THROWDOWN SHOWDOWN RULESET
ADHD TLDR VERSION
6 minute matches
TAKEDOWNS ONLY, first to 10 points wins the match or most points at end of regulation time
Takedowns won't be stopped if in motion and move into the crowd. Once motion stops and it's safe, the referee will reset the action.
Takedowns may be stopped only if there's a risk of falling out of the competition area.
4 points for a HIGH AMPLITUDE throw (high amplitude is where the oppponent is send over the hips - e.g. suplexes, harai goshi, seio nagi, kata garuma (Fireman’s carry) or similar throw where the opponent is elevated over the hips)
2 points for a normal takedown (e.g. Single leg, double leg, foot sweeps etc)
1 point for a takedown off the pit wall (utilising the pit wall for a takedown for e.g. ankle pick with opponent against the wall will only result in 1 point being scored
We are looking for CLEAN throwing techniques so completing your takedowns is important to the points being scored.
Permitted Techniques*
Throwing techniques from Judo, Wrestling or other grappling based sport
Prohibited Techniques
Kani Basami (flying scissors takedown)
Jumping closed guard
No Spiking type throws where there is an unmitigatable risk of injury - e.g. picking your opponent up and spiking them on their head.
Spiking opponent's head during takedown or while on your back
Rolling forward with someone on your back
Any form of striking
Eye gouging or fish hooking
Grabbing ears or hair pulling
Holding fewer than 4 fingers or fewer than 5 toes
Thumbing, ‘oil checking’, scratching, or pinching
Biting
Squeezing or putting pressure on the groin area
Knees or elbows on face
Slippery substances on body or clothing
Holding clothing
Use of or wearing any item that potentially endangers the health and/or safety of any athlete or potentially interferes with the match or opponent’s performance (i.e hard protective gear, jewellery, adornments)
Scoring (Positive Points)
Takedowns must be secured for the allocation of points
4 Points awarded for a high amplitude throw
High Amplitude is defined by sending the opponents over the hips of the throwing opponent. Examples of high amplitude throws include:
Suplexes, harai goshi, o goshi, lateral drops, seio nagi, katagaruma (fireman’s carry)
2 Points awarded for a normal takedown
Examples include: Single leg takedowns, double leg takedowns, foot sweeps etc
1 Point awarded for a takedown off the pit wall
Ankle picking or securing takedowns off the pit wall via pinning your opponent against the pit wall then securing their shoulders to the floor will result in 1 point
Reversals
Reversals from bottom to top will be scored as sweeps: 2 points if ending in guard, 4 points if ending in side control.
Continuous motion required for points.
Points awarded only if sweep is initiated by the athlete.
Other Scoring Rules
Points for a position change will only be awarded for the final position held for 3 seconds.
Guard passing directly to mount or knee on the stomach scores points only for the guard pass.
Penalties (Negative Points)
Passive/stalling athletes receive two warnings, then a negative point. An athlete is considered to be stalling after 10 consecutive seconds of inactivity or non-combativeness. Continued passivity results in immediate negative points.
Negative point for deliberately fleeing the mat or escaping submissions by fleeing.
Negative point for bad language or unsporting behaviour from the athlete or coach.
Immediate disqualification for intentional illegal techniques or striking.
Additional Rules
No takedown points if the opponent holds turtle position for 3 seconds.
2 minutes recovery time for unintentional eye pokes or groin strikes; fight forfeited if unable to continue.
The match ends via when one athlete reaches 10 points and the referee stops the match.
If the regulation time ends, the athlete with the most points will be deeemed victorious
In the event no points are scored the match will be decided by referee’s decision on the basis of throws attempted and aggression.