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For those that like to be specific, the following is the details for individual and team scoring along with penalty awards. 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.

 

 

MATCH SCORING

 

 

Score

 

 

Abbreviation

 

 

Points

 

 

Description

 

 

Takedown

 

 

T

 

 

2

 

 

From a neutral (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 body locks.

 

 

Escape

 

 

E

 

 

1

 

 

When a 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.

 

 

Reversal

 

 

R

 

 

2

 

 

When 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.

 

 

Near Fall
(a.k.a. back points)

 

 

 

 

 

 

 

 

A near fall criteria exists when the offensive wrestler:

 

 

· holds any part of both shoulders of the defensive wrestler within four inches of the mat;

·  

·  

· holds one shoulder of the defensive wrestler to the mat with the other shoulder held at an angle of 45 degrees or less; or

·  

·  

· holds the defensive wrestler in a high bridge or on both elbows exposing his back to the mat.

·  

·  

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.

 

 

TEAM SCORING

 

 

Won by

 

 

Meet

 

 

Tournament

 

 

Fall (a.k.a. Pin)

 

 

6 Points

 

 

2 Points

 

 

Forfeit, Default,
or Disqualification

 

 

6 Points

 

 

2 Points

 

 

Technical Fall
won by 15 or more

 

 

5 Points

 

 

1.5 Points

 

 

Major Decision
won by 8-14 points

 

 

4 Points

 

 

1 Points

 

 

Decision
won by less than 8 points

 

 

3 Points

 

 

0 Points

 

 

Draw

 

 

2 Points

 

 

n/a

 

 

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.

 

 

PENALTY CHART

 

 

Infraction

 

 

Warning

 

 

First

 

 

Second

 

 

Third

 

 

Fourth

 

 

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.

MATCH SCORING

 

 

Score

 

 

Abbreviation

 

 

Points

 

 

Description

 

 

Takedown

 

 

T

 

 

2

 

 

From a neutral (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 body locks.

 

 

Escape

 

 

E

 

 

1

 

 

When a 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.

 

 

Reversal

 

 

R

 

 

2

 

 

When 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.

 

 

Near Fall
(a.k.a. back points)

 

 

 

 

 

 

 

 

A near fall criteria exists when the offensive wrestler:

· holds any part of both shoulders of the defensive wrestler within four inches of the mat;

· holds one shoulder of the defensive wrestler to the mat with the other shoulder held at an angle of 45 degrees or less; or

· holds the defensive wrestler in a high bridge or on both elbows exposing his back to the mat.

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.

TEAM SCORING

 

 

Won by

 

 

Meet

 

 

Tournament

 

 

Fall (a.k.a. Pin)

 

 

6 Points

 

 

2 Points

 

 

Forfeit, Default,
or Disqualification

 

 

6 Points

 

 

2 Points

 

 

Technical Fall
won by 15 or more

 

 

5 Points

 

 

1.5 Points

 

 

Major Decision
won by 8-14 points

 

 

4 Points

 

 

1 Points

 

 

Decision
won by less than 8 points

 

 

3 Points

 

 

0 Points

 

 

Draw

 

 

2 Points

 

 

n/a

 

 

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.

 

 

PENALTY CHART

 

 

Infraction

 

 

Warning

 

 

First

 

 

Second

 

 

Third

 

 

Fourth

 

 

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.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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