Post by ideamark on Sept 27, 2006 21:59:11 GMT -5
www.realprowrestling.com/index.php?option=com_content&task=view&id=351&Itemid=30
Official RPW Rules for Season Two
Written by Administrator
Wednesday, 27 September 2006
Background
RPW has plans to optimize the rules of wrestling. Some of these we have already implemented. Others will be phased in over time. That way the wrestlers can adjust and be prepared for each change. Here is a brief overview of this work in progress.
Back in 2003 when RPW held our first event, we wrestled separate matches for Freestyle and Greco-Roman. While we wanted to introduce a hybrid style at this time, we felt it was too big a change for the wrestlers. We were already introducing them to all the entertainment, lights, and television, and we felt they needed to become comfortable first with who we are and what we are trying to accomplish.
We did however, introduce one big rule modification - the pushout rule. This of course, comes from Sumo, and has a long tradition in other styles as well. This rule inclusion was so well received that FILA, the international Olympic wrestling governing body, adapted this rule for all international competition.
For RPW’s first official season, we also added the counterpart to the pushout rule - the Bonus. By controlling the center of the mat for a certain length of time, a wrestler would get the Bonus - RPW’s version of the free throw or power play. This second part completed the transition of introducing mat position into Olympic style wrestling. The idea of controlling the mat came from combat and the importance of a soldier taking ground and holding ground.
RPW also eliminated the controversial stalling calls which focused on attempted attacks and perceived effort. Instead, we used the Bonus to focus on dominance and results. We think the pushout and Bonus rules prove a better solution to scoring and action, and more accurately reflect the combat roots of our sport. Combined, these two rules also create a king-of-the-hill aspect that every person intuitively understands.
However, we think the bonus rules, although a big step in the right direction, were not perfect. Therefore, we are tweaking them based on feedback from the first season. The new Bonus rule modifications should shore up any weaknesses in this area.
We also have a few clarifications for the pushout and for tv challenges. They are not changes but help people better understand these rules. The pushout was not always called correctly in Season One and FILA’s implementation of it is not exactly like RPW’s. We hope this document provides clarification on the pushout rule.
As for tv challenges, with the introduction of regional qualifiers and other future events with which we might not have comprehensive television coverage, we have implemented a policy by which a wrestler can provide his own video for replays. Since video cameras are cheap and easy to use, we see no need to exclude their use in helping officials make the right calls.
Rule Modifications and clarifications
1. We will allow any scoring by the offensive wrestler in the Bonus. In Season One, the offensive wrestler could only score with a throw from the feet or lifting throw from the mat. In Season Two, normal takedowns and turns will also be scored. Therefore, if a wrestler bails out of the clinch by giving up a normal takedown, he will give up two points and the top wrestler still can try to turn or throw him for more points.
2. In the Bonus, the new FILA Greco par terre starting position is allowed. In Season One, we used a modified clinch starting position either from the feet or from par terre, that is on the mat. In Season Two, this option continues but with the newly changed FILA Greco starting position as the par terre option.
The starting position from the feet remains unchanged. In the standing clinch, the defensive wrestler must stand upright in the middle of the mat, arms slightly away from his body. He can bend at the elbows but not at the waist or at the knees. Once he is set by the referee, he cannot move.
Next, when commanded by the referee, the offensive wrestler locks up a clinch. He must do this in stages. First he must first stand toe to toe with the defender. Once his feet are set, he cannot move them. Next he must secure an over-under lock, that is over one arm of the defender and under the other arm of the defender. The offensive wrestler also cannot bend his waist or knees but can grab any hand lock he desires. The defender must allow the collapse of the arm to his chest on the side the offensive wrestler goes over the arm. If the defensive wrestler wants to lock, he must wait until after the whistle. There is no penalty for the offensive wrestler for breaking the clinch.
The offensive wrestler can squeeze the lock as hard as he wants as long as he does not move the defensive wrestler out of his position. Again, at no time may either wrestler lower their level by bending at the waist of at the knees. Both wrestlers then must hold this position while the referee takes a second or two to verify everything is correct. Only then will he blow the whistle to resume wrestling.
The other option is to use the new FILA par terre starting position. The defensive wrestler must go down to his hands and knees in a table position, that is with his shoulder, hip, and knee joints all at right angles from the body, straight down to the ground. Once he is set by the referee, he cannot move.
Once commanded by the referee, the offensive wrestler gets to secure his lock around the defensive wrestlers waist and is allowed to put his feet up to halfway under the body of the defensive wrestler. Once he is set by the referee, both wrestlers must hold this position for a second or two while the referee verifies everything is correct. Only then will the referee blow his whistle and wrestling resumes.
Referees will strictly enforce the correct starting positions in the clinch. If a wrestler violates any of these rules at any stage, he will receive a caution. Three cautions and he is disqualified.
3. The power meter will run down twice as fast and the bonus meter can be recharged by regaining control of the center of the mat. In Season One, the power meter took two minutes to become empty and it could only recharge at the end of a period or after a bonus. In Season Two, it will empty faster and be able to be recharged.
To clarify, controlling the center of the mat does not necessarily mean one has to be in the center of the mat. It also means that the wrestler who has the center of the mat to his back, is controlling the amt. Therefore, for example, a wrestler can attempt a pushout or a takedown without fear of leaving the center of the mat and losing his advantage. As long as he keeps himself between the center and his opponent, he maintains control of the mat.
If it is not clear which wrestler controls the center because both men are in the center wrestling hard, then neither wrestler has control and their power meters will not move.
4. Applying the Pushout rule. This is not a modification but rather a clarification of how this rule is to be applied. The pushout rule only comes into effect from the neutral position when a wrestler steps out of bounds and when there is no takedown.
Takedowns have precedence and they have the benefit of continuation, that is, a takedown started in bounds may finish out of bounds. If either wrestler steps out of bounds in the process of a takedown, the pushout is not called but the takedown is awarded instead. Only if there is no takedown is the pushout called.
Therefore, the offensive wrestler does not need to worry about who stepped out of bounds first as long as he secures the takedown, be it in bounds or out of bounds. Neither should the referee stop the match when a wrestler steps out of bounds if a takedown is in immediate progress.
However, if a wrestler attempting a takedown steps out of bounds first and fails to secure a takedown, then the pushout is called against him. So the offensive wrestler must make sure he is in enough control to either score a takedown or make his opponent step out of bounds first.
5. Challenging calls. At all times, the league will do its best to make sure the referees have the proper understanding of the rules. This is done by posting rules online, through training and meetings, and through holding rules clinics before competitions. If anybody has questions, they are to ask them through these outlets.
The league will also monitor matches and make sure rules are understood by the wrestlers, coaches, and officials. If during a challenge, a call is not just a judgement call by the referee applying a rule, but a question about what the rule actually is, the league will step in to clarify the rule if needed. This can happen when referees ask for clarification or when the league sees the referees do not have the proper understanding. However, once the rule in question is clarified, the referees have the sole authority and responsibility to apply the rule and make the judgment call.
The calls by the referees are final and binding. If a referee makes a mistake, the league will later acknowledge the mistake and work to educate all parties so the mistake does not happen again. However, no matches will be re-wrestled or results changed.
The power meter official has the final say on all challenges. He should examine all official RPW video replays and may consult any other officials if he wants. He can either support the mat official’s call or overtur+n it if a video or his observation is conclusive.
If an official RPW video replay is unavailable, the wrestlers or their coaches can present their own video source if desired. However, each wrestler may only present one video source and it must be declared at the start of the match. While RPW will have cameras at the regional qualifiers, we do not plan to have constant video coverage of the matches; therefore wrestlers are encouraged to make their own provision for their video replay at the regional qualifiers.
Complete Rules for RPW
The goal of wrestling is to dominate your opponent using maneuver and to get him to the ground where we could be pounded. However, for safety sake, wrestling stops short of the pounding and declares a fall, stopping the match. If during the six minute match, there is no fall (also commonly called a pin) points are awarded for executed holds that show superiority or put one’s opponent in danger.
Match 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 a takedown from feet to back, or lift from mat to back.
High Throw 6 a spectacular throw with a high lift or back arching motion.
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
Bonus
Dominance and passivity will be monitored and called using a power 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-Roman 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.
Bonus period expires either after 20 seconds, or when the defensive wrestler does a move that would otherwise score, or the offensive wrestler stops attacking or goes out of bounds. Wrestling starts again from a neutral position and the special Greco-Roman rules end.
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, penalized 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 receives 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 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. 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 cross the center line underneath his opponent.
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.
What about spanking? To my way of thinking, "spanking = intentional striking"
Stalemate
If two wrestlers are clearly locked in a position no scoring can occur, a stalemate is declared and the wrestling continues in the neutral position. Also, if neither wrestler improves their position in par terre for about 15 seconds, the situation is considered a stalemate.
TV Challenge
Each coach is allowed one challenge per match to allow the use of television instant replay. Where RPW does not provide complete camera coverage of regional qualifying matches, wrestlers may declare their own video source at the start of the match.
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.
Undefined rules
If during a match a situation is encountered that in not specifically mentioned in the RPW rules, the rules default to the current FILA rules.
[ Back ]
Official RPW Rules for Season Two
Written by Administrator
Wednesday, 27 September 2006
Background
RPW has plans to optimize the rules of wrestling. Some of these we have already implemented. Others will be phased in over time. That way the wrestlers can adjust and be prepared for each change. Here is a brief overview of this work in progress.
Back in 2003 when RPW held our first event, we wrestled separate matches for Freestyle and Greco-Roman. While we wanted to introduce a hybrid style at this time, we felt it was too big a change for the wrestlers. We were already introducing them to all the entertainment, lights, and television, and we felt they needed to become comfortable first with who we are and what we are trying to accomplish.
We did however, introduce one big rule modification - the pushout rule. This of course, comes from Sumo, and has a long tradition in other styles as well. This rule inclusion was so well received that FILA, the international Olympic wrestling governing body, adapted this rule for all international competition.
For RPW’s first official season, we also added the counterpart to the pushout rule - the Bonus. By controlling the center of the mat for a certain length of time, a wrestler would get the Bonus - RPW’s version of the free throw or power play. This second part completed the transition of introducing mat position into Olympic style wrestling. The idea of controlling the mat came from combat and the importance of a soldier taking ground and holding ground.
RPW also eliminated the controversial stalling calls which focused on attempted attacks and perceived effort. Instead, we used the Bonus to focus on dominance and results. We think the pushout and Bonus rules prove a better solution to scoring and action, and more accurately reflect the combat roots of our sport. Combined, these two rules also create a king-of-the-hill aspect that every person intuitively understands.
However, we think the bonus rules, although a big step in the right direction, were not perfect. Therefore, we are tweaking them based on feedback from the first season. The new Bonus rule modifications should shore up any weaknesses in this area.
We also have a few clarifications for the pushout and for tv challenges. They are not changes but help people better understand these rules. The pushout was not always called correctly in Season One and FILA’s implementation of it is not exactly like RPW’s. We hope this document provides clarification on the pushout rule.
As for tv challenges, with the introduction of regional qualifiers and other future events with which we might not have comprehensive television coverage, we have implemented a policy by which a wrestler can provide his own video for replays. Since video cameras are cheap and easy to use, we see no need to exclude their use in helping officials make the right calls.
Rule Modifications and clarifications
1. We will allow any scoring by the offensive wrestler in the Bonus. In Season One, the offensive wrestler could only score with a throw from the feet or lifting throw from the mat. In Season Two, normal takedowns and turns will also be scored. Therefore, if a wrestler bails out of the clinch by giving up a normal takedown, he will give up two points and the top wrestler still can try to turn or throw him for more points.
2. In the Bonus, the new FILA Greco par terre starting position is allowed. In Season One, we used a modified clinch starting position either from the feet or from par terre, that is on the mat. In Season Two, this option continues but with the newly changed FILA Greco starting position as the par terre option.
The starting position from the feet remains unchanged. In the standing clinch, the defensive wrestler must stand upright in the middle of the mat, arms slightly away from his body. He can bend at the elbows but not at the waist or at the knees. Once he is set by the referee, he cannot move.
Next, when commanded by the referee, the offensive wrestler locks up a clinch. He must do this in stages. First he must first stand toe to toe with the defender. Once his feet are set, he cannot move them. Next he must secure an over-under lock, that is over one arm of the defender and under the other arm of the defender. The offensive wrestler also cannot bend his waist or knees but can grab any hand lock he desires. The defender must allow the collapse of the arm to his chest on the side the offensive wrestler goes over the arm. If the defensive wrestler wants to lock, he must wait until after the whistle. There is no penalty for the offensive wrestler for breaking the clinch.
The offensive wrestler can squeeze the lock as hard as he wants as long as he does not move the defensive wrestler out of his position. Again, at no time may either wrestler lower their level by bending at the waist of at the knees. Both wrestlers then must hold this position while the referee takes a second or two to verify everything is correct. Only then will he blow the whistle to resume wrestling.
The other option is to use the new FILA par terre starting position. The defensive wrestler must go down to his hands and knees in a table position, that is with his shoulder, hip, and knee joints all at right angles from the body, straight down to the ground. Once he is set by the referee, he cannot move.
Once commanded by the referee, the offensive wrestler gets to secure his lock around the defensive wrestlers waist and is allowed to put his feet up to halfway under the body of the defensive wrestler. Once he is set by the referee, both wrestlers must hold this position for a second or two while the referee verifies everything is correct. Only then will the referee blow his whistle and wrestling resumes.
Referees will strictly enforce the correct starting positions in the clinch. If a wrestler violates any of these rules at any stage, he will receive a caution. Three cautions and he is disqualified.
3. The power meter will run down twice as fast and the bonus meter can be recharged by regaining control of the center of the mat. In Season One, the power meter took two minutes to become empty and it could only recharge at the end of a period or after a bonus. In Season Two, it will empty faster and be able to be recharged.
To clarify, controlling the center of the mat does not necessarily mean one has to be in the center of the mat. It also means that the wrestler who has the center of the mat to his back, is controlling the amt. Therefore, for example, a wrestler can attempt a pushout or a takedown without fear of leaving the center of the mat and losing his advantage. As long as he keeps himself between the center and his opponent, he maintains control of the mat.
If it is not clear which wrestler controls the center because both men are in the center wrestling hard, then neither wrestler has control and their power meters will not move.
4. Applying the Pushout rule. This is not a modification but rather a clarification of how this rule is to be applied. The pushout rule only comes into effect from the neutral position when a wrestler steps out of bounds and when there is no takedown.
Takedowns have precedence and they have the benefit of continuation, that is, a takedown started in bounds may finish out of bounds. If either wrestler steps out of bounds in the process of a takedown, the pushout is not called but the takedown is awarded instead. Only if there is no takedown is the pushout called.
Therefore, the offensive wrestler does not need to worry about who stepped out of bounds first as long as he secures the takedown, be it in bounds or out of bounds. Neither should the referee stop the match when a wrestler steps out of bounds if a takedown is in immediate progress.
However, if a wrestler attempting a takedown steps out of bounds first and fails to secure a takedown, then the pushout is called against him. So the offensive wrestler must make sure he is in enough control to either score a takedown or make his opponent step out of bounds first.
5. Challenging calls. At all times, the league will do its best to make sure the referees have the proper understanding of the rules. This is done by posting rules online, through training and meetings, and through holding rules clinics before competitions. If anybody has questions, they are to ask them through these outlets.
The league will also monitor matches and make sure rules are understood by the wrestlers, coaches, and officials. If during a challenge, a call is not just a judgement call by the referee applying a rule, but a question about what the rule actually is, the league will step in to clarify the rule if needed. This can happen when referees ask for clarification or when the league sees the referees do not have the proper understanding. However, once the rule in question is clarified, the referees have the sole authority and responsibility to apply the rule and make the judgment call.
The calls by the referees are final and binding. If a referee makes a mistake, the league will later acknowledge the mistake and work to educate all parties so the mistake does not happen again. However, no matches will be re-wrestled or results changed.
The power meter official has the final say on all challenges. He should examine all official RPW video replays and may consult any other officials if he wants. He can either support the mat official’s call or overtur+n it if a video or his observation is conclusive.
If an official RPW video replay is unavailable, the wrestlers or their coaches can present their own video source if desired. However, each wrestler may only present one video source and it must be declared at the start of the match. While RPW will have cameras at the regional qualifiers, we do not plan to have constant video coverage of the matches; therefore wrestlers are encouraged to make their own provision for their video replay at the regional qualifiers.
Complete Rules for RPW
The goal of wrestling is to dominate your opponent using maneuver and to get him to the ground where we could be pounded. However, for safety sake, wrestling stops short of the pounding and declares a fall, stopping the match. If during the six minute match, there is no fall (also commonly called a pin) points are awarded for executed holds that show superiority or put one’s opponent in danger.
Match 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 a takedown from feet to back, or lift from mat to back.
High Throw 6 a spectacular throw with a high lift or back arching motion.
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
Bonus
Dominance and passivity will be monitored and called using a power 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-Roman 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.
Bonus period expires either after 20 seconds, or when the defensive wrestler does a move that would otherwise score, or the offensive wrestler stops attacking or goes out of bounds. Wrestling starts again from a neutral position and the special Greco-Roman rules end.
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, penalized 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 receives 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 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. 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 cross the center line underneath his opponent.
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.
What about spanking? To my way of thinking, "spanking = intentional striking"
Stalemate
If two wrestlers are clearly locked in a position no scoring can occur, a stalemate is declared and the wrestling continues in the neutral position. Also, if neither wrestler improves their position in par terre for about 15 seconds, the situation is considered a stalemate.
TV Challenge
Each coach is allowed one challenge per match to allow the use of television instant replay. Where RPW does not provide complete camera coverage of regional qualifying matches, wrestlers may declare their own video source at the start of the match.
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.
Undefined rules
If during a match a situation is encountered that in not specifically mentioned in the RPW rules, the rules default to the current FILA rules.
[ Back ]