RULES & SCORING
* FXG does not award "advantages" in order to create the most fair competition, If at the end of the standard 4:00 FXG match the players have tie scores, a 1:00 minute overtime period will occur. Ultimately, no bout will be declared a draw because the players will compete in as many 1:00 overtime periods as needed until one player is submitted or ends the period with a higher score and a clear winner has been determined. So bring your cardio!!!!!!
THE K.I.S.S SCORING SYSTEM FOR NO-GI GRAPPLING
TAKEDOWN - 1 POINT
A takedown will be defined by the college wrestling definition. This means at the very least, the fighter attempting the takedown has to get his/her opponent down to his/her butt or down to BOTH knees with top control in order to earn 1 point for a takedown. If a takedown is attempted and a scramble ensues, the fighter who ends up in top position is awarded 1 point for a takedown. Pulling guard is considered a neutral position, no points will be awarded. If a fighter shoots in for a takedown and his opponent then pulls guard after the takedown has been initiated, a point will be awarded for a takedown. If a takedown is attempted and the defender ends up turning his opponents takedown attempt into a takedown of his own, 1 point will be awarded for a takedown. Example: Player One shoots a double leg on Player Two. Player Two defends the takedown by snapping Player One down to his knees and then spins behind securing the takedown. Player Two earns 1 takedown point
Dominant Position - 1 POINT
1 point will be awarded for achieving a dominant position this includes; side-control, mount, Back Mount or North South.
Criteria for determining a Dominant Position:
The position must be held for at least 3 seconds which will be determined by the referee
After earning points for a Dominant position:
**you will not be awarded additional points for transitioning between dominant positions**
The only way you can earn additional Dominant position points are:
* One or both competitors achieve a neutral standing position
* If after passing guard, the bottom competitor regains FULL guard
* If after achieving a Dominant Position you are swept, you will then be eligible to score additional Dominant Position points
STRONG SUBMISSION ATTEMPT - 2 POINTS
2 point is awarded for each submission attempt
Criteria for determining a submission attempt:
The opponent takes 5 or more seconds to escape
The defender is 'In Danger' determined by the referee
The submission has the potential for completion determined by the referee (ex.in a kneebar, the hips have to be placed correctly, in a choke, the neck must have been reached, etc.)
The submission in question is not a low percentage submission (wrist lock, body scissor, forearm choke etc).
The defender moves to an inferior position to avoid getting submitted (ex. a kimura from guard is attempted, the defender rolls forward to alleviate the shoulder pressure and ends up being mounted)
If guillotine is being attempted, the competitor attempting the submission will not be awarded points if the submission is attempted from side control.
If Player one attempts a leg lock or foot hold and player two defends the submission by aggressively attempting a leg lock or foot hold of his own, no points will be awarded
STALLING - 1 POINT (TO YOUR OPPONENT)
The First time, the referee will warn any competitor who exhibits inactivity for stalling. The second time, the same competitor is called for stalling ONE point will be awarded to his/her opponent. Inactivity is defined as: not attempting to improve you position to work towards a submission.
TAPPING OUT WHILE IN A SUBMISSION
It is VERY important that all competitors understand how to "Tap-Out" when caught in a submission technique. Tapping out can be done BOTH physically and verbally. A competitor can physically "Tap-Out" with their hands, feet or even the nod of their head. A competitor can verbally "Tap-Out" by saying "Tap" or "Stop" while caught in a submission hold. "Tapping" is a conscious admittance of loss or surrender to an opponent.
TIES AND DRAWS
If at the end of the standard 4:00 FXG match the players have tie scores, a 1:00 minute overtime period will occur. Ultimately, no bout will be declared a draw because the players will compete in as many 1:00 overtime periods as needed until one player ends the period with a higher score and a clear winner has been determined.
In the event of a scoring dispute, only the referee who is judging the match can overturn a call. Ultimately, that referee as the final say and no other official can overturn a call. Any profanity, violence or argument with a referee by the competitor or teammate will result in disqualification of the competitor.
Match Time Lengths
All Matches (Kids, Teens, Adults and Absolute Matches) are 4 minutes in length.
FXG'S RULES ARE DESIGNED TO CREATE THE SAFEST COMPETITION POSSIBLE
Leg Locks, heel hooks, and cervical locks are NOT allowed in the Kids and Teens Division
In the children’s division is a child begins to cry he/she has tapped out
We highly recommend that all competitors wear a groin protector, mouthpiece, and shorts with a drawstring.
Wrestling/Martial Arts shoes are not allowed.
During The Match Stalling on the ground is not allowed, the referee will give one warning, and then will restart the match from the standing position.
If the competitors leave the ring, the referee can stop the match and restart it in the middle of the ring, in the same position. If the position can not be determined the competitors will be set in a neutral standing position.
The referee can stop the match at any time and check the condition of the fighters for cuts, injuries, etc.
If after 2 minutes no take down occurs, the fighters may be re-started from the Guard Position. The referee will flip a coin to determine who takes the top & bottom positions.
Pulling guard is legal once contact is made between competitors
Illegal Techniques and other fouls
No strikes of any kind
Attacks to the front of the windpipe (e.x. Finger in throat), eyes (elbows, palms, fingers, etc.) or groin.
No pushing palm or elbow directly into nose.
Dropping or slamming your opponent on their head
No slamming from guard position while standing, slamming from guard can only be done if knees are down.
If you slam your opponent on a takedown your knee must make contact with the mat before your opponent hits the mat
Attacks to the windpipe either by strikes or clutching the trachea
Pinching, twisting of skin
Sticking a finger into a cut of an opponent
Small Joint Manipulation
Putting a finger into any orifice
Interference by a corner with any official or fighter
Attacking an opponent in any of these circumstances:
Before the fight has started, After the fight has ended, During a rest period between rounds, When an opponent is being looked at by the medic or any other official
Spitting and or swearing
Throwing an opponent off the mat
Intentional use of fouls will result in the immediate removal from the tournament with out refund