icmac competition rules 2015

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ICMAC Competition Rules Rules | Reglas | Regolamento | Regulamento | Arbitration Chinese martial arts have a rich history which spans back thousands of years. During these millennia, the CMA landscape evolved into hundreds of different styles. While you can find certain common principles and techniques among the different systems, there are still huge differences between the Northern and Southern school and the Internal and External Chinese martial arts styles. In order to present a fair competition we have established rules criteria that govern each ICMAC tournament. ICMAC Competition Rules 1. The uniform for empty hand and weapons forms 2. Preparation 3. Order of performance 4. The salute for empty hand forms 5. The salute with weapons 6. Skill level criteria 7. Scoring for forms 8. Time limits for forms 9. Penalties and deductions for forms 10. Most Competitive School Award 11. Placing 12. Sensing Hands (Push Hands Tui Shou) 13. Wing Chun Forms and Chi Sao 14. Shuai Jiao 15. Open Style Grappling 16. Sanda (San Shou Chinese Kickboxing) 17. LightContact Sparring requirements and regulations 18. Sword Fencing 19. Styles Overview. 20. Arbitrations Who may participate? Our tournaments are inclusive, not exclusive, and are open to all Chinese martial arts practitioners. Our competitions are also open to practitioners from other styles in the following categories: Sensing Hands (Push Hands) Sparring Sanda (Full Contact) Shuai Jiao All competitors are required to adhere to the rules and regulations of the competition and demonstrate sportsmanship towards fellow competitors and respect for judges and other tournament officials. Competitors don't have to belong to a formal school to participate in the tournament. 1. The uniform for empty hand and weapons forms:

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Page 1: ICMAC Competition Rules 2015

ICMAC  Competition  Rules    Rules  |    Reglas  |  Regolamento  |  Regulamento  |  Arbitration  Chinese  martial  arts  have  a  rich  history  which  spans  back  thousands  of  years.  During  these  millennia,  the  CMA  landscape  evolved  into  hundreds  of  different  styles.  While  you  can  find  certain  common  principles  and  techniques  among  the  different  systems,  there  are  still  huge  differences  between  the  Northern  and  Southern  school  and  the  Internal  and  External  Chinese  martial  arts  styles.  In  order  to  present  a  fair  competition  we  have  established  rules  criteria  that  govern  each  ICMAC  tournament.  ICMAC  Competition  Rules  

1. The  uniform  for  empty  hand  and  weapons  forms  2. Preparation  3. Order  of  performance  4. The  salute  for  empty  hand  forms  5. The  salute  with  weapons  6. Skill  level  criteria  7. Scoring  for  forms  8. Time  limits  for  forms  9. Penalties  and  deductions  for  forms  10. Most  Competitive  School  Award  11. Placing  12. Sensing  Hands  (Push  Hands  -­‐Tui  Shou)  13. Wing  Chun  Forms  and  Chi  Sao  14. Shuai  Jiao  15. Open  Style  Grappling  16. Sanda  (San  Shou  -­‐  Chinese  Kickboxing)  17. Light-­‐Contact  Sparring  requirements  and  regulations  18. Sword  Fencing  19. Styles  Overview.  20. Arbitrations  

Who  may  participate?  Our  tournaments  are  inclusive,  not  exclusive,  and  are  open  to  all  Chinese  martial  arts  practitioners.  Our  competitions  are  also  open  to  practitioners  from  other  styles  in  the  following  categories:  

• Sensing  Hands  (Push  Hands)  • Sparring  • Sanda  (Full  Contact)  • Shuai  Jiao  

All  competitors  are  required  to  adhere  to  the  rules  and  regulations  of  the  competition  and  demonstrate  sportsmanship  towards  fellow  competitors  and  respect  for  judges  and  other  tournament  officials.    Competitors  don't  have  to  belong  to  a  formal  school  to  participate  in  the  tournament.  1.  The  uniform  for  empty  hand  and  weapons  forms:  

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Traditional  Chinese  Martial  Arts  and  Contemporary  Wushu:  Any  cotton  or  silk  Chinese  styled  uniform  with  frog  buttons,  Shaolin,  Wudang  and  Southern  Style  (sleeveless)  are  acceptable.  School  T-­‐shirts  and  tournament  T-­‐shirts  are  acceptable.    

 

   Martial  arts  type  shoes  are  required  in  forms  and  weapons  divisions.  

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       2.  Preparation:  All  competitors  must  be  present  for  the  opening  ceremonies.  Competitors  should  become  acquainted  with  the  competition  floor  layout.  They  should  know  the  rings  where  their  divisions  will  be  taking  place.  Competitors  must  be  present  at  ringside  when  their  divisions  are  about  to  begin.*  *Note:  If  you  have  a  conflict  due  to  an  event  scheduled  in  another  ring,  you  must  notify  the  Chief  Judge.  We  will  do  everything  possible  to  see  that  you  have  a  chance  to  compete  in  all  of  your  scheduled  events.  3.  Order  of  performance:  The  first  to  register  is  the  last  to  go.  Athletes  will  be  listed  in  accordance  with  their  date  of  registration;  the  earlier  your  registration  is  submitted,  the  lower  you  will  be  placed  on  the  list.  

• Unless  you  are  the  first  athlete  to  perform,  you  will  receive  an  "on  deck"  call  announcing  your  name  and  signaling  that  you  should  prepare  to  compete  as  soon  as  the  athlete  ahead  of  you  clears  the  floor.  When  it  is  your  turn  to  compete,  you  will  be  called  by  name.  

• If  you  are  not  present  when  your  name  is  called,  two  additional  calls  will  be  made  over  the  PA  system.  The  second  of  these  will  be  a  final  call.  If  you  do  not  respond,  you  will  forfeit  the  event.  The  forfeiture  is  final  and  cannot  be  reversed.  

• Once  called  up,  athletes  should  stand  at  the  call  of  "ready,"  enter  on  the  right  side  of  the  performance  area  that  faces  the  Chief  Judge,  walk  smartly  to  the  starting  point  for  their  form,  come  to  attention,  and  salute  only  the  Chief  Judge.  

Note:  No  spoken  presentation  of  your  name,  form  or  style  is  permitted.  4.  The  salute  for  empty  hand  forms:  When  called  to  perform,  athletes  will  walk  to  the  place  on  the  competition  floor  where  they  will  begin  their  form  and  greet  the  Chief  Judge  with  a  recognized  salute  

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or  bow.Upon  being  acknowledged  by  the  Chief  Judge,  athletes  will  return  to  attention  and  begin  their  form  within  5  seconds.  Upon  completing  their  form,  competitors  must  once  again  come  to  attention  and  salute  the  Chief  Judge.  Competitors  will  wait  to  receive  the  scores,  then  perform  one  final  bow  toward  the  Chief  Judge  and  walk  off  the  floor.  

 Note:  The  Open  Palm  and  Fist  Salute  is  widely  recognized  in  Chinese  martial  arts  and  it  is  the  required  salute  for  ICMAC  competitions.    5.  The  salute  with  weapons:  All  the  requirements  cited  for  the  empty  hand  forms  salute  apply.  In  addition,  each  weapon  has  its  own  requirements.  The  salute  with  the  staff  and  the  spear  requires  the  competitor  to  hold  the  weapon  with  the  right  fist  covered  by  the  left  palm.  The  Pu  Dao,  Quan  Dao  and  other  long  weapons  will  also  use  this  same  salute.  

 

 

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The  salute  with  the  broadsword  requires  the  competitor  to  hold  the  weapon  in  the  left  hand  and  cradled  in  the  crook  of  the  elbow.  Salute  by  covering  the  hilt  with  the  right  palm.  Double  broadswords,  other  similar  single-­‐edge  weapons  and  the  three-­‐sectional  staff  will  also  use  this  salute.  

 The  salute  with  the  straight  sword  requires  that  the  sword  be  tucked  under  the  left  forearm.  Salute  by  covering  the  hilt  with  the  right  palm.  Double  swords  and  two-­‐handed  sword  will  also  use  this  salute.  

   6.  Skill  level  criteria:  The  Guidelines  below  are  for  general  purposes  when  registering  for  a  tournament.  

• First  Timers  Divisions  (1st  Tournament  and  under  one  year  of  training))  

• Beginner:  Up  to  <  2  years  of  training  • Intermediate:  2  to  4  years  of  training  • Advanced:  >  4  years  of  training  

   Note:  We  do  not  base  the  skill  level  criteria  on  Belt  or  Sash  Colors  since  every  school  has  different  standards  and  color  schemes.  To  be  fair,  our  skill  levels  criteria  is  based  exclusively  on  the  length  of  training  or  accumulated  training.  

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 7.  Scoring  for  forms:  First  Timers  |  Beginner  Scores  range  from  7.0  -­‐  9.00  Intermediate  |  Advanced  Athletes  Scores  range  from  8.0  -­‐  10.00    8.  Time  limits  for  forms:  All  times  are  given  in  minutes.  A  penalty  of  0.2  points  will  be  deducted  for  each  infraction  of  5  seconds  or  partial  increment  thereof.  

• Traditional  Northern  Style  Divisions  Min  0:30  Seconds,  Max  2:00  Minute  

• Traditional  Southern  Style  Divisions  Min  0:30  Seconds,  Max  3:00  Minutes  

• Forms  (IWuF  Standards)  Min  1:20  Minute  for  Adults  &  Teens  Advanced  Divisions.  1.00  Minute  for  Adult  &  Teen  Intermediate.  

• Taiji  and  Liuhe  Bafa  Hand  &  Weapons  Forms  Min  3:00  Minutes,  Max  3:30  Minutes  

• Taiji  24  &  Taiji  42  and  32  Taiji  Sword  Perform  to  completion  

• Xing  Yi  and  Bagua  Hand  &  Weapons  Forms  Min.  1:00  Minute,  Max.  2:30  Minutes  An  audible  warning  will  be  given  30  seconds  prior  to  the  time  limit  for  Taiji  and  Liuhe  Bafa.  In  all  Taiji  and  Liuhe  Bafa  categories,  it  may  be  necessary  for  two  or  more  athletes  to  perform  simultaneously.  Note:  In  the  Traditional  and  Wushu  Categories,  First  Timers,  and  Beginner  are  not  subject  to  time  requirements.  Time  limits  do  not  apply  to  all  Kids  and  Juniors  Divisions.    9.  Penalties  and  deductions  for  forms:  Northern  Long  Fist:  Athletes  can  begin  their  form  in  any  quadrant  of  the  competition  ring.  The  form  must  end  in  the  same  quadrant  as  the  starting  point*.  Forms  that  end  by  facing  opposite  of  the  starting  point  will  result  in  a  .5  point  deduction  from  the  final  score.  Forms  that  do  not  end  in  the  same  quadrant  as  the  starting  point  will  result  in  a  .2  point  deduction*  from  the  final  score.  *Competitors  whose  form  does  not  end  in  the  same  quadrant  must  inform  the  Chief  Judge  before  performing.  No  penalty  will  be  awarded  in  such  circumstances.  Note:  The  basic  32  Wushu  Forms  are  permitted  in  the  Traditional  First-­‐Timers  Division,  Traditional  Kids,  Traditional  Juniors  and  in  the  Adult  First-­‐Timers  and  Beginner  Categories  only.  Interruptions  caused  by  uncontrollable  circumstances  will  not  be  penalized.  Re-­‐performing  due  to  forgetfulness  will  result  in  a  .5  point  deduction  from  the  final  score.  The  only  exception  is  for  First-­‐Timers.  

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Broken  weapons  will  result  in  a  .5  point  deduction  from  the  final  score;  this  applies  to  all  skill  levels.  A  dropped  weapon  will  result  in  a  .5  point  deduction  for  Novice  and  Beginners  and  aFull  1  point  deduction  in  all  other  categories,  All  sabers  and  swords  used  in  the  traditional  divisions  must  be  of  Loong  Quan  type  steel  or  heavier  steel;  the  weapon  must  be  able  to  sustain  its  own  weight  when  placed  on  its  tip.Note:  All  Kids  and  Juniors  divisions  are  exempt  from  this  rule.  

   

Acceptable   Unacceptable  Long  Weapons  such  as  the  Quandao  and  Pudao  are  also  subject  to  these  requirements.  

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 Wushu  divisions  require  the  current  standard  weapons  used  in  international  competition.  Non-­‐compliance  with  these  weapon  standards  will  result  in  a  .5  point  deduction  from  the  final  score  unless  otherwise  specified.  Weapon  Length  Weapons  require  a  certain  length  in  order  to  be  used  efficiently.  The  requirements,  with  few  exceptions,  are  generally  the  same  for  Traditional  and  Modern  Wushu.  The  length  of  the  weapon  is  determined  according  to  the  competitor's  height.  The  pictures  that  follow  are  self  explanatory.  Saber  &  Swords:  The  minimum  length  for  the  saber  and  the  straight  sword  requires  that  the  tip  of  the  weapon  reach  the  competitors  top  of  ear  when  held  at  the  sides.  

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 Left  Correct  -­‐  Right  incorrect  

Staffs  and  Spears:  

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 Staffs  can  vary  in  length  from  a  minimum  of  the  height  of  the  competitor's  eyebrowto  well  over  the  competitor's  head.  Staffs  shorter  than  the  competitor's  eyebrow  fall  into  the  Other  Weapons  category.  In  divisions  where  there  are  no  Open  Weapons  any  length  staff  or  stick  may  be  used.  Spears  vary  in  length  between  Traditional  Northern  and  Southern  Systems  and  Contemporary  Wushu.  For  Northern  Systems  the  spear  should  reach  the  tip  of  the  competitor's  fingers  when  the  arm  is  stretched  overhead.  For  Southern  Systems  the  spear  can  be  slightly  shorter  but  the  speartip  must  be  above  the  competitors  head.  For  Contemporary  Wushu  the  Spearhead  should  be  above  the  competitor's  fingertips  when  the  arm  is  stretched  overhead.  10.  Most  Competitive  School  (Orlando  Only)  Most  Competitive  School  Award  ($500  to  the  Top  School)  Points  are  tallied  for  each  competitor  that  is  awarded  a  medal  for  empty  hand  forms  and  weapons  from  your  school  as  follows:  

• 1st  Place  Medal  -­‐  10  Points  • 2nd  Place  Medal  -­‐  7  Points  • 3rd  Place  Medal  -­‐  5  Points  • 4th  Place  Medal  -­‐  3  Points  

The  school  that  accumulates  the  most  points  will  receive  the  Most  Competitive  School  Award,  Champion's  Cup  and  Cash  Prize.  

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This  award  will  be  announced  and  publicized  shortly  after  the  tournament  on  our  website  Note:  Partner  Forms  are  not  included  in  the  points  tally.    11.  Placing:  Medals  will  be  awarded  from  1st  through  4th  place  in  each  division.  For  Grand  Champion  awards  for  advanced  athletes  who  have  entered  the  required  divisions,  the  winners  will  be  determined  by  the  highest  total  Medal  Points  (see  point  value  above).  Note:  No  ties  are  allowed  at  any  level  since  placements  reflect  the  overall  standing  of  a  competitor.  Tie  breaking  procedures  will  go  into  effect  to  determine  the  winner.    12.  Taiji  Sensing  Hands  (Push  Hands  Tui  Shou):  We  are  now  using  the  term  Sensing  Hands  for  Tui  Shou  Competition.  We  hope  that  this  will  encourage  athletes  to  better  adhere  to  Taiji  Principles  and  shun  the  use  of  force.  Weight  Classes  for  Fixed,  Restricted  and  Free  Style  Step  Sensing  Hands:  

• Men  <145  lbs  • Men  145-­‐175  lbs  • Men  176-­‐205  lbs  • Men  >205  lbs  • Women  <125  lbs  • Women  125-­‐150  lbs  • Women  >150  

Fixed  Step:  Both  feet  must  remain  in  contact  with  the  floor  at  all  times.  Heel  or  toe  may  be  raised  briefly,  but  the  foot  may  not  leave  floor  or  change  position.  

• The  feet  remain  in  the  same  starting  position  • The  front  toe  may  be  raised  in  yielding  back  • The  rear  heel  may  be  raised  in  shifting  forward  • Any  sideward  movement  or  double  placement  of  the  foot  is  not  permitted  • Advancing  or  retreating  of  any  kind  is  not  permitted  

Restricted  Step:  • For  restricted-­‐step  push  hands,  the  foot  forward  at  the  start  of  the  round  

must  remain  forward  for  the  duration  of  the  round  • Either  front  or  back  foot  may  move,  but  not  both  at  the  same  time;  • There  must  be  a  beat  between  steps  (no  charging)  • Movement  is  oriented  along  center  line  and  players  may  not  step  more  

than  45°to  either  side  to  defend  or  gain  advantage  in  pushing.  The  following  descriptions  for  Competition  Format,  Match  Area,  Objective  of  Match,  Progression  of  Match,  etc.,  apply  to  both  Fixed  and  Restricted  Step  Push  Hands.  Competition  format:  

• All  matches  are  single  elimination  • Matches  consist  of  two  1-­‐minute  rounds.  • The  players  change  leg  position  after  the  first  round  

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• In  the  event  of  a  tie,  the  match  will  be  decided  by  sudden  death:  First  to  score  wins.  

Match  area:  • Two  perpendicular  lines  form  a  cross  at  the  center  of  the  playing  area  • Play  is  begun  with  the  both  players  in  forward  stance  • The  ball  of  the  right  foot  on  the  horizontal  stripe.  • Players'  front  feet  are  separated  by  the  vertical  stripe,  which  marks  

thecenterline  of  the  play  area.  • When  play  is  stopped  for  any  reason,  players  return  to  the  starting  position.  

Objective  of  match:  The  objective  of  the  match  is  to  Uproot  the  opposing  player  while  maintaining  own  root  using  Taijiquan  (Tai  Chi)  principles.  Progression  of  match:  Play  is  begun  in  a  neutral  position  with  backs  of  right  wrists  touching.  Left  hands  are  placed  on  (not  under)  right  elbow  of  opponent.  (Reversed  in  second  period.)  

• Players  move  their  arms  together  in  a  horizontal  circle  until  referee  feels  a  neutral  state  has  been  established.  

• They  may  not  seek  advantage  at  this  point.  • Once  the  Center  Judge  says,  “Begin”  players  must  continue  to  play  for  a  

second  or  two  before  issuing  energy.  • Players  unable  or  unwilling  to  begin  play  neutrally  may  be  issued  a  warning  

Continuous  Contact  • Players  are  expected  to  stick  and  adhere  and  may  not  break  contact  to  gain  

advantage.  • All  issuing  must  be  preceded  by  contact  • Breaking  contact  to  gain  advantage  may  result  in  a  warning  

Valid  techniques:  Pushing,  pulling  with  one  hand,  trapping  techniques,  non-­‐impact  techniques  that  cause  opponent  to  lose  balance,  and  single-­‐hand  grabbing  techniques  that  cause  opponent  to  lose  balance.  Target  Areas:  Contact  is  permitted  between  the  hips  and  collarbone.  Note:  The  head,  neck,  spine,  and  legs  may  not  be  attacked  and  will  result  in  a  warning  or  disqualification  depending  on  the  severity  of  the  infraction.  Scoring:  

• The  center  judge  as  well  as  any  of  the  corner  judges  may  call  for  a  point  • Points  are  awarded  by  majority  judges'  decision.  • One  point  is  awarded  for  uprooting  opponent.  • A  point  is  awarded  against  the  opponent  when  a  warning  is  called.  

Warnings:  • Grabbing.  A  one-­‐handed  pluck  is  a  valid  technique,  but  players  may  not  seek  

to  control  opponent  by  grabbing  for  longer  than  one  second,  • Wrapping  hands  around  the  back.  • Grabbing  clothing  • Pulling  with  both  hands  • Striking:  Any  percussive  contact  (makes  a  sound)  is  considered  a  strike.  

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• Charging:  (Restricted  step.)  Players  may  not  take  successive  steps  forward  without  pausing.  

• Joint  Locks  (Qinna).  Joints  may  not  be  attacked  with  force  • Not  following  the  Chief  Judge's  directions  

The  following  will  result  in  immediate  disqualification:  • Excessive  and  dangerous  use  of  force  • Accumulation  of  3  warnings  • Unsportsmanlike  conduct  by  the  player  or  coach  

 13.  Wing  Chun  Forms  and  Chi  Sao:  Wing  Chun  Forms    Because  there  are  various  lineages  of  the  Wing  Chun  system,  the  competitor  cannot  be  expected  to  perform  their  forms  based  on  a  single  or  exact  standard.  In  essence,  there  are  many  variations  of  the  first  empty-­‐hand  form  ("siu  nihm  tao"),  second  form  (“chum  kiu”),  and  third  form  (“biu  jee”),  whereby  they  look  similar  between  lineages  but  they  are  not  exactly  the  same.  This  same  reasoning  also  holds  true  for  the  weapons  forms  and  wooden  dummy.  So,  with  that  in  mind,  the  following  rules  will  function  as  a  standard  that  the  competitor  is  expected  to  conform  to.  

1. The  competitor  must  demonstrate  proper  angles  in  their  hand  and  foot  techniques  that  must  make  proper  use  and  movement  around  the  centerline  plane  and  axis.  Strong  foundation  and  balance  must  be  maintained  throughout  the  form.  

2. The  competitor  must  demonstrate  proper  "flow"  in  their  hand  and  foot  techniques  -­‐  there  must  not  be  any  "wind-­‐up"  in  their  techniques  that  interrupts  the  flow  and  disrupts  the  short  range  Wing  Chun  theory.  

3. The  competitor  must  demonstrate  the  proper  imagination  and  fighting  spirit  in  their  forms.  It  must  appear  that  they  are  truly  attacking  or  defending  against  an  opponent.  

4. The  competitor  must  demonstrate  proper  execution  of  focused  and  solid  short  range  power  in  their  blocks  and  attacks.  

5. The  competitor  must  demonstrate  proper  concentration  and  focus  in  the  memorization  of  the  form’s  techniques.  Any  hesitation  in  their  flow  indicating  that  they  forgot  a  movement  will  count  as  a  point  deduction.  

6. The  competitor  must  demonstrate  proper  coordination  of  body  unity  -­‐  the  hands  and  feet  must  be  coordinated.  They  should  be  well  balanced  throughout  their  form.  

7. The  competitor  must  demonstrate  good  stamina  and  endurance  throughout  the  demonstration  of  their  form.  Any  indication  that  they  are  winded,  tired,  or  exhausted  will  count  as  a  point  deduction.  

8. The  competitor  must  demonstrate  that  the  techniques  in  their  form  reflect  the  technical  skill  requirements  detailed  in  the  written  Wing  Chun  maxims.  

Time  Limits:  • First  Empty-­‐Hand  Form  ("Siu  Nihm  Tao")  -­‐  5  minutes  (up  to  a  maximum  of  2  

competitors  may  perform  simultaneously)  • Second  Empty-­‐Hand  Form  ("Chum  Kiu")  -­‐  3  minutes  

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• Third  Empty-­‐Hand  Form  ("Biu  Jee")  -­‐  3  minutes  • Weapons  Form  -­‐  Butterfly  Swords  ("Baat  Jam  Do")  -­‐  3  minutes  • Weapons  Form  -­‐  6.5  point  Pole  ("Luhk  Dim  Boon  Gwun")  -­‐  3  minutes  • Wooden  Dummy  Form  -­‐  4  minutes  

Weapons  Requirements:    Baat  Jam  Do  (Butterfly  Swords)  must  of  consist  of  metal  (Aluminium  is  not  allowed)  

1. Youth  –  minimum  weight  2  lbs.  per  pair  2. Teens,  Adults  –  minimum  weight  3  lbs.  per  pair  

Dragon  Pole  –  must  be  tapered  and  consist  of  a  single  piece  of  wood  1. Youth  –  6’  minimum  length,  3.5  lbs.  minimum  weight  2. Teens  –  8’  2”  minimum  length,  4.5  lb.  minimum  weight  3. Adults  –  9’  minimum  length,  5  lb.  minimum  weight  

Chi  Sao  Requirements  

• Kung  Fu  pants,  martial  arts  shoes,  and  a  short  sleeve  t-­‐shirt  are  required  • Jewelry,  rings,  or  necklaces  are  not  permitted  • Fingernails  must  be  kept  short  to  avoid  injury  to  other  contestants  

Mandatory  Equipment  • Protective  full-­‐face  head  gear  • Mouth  piece  • Chest  protector  • Groin  protector  (for  men)  

The  Match  Format  1. 1.  The  match  will  consist  of  two  90-­‐second  rounds  with  a  30-­‐second  rest  

period  between  rounds  2. The  contestants  will  engage  in  a  continuous  exchange  of  techniques  3. Should  the  contestants  disengage  or  are  driven  out  of  the  competition  area,  

they  are  to  return  to  the  center  and  begin  again  with  "rolling  hands"  under  the  instructions  of  the  center  referee.  

4. The  winner  of  each  round  is  chosen  at  the  end  of  each  round  by  the  3  or  5corner  judges  (no  even  number  of  judges  shal  lbe  asigned).  A  winner  is  determined  by  receiving  the  most  favorable  votes  among  the  judges.  The  winner  of  each  round  is  immediately  determined  and  announced  publicly.  

5. 30-­‐second  sudden  death  match  applies  if  contestants  are  tied  after  first  two  rounds  

6. The  competition  area  will  consist  of  an  8'  x  8'  ring  divided  by  a  line  in  the  middle  

7. Timeout  will  be  called  and  the  match  will  be  stopped  for  uniform  and  equipment  failure  or  to  seek  medical  advice  

8. General  commands  by  the  Center  Judge:  • "Start"  -­‐  break  of  Chi  Sao  flow  • "Stop"  -­‐  match  stops  until  restarted  by  Center  Judge  • "Courtesy"  -­‐  neutral  Chi  Sao  Rolling  (no  fighting)  • "Time  out/in"  -­‐  used  to  pause  the  match  or  restart  the  match  

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Note:  Center  Judge  does  not  count  out  loud  the  minimum  Chi  Sao  Rolls.  Instead,  he/she  will  randomly  issue  the  start  command  after  a  minimum  of  3  Rolls  so  that  competitors  cannot  anticipate  a  pattern.  Match  Objective  The  objective  of  the  match  is  for  competitors  to  display  good  Chi  Sao  techniques,  such  as:  

• Sticking  and  adhering  to  the  opponent’s  forearms/wrists  during  a  continuous  exchange  of  techniques  to  precise  body  targets  at  close  range  

• Continuous  bridging  and  trapping  skills  • Stable  stance  and  balance  with  good  bridging  skills  • Clean  blocking  and  attacking  technique  • Sensitivity  and  reaction  skills  • Timing  and  speed  • Control  of  power  and  distance  • Good  display  of  offensive  and  defensive  technique  

Note:  This  is  not  a  point  contest  but  a  judgment  of  the  competitors  overall  performance  on  the  above.  Match  Progression  

1. Competitors  will  meet  at  center  of  the  ring,  bow  to  the  judges  and  each  other,  and  engage  in  double  rolling  hands  (“luk  sao”)  

2. The  Chief  Judge  or  center  referee  leads  the  contestants  in  3  sequences  of  rolling  

3. The  match  begins  as  commanded  by  the  Center  Judge  after  a  minimum  of  3  rolls  

4. There  is  a  maximum  of  3  continuous  attack  combinations  before  the  competitors  must  re-­‐bridge  and  roll  at  least  3  times  before  initiating  another  exchange  of  techniques.  The  competitors  can  re-­‐bridge  on  their  own  if  not  already  commanded  by  the  Cneter  Judge.  

5. Light  contact  to  the  chest  protector  only  6. Judges  will  look  for  and  score  good  Chi  Sao  techniques  directed  at  legal  

targets  Legal  contact  area  

• The  entire  torso  area  which  is  covered  with  the  chest  protector  • NON-­‐contact  striking  to  the  neck  or  head  • For  Advanced  Divisions  only;  light  contact  with  elbow  strike  to  chest  

protector  is  allowed  as  long  as  the  elbow  NEVER  executes  above  the  shoulder  line  

• For  Advanced  Divisions  only;  light  contact  using  the  shoulder  as  a  weapon  to  chest  protector  is  allowed  

• Advanced  Divisions  only;  non-­‐kicking  foot  sweeps  and  takedowns  are  allowed  and  the  successful  competitor  receives  "2points"  for  a  successful  execution  and  remains  standing  in  a  stable  structure  after  the  sweep  of  takedown  

Coaching  Coaching  of  the  competitors  shall  only  be  allowed  before  the  match  begins  and  during  the  first  20  seconds  of  the  30-­‐second  rest  period.  Each  competitor  shall  only  

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have  a  maximum  of  one  coach  in  their  corner.  No  coaching  allowed  during  the  match.  Warnings  

1. Contact  to  the  face  or  head  area  2. Kicking,  wrestling,  or  boxing  3. Unsportsmanlike  shoving  or  pushing  the  other  competitor  4. Attempts  to  lock  the  joints  5. Grabbing  or  holding  for  more  than  3  seconds  without  executing  an  attack  6. Pulling  or  grabbing  an  opponent’s  clothes  or  hair  7. Grabbing  or  “fook  sao”  behind  the  neck  .  Non-­‐striking/impact  "fook  Sao"  

behind  the  neck  is  allowed  in  the  Advanced  Divisions  8. Continuous  striking  with  total  disregard  to  sticking  or  bridging  9. Counter-­‐striking  over  the  cleanly  landed  attack  from  the  opponent  without  

first  acknowledging  it  with  a  defensive  maneuver.  Competitors  must  first  “respect”  their  opponent’s  attack  and  not  totally  ignore  it.  

10. Continuing  to  strike  after  time  is  called  or  center  referee  calls  "stop"  11. Elbow  and  head  strikes  not  allowed  12. Head  butts  not  allowed  13. Willingly  stepping  out  of  bounds  14. Coaching  from  the  sidelines  during  the  match  15. Disobeying  the  referee’s  command  

Disqualification  • Accumulation  of  any  three  warnings  (total  during  entire  match)  will  result  

in  disqualification  • Immediate  disqualification  upon  any  display  of  intentional  excessive  force  • Excessive  use  of  force  towards  the  head  ir  face  area  • Unsportsmanlike  conduct  

Weight  Classes  Men  Lightweight  <  160  lbs.  Middleweight  161  to  185  lbs.  Heavy  Weight  Over  185  lbs  Women  Lightweight  <  125  lbs  Middleweight  125-­‐150  lbs  Heavyweight  >  150  lbs.    14.  Shuai  Jiao:  Requirements  

• Kung  Fu  pants  (Kuzi)  • Shuai  Jiao  jacket  (Yi)  • Shuai  Jiao  Belt  (Dai)  • Jewelry,  rings,  or  necklaces  are  not  permitted  • Fingernails  must  be  kept  short  to  avoid  injury  to  other  contestants  

The  Match  Format  

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1. The  match  will  consist  of  two  2-­‐Minute  rounds  with  a  30-­‐second  rest  period  between  rounds  

2. The  contestants  will  engage  in  a  continuous  exchange  of  Shuai  Jiao  techniques  

3. A  1-­‐minute  round  will  be  added  if  contestants  are  tied  after  first  two  rounds  4. If  still  tied  after  the  first  round,  the  match  will  be  awarded  to  the  most  active  

competitor  5. The  competition  area  will  consist  of  20'  x  20'  matted  ring  6. The  match  will  be  stopped  for  uniform  and  equipment  failure  or  to  seek  

medical  advice  Match  Objective  The  objective  of  the  match  is  for  competitors  to  display  good  Shuai  Jiao  techniques,  such  as:  

• Standing  Grappling  • Throwing  Techniques  • Sweeping  Techniques  • Shoot  Techniques  • And  Other  Takedowns  

Match  Progression  • Competitors  will  meet  at  center  on  the  ring  and  engage  each  other  at  the  

Chief  Judge's  signal  to  start  • The  Chief  Judge  controls  the  match  through  verbal  signals  • Side  judges  will  look  for  and  score  good  Shuai  Jiao  techniques  

Scoring  Points  1  Point  is  scored  when:  

1. Throwing  the  opponent,  causing  them  to  land  on  their  back,  and  lands  on  top  of  the  opponent.  

2. Causing  the  opponent  to  touch  the  mat  with  the  hand,  elbow  or  knee  while  remaining  standing.  

3. Forcing  opponent  out  of  the  ring  2  Points  are  scored  when:  

1. The  opponent  is  thrown  and  lands  on  the  side  or  back  2. Causing  the  opponent  to  touch  both  hands  or  both  knees  simultaneously  on  

the  mat.  3. Remain  standing  while  sweeping  the  opponent  so  they  fall  on  the  mat.  

3  Points  are  scored  when:  1. Remain  standing  while  the  opponent  is  thrown  360  degrees  and  lands  on  

their  back.  No  Points  are  scored  when:  

• Both  competitors  step  out  of  the  ring  • Both  competitors  simultaneously  fall  

Warnings  1. Striking  the  opponent  with  any  part  of  the  body  2. Attacking  and  attempting  to  dislocate  the  joint  3. Biting  or  spitting  4. Pulling  the  opponent's  pants  

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5. Smothering  opponent's  face  with  hand  or  forearm  6. Pulling  opponent  down  once  thrown  7. Failure  to  engage  opponent  8. Failure  to  obey  Chief  Judge's  commands  

Disqualification  • Accumulation  of  any  three  warnings  will  result  in  disqualification  • Excessive  use  of  force  towards  the  head  and  face  area  • Unsportsmanlike  conduct  by  competitor  or  coach  

15.  Open  Style  Grappling:  This  category  provides  rules  which  encourage  all  forms  of  grappling  and  is  ideal  for  Taiji  Players,  Sanda  and  Kickboxers  to  develop  their  grappling  skills.  Weigh-­‐in    The  weigh-­‐in  for  the  Orlando  tournament  will  take  place  on  Sunday  morning  at  8:30am.  Look  for  the  posted  time  for  other  tournaments!  .  Weight  Classess  

• Men  <150  lbs  • Men  150-­‐175  lbs  • Men  176-­‐205  lbs  • Men  >205  lbs  • Women  <125  lbs  • Women  >125-­‐150  • Women  >150  lbs  • Teens  115-­‐125  lbs  • Teens  126-­‐135  lbs  • Teens  136-­‐145  lbs  • Teens  146-­‐155  lbs  • Teens  156-­‐170  lbs  • Teens  171-­‐185  lbs  

Uniform  and  protective  equipment  and  other  requirements:  • Contestants  must  wear  a  T-­‐shirt  or  uniform  top,  Martial  arts  pants  or  fight  

shorts,  .  No  jewelry  or  watches  and  nails  must  be  trimmed.  All  contestants  must  be  bare  footed,  

Note:  Contestant  must  be  free  of  serious  infectious  diseases    Competition  area:  

• The  competition  area  consists  of  one  ring  which  is  a  square.  The  square  being  at  least  15  x  15  feet  in  size  

Match  Format:  • A  match  consists  of  three  2-­‐minute  rounds  with  a  1  Minute  break  in  

between  rounds.    • The  clock  will  stop  when  the  Center  Referee  stops  the  action  for  infractions,  

injuries  or  technical  reasons.  • The  round  is  scored  at  the  end  of  the  2  minute  period  • The  winner  of  the  first  two  round  wins  the  match  

Preparation  and  Progression  of  Match:  

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• Play  is  begun  with  the  contestants  in  a  forward  stance  • When  play  is  stopped  for  any  reason,  contestants  return  to  the  starting  

position  .  The  contestants  can  use  all  the  pushing,  tripping,  grappling,  throwing  techniques  with  all  body  parts  except  the  head,  but  no  punching,  kicking,  full  sweeping,  attacking  on  the  head,  clawing  or  striking  the  throat,  eyes,  ears  or  groin.  Scoring:  

• Two  points  are  awarded  if  2  hands  touch  the  floor  • Two  points  are  awarded  if  1  hand  and  one  knee  touch  the  floor  • Two  points  are  awarded  if  2  knees  touch  the  floor  One  point  is  awarded    • One  point  is  awarded  if  the  throw  was  completed  with  the  thrower  in  a  

position  of  control  (Including  on  the  ground)  • Match  can  continue  for  30  seconds  on  the  ground  or  further  with  active  

engagement.    • One  point  is  given  for  maintaining  control  on  the  ground  • One  point  is  awarded  if  the  opponent  on  the  ground  is  able  to  get  to  his  feet  

or  gain  a  dominant  postition  • Three  points  are  awarded  if  an  individual  falls  or  is  taken  down  inside  or  

outside  the  ring  while  the  other  remains  standing  • Stepping  on  the  perimeter  line  constitutes  outside  the  ring.  Three  points  or  

more  of  the  body  touching  the  ground  constitutes  a  fall  or  takedown.  Touching  the  ground  with  one  hand  and  one  foot,  does  not  constitute  a  fall.  

• Touching  the  ground  with  one  hand  or  one  knee  while  trying  to  avoid  a  throw  or  takedown  will  result  in  3  points  begin  awarded  to  the  other  contestant.  

• 4  Points  are  awarded  for  a  perfectly  executed  throw  and  the  contestant  who  executed  the  throw  remains  standing  

• Contestants  can  also  win  the  round  by  submission  at  any  point  in  any  given  round  or  by  showing  total  control  over  an  opponent  for  8  continuous  seconds  in  which  the  opponent  is  fully  restrained  or  taps  out  

Round  Winner:  • A  round  is  awarded  if  a  contestant  reaches  (12)  points  • Equal  points  at  the  end  of  the  round  results  in  a  tie  • A  player  that    controls  a  Joint  Lock  or  a  Choke  for  8  seconds  wins  the  round  

Match  Winner:                      The  first  contestant  who  wins  the  first  two  rounds  wins  the  match  

• If  tied  after  three  rounds  "sudden  death"  will  apply:  The  first  contestant  to  score  wins  the  match  

Warnings:  Illegal  Techniques  &  violations  • Kicking,  striking,  kneeing  and  elbowing  • Spiking  (Pile  Driving)  • Slamming  opponent  to  the  ground  with  excessive  force  • Attacking  to  the  head,  neck,  throat,  ears  or  groin  • Attacking  or  locking  the  joints  with  intention  to  injure  • Attacking  or  pushing  with  head  

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• Pulling  hair  or  clothes  • Using  any  technique  determined  to  cause  injury  • Receiving  coaching  during  the  round  • Avoiding  engagement  with  opponent.    (Stalling)  • Any  joint  lock  or  choke  applied  with  the  intention  to  injure  will  be  

cause  for  immediate  disqualification  to  the  contestant  applying  the  technique  

Each  warning  will  result  in  a  point  being  awarded  to  the  other  contestant  3  warnings  in  a  match  will  result  in  the  loss  of  the  match  Disqualification:            The  following  will  result  in  immediate  disqualification  

• Excessive  and  dangerous  use  of  force  • Accumulation  of  3  warnings  • Attacking  the  eyes  • Unsportsmanlike  conduct  by  the  athlete  or  coach  

     16  Sanda  -­‐  San  Shou  -­‐  Chinese  Kickboxing  (Orlando  Only)  Advanced  Fighters  Fighters  with  a  record  of  five  (5)  or  more  fights  who  have  not  fought  professionally  qualify  for  Advanced.  Beginner  Fighters  Fighters  with  a  record  of  up  to  four  (4)  fights  with  no  more  than  2  wins  who  have  not  fought  professionally  qualify  for  Beginners.  Note:  Participation  in  amateur  fights  is  strictly  restricted.  Professional  fighters  from  any  striking  or  kicking  discipline,  and  fighters  who  are  registered  as  professionals  with  any  governing  body  are  not  permitted  to  participate.  Weight  Categories  for  Orlando  Championship  Teens  Category  (15-­‐17  Year  Olds:  Beginner  &  Advanced  -­‐  Boys  Only)  115-­‐125  lbs  126-­‐135  lbs  136-­‐145  lbs  146-­‐155  lbs  156-­‐170  lbs    171-­‐185  lbs  NOTE:  For  safety  reasons,  teens  weighing  less  than  115  lbs  or  over  185  lbs  may  not  compete.  All  Teen  Fighters  (15-­‐17  Year  Olds)  must  be  accompanied  by  a  parent  or  legal  guardian.  Legal  Guardian  must  have  a  notarized  letter  which  authorizes  them  to  act  legally  on  behalf  of  the  fighter  in  all  matters  regarding  the  competition.  Match  and  Round  Duration  for  Teens  Divisions        

• Fights  shall  be  scheduled  for  three  (3)  rounds  • Each  round  will  consist  of  one  (1)  minute  with  a  one  (1)  minute  rest  

period  between  rounds  

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Men’s  Weight  Categories  125-­‐135  lbs    136-­‐145  lbs    146-­‐155  lbs    156-­‐170  lbs    171-­‐185  lbs  186-­‐205  lbs    206-­‐225  lbs    226  lbs  and  over  Women’s  Weight  Categories  115-­‐125  lbs    126-­‐140  lbs    141-­‐155  lbs    156-­‐170  lbs  NOTE:  For  safety  reasons,  women  weighing  less  than  115  lbs  or  over  170  lbs  may  not  compete      Match  and  Round  Duration  for  Advanced  Adult  Divisions        

• Fights  shall  be  scheduled  for  three  (3)  rounds  • Each  round  will  consist  of  two  (2)  minutes  with  a  one  (1)  minute  rest  

period  between  rounds  Match  and  Round  Duration  for  Beginner  Adult  Divisions        

• Fights  shall  be  scheduled  for  three  (3)  rounds  • Each  round  will  consist  of  one  (1)  minute  with  a  one  (1)  minute  rest  

period  between  rounds                                                                                                                                                                                      

Weigh-­‐in  and  Medical  Screening  The  official  weigh-­‐in  and  medical  screening  for  amateur  fights  will  occur  as  posted,  depending  on  whether  the  fights  are  part  of  a  scheduled  fight-­‐card  or  tournament  format.  

• The  Weigh-­‐in  and  Medical  Screening  is  mandatory  for  all  fighters.  Please  visit  the  Schedule  Page  of  a  particular  event  for  time.  

• All  fighters  will  weigh-­‐in  on  the  same  scale  Making  Weight  Any  fighter  who  fails  to  make  weight  will  be  automatically  moved  to  the  category  in  which  he  makes  weight.  Required  Equipment  Amateur  fights  Matches  will  take  place  in  a  boxing  ring  minimum  size  is  20’x20’  but  may  also  take  place  in  an  open  mat  depending  on  circumstances  

• Protective  head  gear  (provided  by  promoter)  • Mouth  guard  • Shin  and  instep  protectors  (cloth  slip  on)  • Groin  cup  (female  fighters  must  wear  breast  protection)  • 12  OZ  boxing  gloves  (provided  by  the  promoter)  • Fight  shorts  (logos  must  be  approved  by  promoter)  

Scoring  Techniques  

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• Closed  hand  strikes  to  head  and  body  • Kicking  techniques  to  head,  body  and  thigh  • Knees  to  body  (not  allowed  in  the  Teens  Divisions)  • Throws/Sweeps/Takedowns  

Note:  Clinching  in  an  attempt  to  execute  a  throw  or  takedown  is  limited  to  5  seconds  Illegal  Techniques  

• Elbows  • Kicks  to  knee  joint  • Knee  to  the  head  • Groin  strikes  • Foot  stomps  • Joint  locks  • Striking  the  back  of  the  head  or  spine  • Head  butting    • Striking  a  downed  opponent  • Attempt  to  throw  opponent  out  of  the  ring  

Cautions  (1  Point  Deduction)  • Holding  the  ropes  • Spitting  out  mouth  piece  • Purposely  loosening  equipment  • Continuing  to  clinch  after  referee  has  called  for  break  • Initiating  attack  before  the  referrer’s  command    • Continuing  to  fight  after  the  referee  has  called  “stop”  

Warnings  (2  Point  Deduction)  • The  employment  of  any  illegal  technique  will  result  in  a  warning  • Hitting  a  downed  opponent  

Awarding  of  Points  Two  points  are  awarded  if  

• The  opponent  falls  while  the  other  fighter  remains  standing  • Kick  to  the  head  • The  opponent  receives  an  official  warning  penalty  • Standing  8  Count  

One  point  is  awarded  if  • Hand  strike  to  head  and  body  • Kick  to  body  and  thigh  • Knee  to  body  • The  opponent  falls  and  the  other  fighter  falls  afterwards  • The  opponent  receives  a  caution  

No  points  are  awarded  if  • Both  fighters  hit  each  other  simultaneously  • The  fighter  throws  the  opponent  after  holding  for  more  than  5  seconds  • Striking  during  a  clinch  (Except  for  knee  strikes)  • A  fighter  uses  an  unsuccessful  falling  technique  to  attack  • Unclear  techniques  are  employed  by  either  fighter  

Disqualification  

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• Intentionally  hitting  a  downed  opponent  on  the  head  • Pile  driving  • Throwing  opponent  out  of  the  ring  • Cornerman  physically  interferers  with  the  match  • Excessive  unsportsmanlike  conduct  

Standing  8  Count  (2  Point  are  Awarded)  • Referee  determines  that  a  fighter  is  at  risk  of  injury  • Failing  to  get  up  within  three  seconds  of  a  fall  (8  Count  begins  immediately  

after  3  seconds  have  elapsed)  A  match  is  awarded  if:  

• A  Fighter  wins  2  out  of  three  rounds  • There  is  a  Knock-­‐Out  • There  is  a  TKO  –  Fighter  is  unable  to  continue  • The  opponent  takes  2  standing  8-­‐counts  in  a  round  or  3  standing  8-­‐counts  in  

a  match  (Amateur  Fights)  • An  athlete  is  overmatched  by  the  opponent  in  power  and  skill;  in  that  event,  

the  center  referee  can  declare  absolute  victory  (Amateur  Fights)  • There  is  a  disqualification    

Note:  A  fighter  that  fails  to  stand  up  before  the  count  of  ten  (10)  will  lose  by  Knockout  Sustaining  a  KO  or  TKO  A  fighter  who  has  sustained  a  KO  or  TKO  in  a  fight  must  wait  a  minimum  of  thirty  (30)  days  before  engaging  in  another  fight  and  must  obtain  a  physician’s  release  which  states  that  the  fighter  is  not  suffering  from  any  concussion  or  TBI  (Traumatic  Brain  Injury)  and  is  able  to  engage  in  a  full-­‐contact  match.    17.  Light-­‐Contact  Continuous  Sparring  Mandatory  protective  equipment  must  be  supplied  by  the  athlete  and  must  include:Head  protector,  mouth  guard,  groin  cup,  chest  protector  (For  Women),  foam  gloveswith  no  exposed  fingers,  and  foam  foot  protectors  that  cover  entire  foot.  Shin  guards  are  optional.  

   

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 Competition  format:  All  matches  are  single  elimination  consisting  of  three  one-­‐minute  rounds  of  running  time.  The  time  is  stopped  for  injuries  or  equipment  adjustment.  At  the  end  of  each  round  the  winner  of  that  round  is  declared  by  the  decision  of  the  majority  of  the  judges.  The  winner  of  two  out  of  three  rounds  wins  the  match.  In  case  of  a  tie  after  the  three  rounds  there  will  be  a  final  one-­‐minute  round  to  determine  a  winner;  if  still  tied  after  this  round,  the  winner  is  determined  by  the  Chief  Judge.  Match  Length:  

• For  Teens  and  Adults  -­‐  Three  1  Minute  Rounds:  Winner  of  First  2  Rounds  wins  the  Match  

• For  Kids  and  Juniors:  Three  30  Seconds  Rounds.  Winner  of  First  2  Rounds  wins  the  Match.  

Note:  In  Case  of  a  Tie  there  will  be  a  Sudden-­‐Death  round  to  determine  the  winner.  First  person  to  score  a  Clear,  Legal  Technique  wins.  Progression  of  match:  

• Athletes  enter  the  ring  at  the  command  of  the  Chief  Judge  • Before  initiating  competitive  sparring  athletes  salute  the  chief  judge  and  then  

each  other  • The  Chief  Judge  will  commence  the  match  by  giving  the  signal  to  begin  • The  Chief  Judge  directs  the  match  with  verbal  signals  ("begin,"  "stop,"  etc.)  

Legal  contact  targets:  • Light  contact  to  front  and  sides  of  torso  • Light  contact  to  side  of  head  gear  • Light  contact  to  upper  thigh  

Legal  non-­‐contact  targets:  • Front  of  face  • Groin  

Note:  Any  contact  to  this  area  may  result  in  immediate  disqualification  Allowable  techniques:  

• Sharp,  clean  punches  and  kicks  • Momentarily  grabbing  the  opponent's  wrist  to  execute  a  technique  • Leg  sweep  to  the  front  leg  

Illegal  techniques:  • Elbows  

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• Knees  • Spinning  backfist  • Joint  locking  • Striking  any  area  of  the  opponent's  back  or  groin  • Sweeping  the  rear  leg  or  the  supporting  leg  when  the  opponent  is  kicking  • Any  blind  technique  

The  following  infractions  will  result  in  a  warning:  • Willingly  running  out  of  the  ring  • Use  of  illegal  techniques  • Striking  an  illegal  target  • Not  following  the  Chief  Judge's  directions  

The  following  will  result  in  immediate  disqualification:  • Excessive  use  of  force  • Bleeding  that  results  from  an  illegal  strike  • Accumulation  of  3  warnings  • Unsportsmanlike  conduct  by  Athlete,  Coach  or  Parent  

     19.  Sword  Fencing      Sword  Fencing  Rules  (Jianshu  -­‐  Chinese  Sword  Combat  for  Sports)  Jianshu  provides  a  competitive  environment  that  allows  practitioners  to  progress  and  validate  their  skills.  Thus  the  rules  emphasize  skill  cultivation  rather  than  historic  duel  reenactment.  Nevertheless,  the  rules  reflect  a  high  level  of  reality,  which  allows  Chinese  Jianshu  techniques  to  function  as  originally  designed.  The  goals  are  to  promote  disciplined  swordsmanship,  athleticism,  and  sportsmanship.  Court:  Square  court  28  to  32  feet  long  on  each  side.  The  on-­‐guard  position  is  located  such  that  the  competitors’  swords  do  not  cross  the  center  of  the  court  while  on-­‐guard.  Center  Judge:  The  center  judge  is  located  inside  the  court  and  is  responsible  for  calling  the  fighters  into  the  ring  to  salute  the  judges  and  their  opponent,  for  starting  action  with  a  call  of  “fight,”  for  stopping  action  with  a  call  of  “halt,”  for  calling  the  timing  in  which  the  attacks  landed,  for  calling  corner  judges  to  vote  on  the  action,  for  giving  a  final  call  if  the  corner  judges  did  not  both  give  the  same  call,  and  for  awarding  a  point  based  on  the  resolution  of  the  scoring.  The  center  judge  can  chose  to  not  call  corner  judges  and  simply  award  a  point  where  it  is  clear  who  should  be  awarded  the  point,  or  in  the  case  that  either  competitor  chooses  to  call  “touché,”  an  acknowledgement  that  they  have  been  hit  by  their  opponent.  Corner  Judges:  One  judge  on  each  corner.  The  two  judges  on  the  same  diagonal  line  are  paired.  Each  pair  of  judges  observes  and  makes  decisions  for  one  competitor  only.  The  corner  judges  can  move  from  their  corner  as  long  as  they  don’t  enter  the  ring  or  pass  the  halfway  point  along  each  side  of  the  ring.  A  corner  judge  can  only  stop  a  fight  with  a  call  of  “halt”  in  the  case  of  a  safety  violation.  Corner  judges  use  hand  signals  only  to  vote.  Each  corner  judge  has  1  vote,  while  the  center  judge  has  1.5.  Valid  Techniques:  

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• Thrusting  with  the  tip  of  the  blade:  A  thrust  is  only  to  be  considered  valid  if  the  blade  deflects  or  bends,  even  if  only  for  a  moment.  

• Pecking:  done  with  the  tip  of  the  blade  in  a  quick  and  percussive  manner.  • Cutting:  done  with  the  tip  of  the  blade  or  first  15  inches  of  the  blade  in  

circular  slashing  movement.  • Draw  cut:  when  the  blade  has  landed  on  the  opponent  without  having  had  

made  a  cut,  one  example  of  this  with  a  missed  thrust  attempt.  The  cut  is  made  by  applying  significant  force  against  the  opponent  while  drawing  the  sword  back  in  a  circular  fluid  movement.  

• In  order  for  these  techniques  to  be  considered  valid,  all  of  them  need  to  be  executed  with  offensive  intent,  clean,  and  sufficient  force.    Techniques  that  do  not  meet  the  requirements  are  considered  invalid.                

Valid  Target  Areas:      • Primary  area:  This  includes  head  (front  &  side),  neck  (front  &  side),  torso  

where  covered  by  appropriate  protection  gear  and  sword  holding  hand/wrist  where  covered  by  gloves.  This  is  a  major  and  critical  target  area.  

• Secondary  area:  This  includes  limbs  (arms,  legs  and  feet),  which  are  often  not  covered  by  protection  gear  although  such  gear  is  allowed.  This  is  considered  a  minor  yet  effective  target  area.  It  is  encouraged  to  not  contact  your  opponent’s  shin,  knee,  elbow,  or  feet,  although  these  are  valid  target  areas.  

• Back  of  head  and  groin  are  illegal  targets.  To  prevent  competitors  from  using  their  back  as  a  shield,  attacks  that  land  on  the  back  as  the  opponent  transitions  are  considered  valid  but  warned  against.  The  warning  is  issued  to  the  competitor  who  offered  his  back  as  a  target.  If  the  competitor  moves  in  such  a  way  as  to  intentionally  attack  the  back  of  their  opponent’s  torso,  no  point  is  to  be  awarded  and  a  warning  is  issued.    

Equipment:  The  Jian  must  be  made  from  an  approved  polymer  material.  Maximum  blade  length  30  inches.  Maximum  weight  1.5  kg.  The  spine  of  the  Jian  can  be  taped  with  color  tape  which  helps  judges  to  identify  the  competitor  and  distinguish  spine  from  edge.  Protective  Gear:  Fencing  mask;  hockey  style  neck  protection  (optional  but  recommended);  chest  protection  with  collar  bone  protection  pads;  gloves  that  protect  the  hands  and  wrists;  long-­‐sleeve  shirt  of  durable  material  (optional);  pants  of  durable  material  (optional);  groin  protection  (optional  but  recommended  for  men);  elbow  pads  and  knee  pads  (optional).  Match  Regulation,  Priority  and  Decision:  Each  match  starts  with  competitors  saluting  the  judges,  each  other,  and  coming  on-­‐guard.  Each  match  ends  when  one  competitor  has  reached  the  pre-­‐assigned  limit  (usually  5  points),  or  if  one  competitor  is  injured  and  unable  to  continue,  or  if  the  center  judge  disqualifies  a  competitor.  The  center  judge  can  stop  the  match  by  calling  "Halt."  An  attack  can  only  score  if  it  lands  before  or  simultaneously  with  the  “halt”  call.  Calling  Out-­‐of-­‐Bounds:  Out-­‐of-­‐Bounds  can  be  called  by  the  center  judge  when  both  of  a  competitor's  feet  are  out  of  court  boundary.  An  attack  made  out  of  bounds  is  only  valid  if  the  attack  lands  before  or  simultaneously  with  the  call  of  “halt.”  Calling  a  Point:  The  center  judge  will  call  timing  when  one  competitor’s  attack  lands  before  the  other.  They  check  with  corner  judges  and  if  it  is  ruled  that  the  

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attack  did  not  land  and  a  second  attack  was  attempted,  that  attack  can  be  judged  and  a  point  can  be  awarded.  Any  number  of  attacks  attempted  before  a  halt  can  be  up  for  voting.  If  both  competitors’  attacks  land  at  the  same  moment,  corner  judges  are  called  to  determine  who  is  awarded  the  point.  The  decision  on  calling  a  point  will  be  based  on  majority  decision.  Calling  Warning,  Foul,  and  Losing  Match:  The  center  judge  is  responsible  for  calling  fouls.  The  first  offense  will  warrant  a  warning;  the  second  will  warrant  a  point  to  the  offender’s  opponent;  the  third  will  result  in  the  disqualification.  Where  the  competitor  displays  a  lack  of  concern  for  safety  or  disrespect  for  the  judges  or  opponent,  he  can  be  removed  from  the  tournament.  Offenses:  The  competitor  behaves  in  an  unsportsmanlike  manner  or  attempts  an  invalid  or  illegal  technique  to  cause  injury  to  the  opponent.  The  competitor  removes  a  piece  of  protective  equipment  intentionally  during  the  match  or  halt  without  permission  from  the  center  judge.  The  competitor  refuses  to  cooperate  with  the  judges.  The  competitor  attacks  wildly,  without  control.  The  winner  is  decided  by  who  has  scored  the  most  points  at  the  point  of  the  stoppage,  including  the  possible  point  awarded  for  the  foul.        19.  Styles  Overview      Click  Here  for  Styles  Overview.    20.  ARBITRATION  A  formal  procedure  must  be  followed  when  a  competitor  or  instructor  would  like  to  launch  a  protest  regarding  a  presumed  discrepancy  in  the  application  of  the  rules.  

1. Request,  complete,  sign  and  submit  the  Arbitration  form  2. The  arbitration  form  must  be  signed  by  the  competitor  and  the  

instructor/coach  3. If  the  competitor  is  under  18  years  of  age  a  parent  or  legal  guardian  

must  sign  the  Arbitration  Form  4. The  fee  for  arbitrating  the  dispute  is  USD  $200.00  5. The  fee  is  refunded  if  the  dispute  is  settled  in  the  competitor's  favor  6. The  Arbitrator's  decision  is  final  and  will  be  rendered  in  a  timely  

manner