Outline of the Cross-Sparring Try Outs (updated 25th Nov 2009)
This space will be constantly updated for the latest refinement of the rules and regulations. Amended point 2.4 and included point 13 and 13.1
The following is the outline of the game…
1. FIGHT AREA
1.1 Competing arena of 6 meters by 6 meters, without any circles. Hence, the whole square is the fighting arena.
2. ATTIRE, ACCESSORIES & PADS
2.1 Body Protector. (provided by the organizer)
2.2 Plastic groin guard (compulsory for both male and female contenders, not provided, this is a personal item)
2.3 Padded shin guard (encouraged but not provided, this is a personal item)
2.4 No accessories (e.g. hair clips, earrings, studs, spectacles etc.) are allowed to be donned during the match. Those wearing braces are not allowed to compete unless he/she is using a mouth guard.
2.5 Finger nails must be short and rounded off.
2.6 All other guards are allowed provided it is not the tough body armor type. It must be of the padded kind. (sheen guard for soccer players is not allowed)
3. Points will be awarded for hits at all legal areas of the body.
Legal areas of the body covers front and back of the torso only.
1 point for punch
2 points for kick
4. Determination of the points: only hard, full significant impact (full-contact) is considered and points will be given to it.
All other areas of the body will not be counted and a hit to the head area (from unprotected neck to head) is illegal and may result in a disqualification.
5. Areas and maneuvers that are considered illegal
5.1 Area above the body protector which is below the neck up to the head. Even non-hit attack directed to the head area is illegal.
5.2 All locks and maneuvers (throws and takedowns) that the referee feels may lead to unnecessary injury. e.g. kicks and hits while holding the leg. Head holding, Attackers in a dangerous position.
5.3 Hits that are meant to weaken the opponents such as those that landed around the knees, arms, elbow etc. Kicks to the thigh area either as a lone kick or at the end of the attack. It is allowed only at the beginning or in the middle of an attack to act as a distraction to the opponent in order to score points.
5.4 Contenders will be caution first but if it continues, points will be deducted.
6. Takedowns.
6.1 Take down points will be awarded to instantaneous fall initiated by the athlete be it from attack or defense position.
7. Sweeping Technique
7.1 Sweeping the opponent’s leg which resulted to a fall.
8. Fall
8.1 The athlete sits or lies flat on the ground (even prone position where both feet and hands are touching the ground) , unable to put up a standing/squatting/kneeling position for a fighting/defense stance. The athlete is temporarily (2 sec) immobilized.
9. Maneuvers that can cancel out the points for a fall.
9.1 If instantaneously the athlete can roll out (cartwheel) after the takedown maneuver, this is not considered a fall.
10. Instantaneous Fall
10.1 Points will be awarded to instantaneous fall only. The maneuver must be with a single flow without any effective resistance from the opponent after the initiator has completed the grappling technique needed to cause the fall.
11. Points for Fall
11.1 The points given is divided into 2 section.
11.2 1st section is when the athlete is in the immobilized state for 2 sec.
2 points awarded to the contender.
11.3 2nd section is when the executor of the maneuver able to put up a stance with both hands not touching the floor after executing the takedown on the opponent.
11.4 1 point awarded to the contender.
Hence a successful takedown will receive 3 points whereas fall from a sweep is 2 points to the executor.
12. T.K.O.
12.1 Even though at most times the match is won through gaining points from hits to the legal areas and the game will not go into submission directly, but there will be conditions that the contender can win the bout through T.K.O. The following are the conditions.
12.2 The opponent is count out (10 counts) after sustaining hits at the legal area and is unable to endure the impact by not putting up a competing stance after 8 counts.
12.3 The opponent is unable to contain the contender during the bout by failing to put up a strong counterattack technique and the bout is clearly moving in one direction against the opponent. At this point the referee will stop the fight momentarily and the juries will decide by raising the colour of the opponent unanimously.
13. Ring out
13.1 If the combatant is able to give pressure through continuous attacks that makes the opponent step on or outside the ring, the opponent will be caution twice before 1 point is deducted from the opponent. This can be regarded as the opponent inability to control the combatant that may result in a T.K.O.
14. Duration of the rounds.
14.1 Winner of 2 rounds of 2 minutes each with the option of going into a 3rd tie breaker round.
14.2 Contenders will know the result after every round and the next round will start with a clean slate.
