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Bison Rules
(SUBMISSION GRAPPLING ONLY)
Long Rules and Referee notes
The match goes to the player who wins the majority of periods. Each
period is an independent "mini-match". If there is no submission the period goes
to the player with the most points. Points are totaled at the end of each period. In
the rare event of a tie the match will go to the player with the most points.
Submissions count for 100 points; plus one point for every second
remaining in the match (experimental rule).
SCORING
10 Points -for a top/back mount. Held for 15 seconds**
For a back mount it is not necessary to have your hooks in; but you
must have your opponent under control. Riding is not a back mount. If the bottom man can
buck, thrash and roll and all you are doing is holding on and are not able to establish
any offense you do not have a mount. A mount position means that you have established a
position that allows you to work on techniques while your opponent is forced onto defense.
6 Points - for a side (cross-body) mount (opponent mostly on back), (e.g. headlock).Held for 15 seconds**
The 15 second count will start very quickly. As soon at the Referee
believes that a hold down or mount has been established s/he will begin to count.
Once a hold down or mount is held long enough for a score the scoring player must move to
a new technique or a submission. If they can not/ will not move within 20 seconds the
referee will break the action and stand the player up. Note the referee will only stand
the players up if there is no action. This should be very rare.
Switching from one hold down to the other. Points will be awarded for the type of hold
the player has at the end of the 15 second count; but the player has held for a minimum of
five seconds. For example player one has player b is a side hold down. He switches to a
mount at the count of 8 - then holds the mount to 15 seconds. This would be a 10 point
technique. If the reverse was the case (mount to side hold down) the points would be 6.
Now if the side hold down was held to the count of eleven and then switched to a mount the
points would be 6; but the holder could then keep the mount for the full 15 for a 10 point
mount.
No matter what the case is no hold down is worth points is held less then 15 seconds.
(Optional rule under consideration): If you have a holddown / mount in the final 5 seconds of a round you will be awarded 1 point)
(Optional Rule under consideration): Give 1 point for a hold down or mount held for 5 seconds and the balance of the points after 15 seconds.
(Optional Rule under consideration): Give 1 point for a hold down after 10 seconds and second after 20. @ points for a 10 second mount and 4 for 20 seconds.
10 Points - for throwing mostly on the back with follow-up control &
force***
6 points - for throws lacking in one of the above criteria (All throws must be reasonably forceful.)
4 points - for throws lacking in two of the above criteria (e.g. throwing on the back but lacking in follow-up control & force)
4 Points - for throwing on hip/buttock/thigh/both knees with follow-up control & force
2 point - for throwing on the hip/buttock/thigh/both knees but lacking in force or follow-up control
1 point - for wrestling take down or tackle that does not bring the thrower into a full mount.
1/2 point (extra) for first scoring technique in the round or first clearly established
advantageous position. This is to prevent ties & encourage immediate action.
The main reason behind this rule is to remove the referee from the
equation and to eliminate ties. Referee decisions are shaky at best. This half point
eliminates most ties. Giving the point to the first scoring technique is clear enough.
Where is gets a little confusing is the " first clearly established
advantageous position." This is left somewhat to the referee's
discretion within this guide line. The first player to gain a position that affords
himself offensive possibilities while limiting his/her opponent to defense. Clear enough?
No, O.k. here are some examples.
A pulls B into a guard (B enters guard passively i.e. not slamming A into the ground).
This alone would not be enough to grant " advantageous position." To gain an advantage B must escape the guard. From a half
guard A can gain the advantage point is he is able to establish and offensive position.
i.e. - Body erect, forcing pressure on B; turking his body, breaking B's posture,
etc.. No matter what A does from the guard however he can not gain the advantage from the
guard. Even in BJJ style jujitsu where fighting from the guard is the preferred position
the guard is recognized as a defensive position. From the guard it is not possible to gain
the advantage point until a successful technique is performed (i.e. an armbar, sweep,
choke, etc). Defense will not be rewarded.
The man on top is encouraged to work for a technique or be subject to a stalling penalty.
Submission or referee intervention to prevent injury- ends the period & the
period is automatically won by the player who initiated the submission technique.
Submissions are called on a better safe then sorry criteria. At
times a referee may call a submission early. However it is better then calling one too
late. Referees can also reverse a submission called if s/he deems the call was made too
early or incorrectly. We understand that a player will be upset by a submission called too
early or was called when the player felt s/he could have escaped but an angry player is
preferable to an injured player.
Although the referee will call submissions this in no way reduces a players responsibility
to tap out. Not tapping out is just plain stupid. This is especially true against an
armbar or possibly injurious technique. Also not tapping out can either rob or taint your
opponents victory. We play a rough game and the only way you get to play is by having
others willing to play with you. Not tapping is stupid and displays bad sportsmanship. Do
this and no one will want to play with you. Very simply treat others as you would want to
be treated.
** For mounts the holder's legs must be unentangled above midcalf.
*** Any safe entry into matwork is legal but will only score points if it meets the criteria for a throw.
***Wrestling style takedowns are legal as entry into mat work and may qualify as throws even if the thrower's knees touch likewise for a drop shoulder throw.
Competition Area: approximately 24'x24' mat surrounded by a 6' minimum safety mat area.
Uniforms: Wrestling headgear, knee, shin, instep, and mouth guards are allowed. A groin protector is allowed. A Sombo or Judo/Jujitsu top is required. Pants, or shorts may be worn. No jewelry, belts, or anything which might interfere with normal play is allowed. Clean bare feet or soft soled, leather Sombo shoes or wrestling shoes are required. Uniforms & equipment must be clean, fit properly & not be torn, loose, abrasive, etc
Why a gi? I have been asked this question a number of times by those who want to fight
without a top. The primary reason is safety. This is particularly true for throws were the
gi provides more control over the person being thrown. It also affords both players more
technique opportunities and makes the contests a little more exciting. Also a gi can be
pulled and pushed with a lot of force. That same force would tear a normal shirt or
singlet. Of course another option would be to play bare chested. While this is a nice
tribute to our Greek forefathers it also opens up some concerns. I for one would shave
very closely.
Of course you could make it against the rules to pull body hair or grip the flesh, but
then again you could by pass that by wearing a gi. Others have said that wearing a gi is
inhibiting and that it is unrealistic. I'll address both of these points separately.
First a gi is only inhibiting if you allow it to be. Remember that your opponent is also
wearing a gi. If it is a disadvantage for you it is a like disadvantage for your opponent.
I find it a rather weak excuse to blame a gi for lack of performance on the mat.
Secondly a gi is unrealistic. Unrealistic of what? Of a real fight? What kind of fight are
you getting into that your first allowed to take your shirt off. If you have the time to
get your coat off you have time to leave. As a martial artist leaving a first
(outside the structure of a tournament) should always be your first choice. If you can't
leave; but are given time to remove your jacket - leave your jacket on and use that
time to find a weapon. If I were to get jumped the odds are fairly good I'd get
jumped wearing a coat or heavy top (I live in Minnesota). So what is it unrealistic of?
Perhaps a no - Holds Barred Contest. Personally I believe that NHB is a little
unrealistic. I feel that the removal of constraints also opens the door to the
removal of technique. Besides if it was truly a NHB I would use moves like the "rack
a shell in the 12 gauge" or Have my six friends blind side my opponent. What is
considered a cheap move if no moves are against the rules?
These rules are for a sport. THIS IS A SPORT. That is how I approach it and that is how
the rules are designed. And like most sports there is a uniform and the uniform used in
Judo, Jujitsu, Sombo, BJJ, TKD, Karate and a number of other arts is the gi - or gi like
top.
This is not to say that I'm against other styles of grappling. In fact I prefer
other styles but I don't think the world ends at anyone style. I feel that grapplers
should be able to play in all types of tournaments. If your a grappler you should be
playing in every Judo, Jujitsu, Sombo and grappling tournament you can find (as long as
they are safe). Top or no top. You should give your support to those putting these games
together. It is just that these rules, for this sport include a uniform. It is not the
strict uniform of Judo. We do not demand it be a specific color, type or have a certain
type of pants - Just that you do wear a top.
Also to be frank most grapplers are not the prettiest things to look at - the less seen
the better.
PENALTIES
Minor Offenses: The 2nd time a player commits a minor offense he/she will be penalized 2 points.
Examples:
Serious Offenses: 1 warning /category may be given if no injury resulted & the offense wasn't flagrant, 4 points for the next offense in the same category, LOSS OF MATCH for the next
Examples:
(Rule consideration: Allowing a heel hooks at expert levels. Both players must agree to the consideration and must be skilled enough that the tournament director feels that allowing the technique is appropriate.)
...............................................................................................................................................................................
(Loss of match):
Examples:
All the rules of Submission Grappling apply with the following
exceptions
Gi is optional
1 single 6 minute round. If a tie exists after six minutes combatant will play a
three minute sudden win overtime. If a tie still exists both players take a loss
Facial submissions that do not attack the eye and allow time for a submission are legal
Advanced players may choose to allow all leg locks (both players must agree to the rule)
No advantage point is given
The highest evolution of the grappling game. This is a rougher division. In 1999 over 95% of all Catch Wrestling or Endurance matches ended in submission. The referee will only stop the action if players leave the playing area and are considered to be in danger. Or if neither player is perceived to be "working". If play is stopped both players will restart on their feet
Use the same rules as Grappling with the following additions.
Uniforms optional
Safety Equipment: Shin, instep, groin and mouth guards are mandatory.
SCORING: All other grappling scores plus:
1 Point / open hand strike: targets- front & sides of head. Light contact (i.e. no
target penetration). 1 Point / flex- fist strike: targets- front: below collar bones to
waist; sides: below armpits to waist. Medium contact (i.e. slight target penetration/
movement).
1 Point / kick: Legal targets- front: midthigh well away from groin or knee joint: sides
& back: below waist to midthigh well away from knee joint. below collarbones to waist;
sides: below armpits to waist. Medium contact
No kicking is allowed whenever one or both players are "down" (i.e. any part of their body, except their feet, is on the mat). However if one player is down & leaves him/herself in a vulnerable position the ref will award 2 points to the standing player.
Minor Offenses: 2 points. uncontrolled/hard strikes to legal
body targets, light strikes to the face, throat, neck, back, groin, & joints)
Serious Offenses: 4 points. uncontrolled/hard strikes to legal body targets;
light strikes to the face (eyes, nose, mouth), throat, neck, back, groin, & joints;
intentional &/or hard strikes: to the head, face, neck, back, joints, throat, groin,
or any face strike causing bleeding.
Loss of match: E.g.: Intentionally: striking/gouging the eyes or throat,
endangering the neck/spine; Not allowing time to submit. Attempting to knock an opponent
out.
RATIONALE FOR SHOOT FIGHTING RULES:
Legal targets: We anticipate that some players choosing to
participate in this sport may have varied experience with controlled, light striking.
Therefore we have limited legal target areas on the head to the front and sides of the
head only. Of course, in a self-defense situation the forehead is not a good place to
strike someone with a bare fist. However for our purposes it is a relatively safe target
close enough to the eyes and face to require roughly equivalent offensive/defensive
technique and skill. Likewise with the legal target areas to the body, we chose relatively
safe areas so that if a strike is too hard or if a player inadvertently moves into a
strike only mild injuries should result.
One added note about hard strikes. The UFC and the other NHB events that allow hard
striking have discovered that a good percentage of hard strikers who are able to win a
match are unable to fight another match that night because of the damage they do to their
own hands. Broken hands and wrists are among the most common injuries sustained by
those looking for the big knockout punch. Next on that list are shoulder and elbow
injuries caused by the continuos shock of impact. Now add concussions to that list
and you should be able to see why we want to avoid hard striking - unless of course you've
already taken a few to many to the head - in which case your not going to get it.
Striking on the mat: Hand strikes are allowed on the mat.
For this reason the need for control in you power is even more important.
Strike on the ground are far more devastating then those on the feet and have great
potential for injury. Referees will be very quick to stop when a player is in
trouble or penalize a player who is striking too hard on the ground. Again use the
golden rule when hitting on the ground and don't do anything you would not want done to
yourself. No kicking on the ground or when one player is down.
Protective equipment: Someone reading the
rules may be surprised to see we do not require head or hand gear in our Shoot Fighting
rules. The reasons are these. This is still a grapplers game and hand gear no
matter how it is designed can inhibit a grapplers ability to grapple. Secondly. head
and hand gear give players a false sense of security. They feel they can wade into
blows or throw harder punches thinking that both them selves and their opponent are
protected. This is bs. All the gear protects from is cuts and some moderate
protection of the hand. Since we use open hands to the head we are taking more
certain steps to protect the hands then the gloves would provide Head gear does not
stop concussions or impact damage. The one concern is a finger to the eye - but
neither hand nor head gear will prevent that unless players wear face cages; but those
also have hazards. The other problem with head gear is that is can cause a real
danger to players when the are being thrown since if it gets caught on the mat the player
can get severely injured. The key rule of this game is control; as long as
that rule is enforces the game is safe.