Intentional striking, breaking the skin, or attacking the face, throat, or privates are illegal. A wrestler may not force joints beyond their normal range of motion. If this happens, the referee will stop the match for violence and issue a caution. For flagrant violations, the offending wrestler may be disqualified.
Stalemate: If two wrestlers are clearly locked in a position so that no scoring can occur, a stalemate is declared and the wrestling continues in the neutral position.
TV Challenge: Each coach is allowed one challenge per match to allow the use of television instant replay.
Injury Time: Each wrestler is allowed one minute of injury time per match. If all injury time is used up and a wrestler cannot continue, he defaults and the other wrestler wins by forfeit. Blood time does not count towards injury time.
Ties: Tied matches go to sudden death overtime. Team score ties are determined by criteria: falls, tech falls, forfeits, wins, high throws, and throws.
Story By Staff Writer, RPW Home Office