FOLKSTYLE WRESTLING RULES
|The objective of wrestling is to pin your opponent's shoulders to the mat for 2 seconds. A pin (a.k.a. fall) ends the match immediately. However, if neither wrestlers is pinned, the winner is the wrestler with the most points at the end of the match. There are five ways to score points in a folkstyle wrestling match: Takedown, Escape, Reversal, Near-Fall, and Penalty.|
netural (standing) position, a wrestler gains control
over opponent down on the mat, while the supporting parts
of either wrestler are inbounds.
Common takedowns include single legs, double legs, shrugs, duck unders, fireman's carries, high crotches, arm drags, headlocks, and bodylocks.
defensive / controlled (bottom) wrestler gains a neutral
position and opponent has lost control, while at least
one wrestler is inbounds.
Common escapes include stand ups and sit outs.
the defensive / controlled (bottom) wrestler gains
control of opponent, either on the mat or in a rear
standing position, while the supporting points of either
wrestler are inbounds.
Common reversals include switches, rolls, and hip heists.
(a.k.a. back points)
fall criteria exists when the offensive wrestler:
|NF2||2||If a near fall criteria is met for two continuous seconds, 2 points are awarded when the defensive wrestler is out of the predicament.|
|NF3||3||If a near fall criteria is met for five continuous seconds, a 3 point near fall is awarded when the defensive wrestler is out of the near fall situation.|
|NF4||4||Match is stopped to ensure safety of bottom wrestler. It usually occurs when bottom wrestler appears to be hurt or in pain.|
|Fall (a.k.a. Pin)||F||n/a||When
the offensive wrestler holds opponent's shoulders in
contact with the mat for a full two-second count.
Common pinning combinations include half nelsons, three quarter nelsons, arm bars, cradles, and legs (e.g., double leg grapevine & guillotine).
|Penalty||P||1 or 2
(see Penalty Chart)
|A wrestler is awarded point(s) for technical violations or infractions of the rules committed by his opponent. These points are awarded according to the penalty chart.|
|Fall (a.k.a. Pin)||6 Points||2 Points|
|6 Points||2 Points|
won by 15 or more
|5 Points||1.5 Points|
won by 8-14 points
|4 Points||1 Points|
won by less than 8 points
|3 Points||0 Points|
|In tournament competition, each time a wrestler
advances in the Championship bracket he scores an
additional 2 team points, each time a wrestler advances
in the consolation bracket he scores an additional team
point. Also, a wrestler scores team points for placing in
the tournament as follows:
1st -14 pts, 2nd - 10 pts, 3rd - 7 pts, and 4th - 4 pts.
1st -16 pts, 2nd - 12 pts, 3rd - 9 pts, 4th - 7 pts, 5th - 5 pts, 6th - 3 pts, 7th - 2 pts, and 8th - 1 pt.
|Illegal Holds||No||1 point||1 point||2 points||Disqualification|
|Unnecessary Roughness||No||1 point||1 point||2 points||Disqualification|
|Unsportsmanlike conduct||No||1 point||1 point||2 points||Disqualification|
|Stalling||Yes||1 point||1 point||2 points||Disqualification|
|Technical Violations||No||1 point||1 point||2 points||Disqualification|
Technical violations include avoiding wrestling by leaving the mat, grabbing clothing or headgear, incorrect starting position, locked hands.
(A wrestler can lock hands around his opponent's body or legs only in pinning combinations, takedown situations, or when opponent is standing on both feet.)
Technical violations for false start or incorrect starting position are 1 point penalty for each infraction following two cautions. This infraction does not count toward disqualification.
Unsportsmanlike conduct - No warning, deduct 1 team point for first offense. On 2nd penalty deduct 1 team point, disqualify, and remove from premises. Includes coaches and nonparticipants.
Flagrant Misconduct - No Warning. Disqualify and deduct 2 team points. Remove from premises. Includes contestants, coaches, and non-participants.