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      Haverford Wrestling Last Updated: February 18, 2009 www.leaguelineup.com/haverford-wrestling  

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    ALL ABOUT THE RULES
    Weight Classifications
    In most states,High School varsity wrestlers compete in the following weight classes:

    103 lbs, 112 lbs, 119 lbs, 125 lbs, 130 lbs, 135 lbs, 140 lbs, 145 lbs, 152 lbs, 160 lbs, 171 lbs, 189 lbs, 215 lbs, 275 lbs.
     
    Middle Schhol weight classes are as follows:

    75 lbs, 80 lbs, 85 lbs, 90 lbs, 95 lbs, 100 lbs, 105 lbs, 110 lbs , 115 lbs, 122 lbs, 130 lbs, 138 lbs, 145 lbs, 155 lbs, 165 lbs, 185 lbs, 210 lbs, 250 lbs

    Before January 15th, each wrestler is required to establish a certified minimum weight. (This weight is sent in to the state association.) A wrestler cannot recertify at a lower weight during the season. He also cannot weigh in more than one weight class above his certified weight, without recertifying at a higher weight. (A two-pound growth allowance may be added to each weight class in January.)

    Weighing In
    Wrestlers weigh in 30-60 minutes before a dual meet is scheduled to begin and 1-2 hours before a tournament. When there are consecutive days of team competition, all wrestlers are granted an additional one pound allowance each day. Contestants cannot wrestle more than one weight class above their weigh-in weight.

    Weight Control
    A good weight control program discourages severe weight reduction and wide variations in weight. A good weight control program also involves the wrestler, his parents, his coach, and his physician. Ideally, a medical professional checks the wrestler's body fat and hydration and then he/she helps the wrestler establish a minimum weight. Body fat should not be lower than 7% for males and 12% for females.

    The Match

    The Wrestler's Uniform & Grooming
    Wrestlers must wear a lose fitting one-piece uniform known as a singlet (with or without tights) and light, heelless shoes that laced above the ankles. They must also wear protective headgear.

    Hair must be above the top of an ordinary shirt collar in the back, and sideburns and hair must be above the bottom of the earlobe. Wrestlers must must be clean-shaven; however, a neatly trimmed mustache is permitted. A shaved head head must be no more abrasive than a clean-shaven face or the wrestler must wear a legal hair cover. No jewelry is allowed.

    Equipment
    Wrestling mats have a 10-foot center circle and a 28-foot circular wrestling area. All mats must have 1 - 4 inches of padding.

    The Referee
    The referee has full control of the match and his decisions are final. Referees make decisions based on the rules and guidelines found in the National Federation High School Wrestling Rules Book. The referee supervises weigh-ins, and he starts and ends each period. He awards points, issues warnings, and he declares the winner of each match. While the referee oversees all aspects of the match, his primary concern is the health and safety of the wrestlers.

    During the match, the referee indicates which wrestler has the position of advantage (which wrestler is in control) by pointing to him. When a wrestler makes a move for which he is to receive points, the referee holds up fingers to indicate how many points the wrestler is to be awarded. (If the wrestler is representing the home team, the referee holds up the hand with the green band on his wrist; if the wrestler is representing the visiting team, he holds up the hand with the red band.) Points are recorded by the official scorer seated at the scorer's table.

    During the match, the referee must make sure that the wrestlers stay in-bounds (in the circle). When a supporting part of both wrestlers is out- of-bounds, the referee stops the wrestling, and the wrestlers return to the center of the mat. there they start in the same positions they were in when they went out-of-bounds.

    The Length of the Match
    High school wrestling matches consist of three consecutive 2-minute time periods.* If the score is tied at the of the third period, there is a 1-minute overtime period. If the score is still tied, there is a 30-second tiebreaker. The official timekeeper keeps the overall time of the match, and he records the accumulated injury time-outs.

    *In tournament consolation matches, the first period may be one minute.

    Starting the Match
    Wrestlers begin each match on their feet, facing each other. Usually the home wrestler wears a green band around his ankle and the visiting wrestler wears a red band. The wrestlers shake hands, and when the referee blows his whistle, they begin wrestling.

    Wrestling Position
    Wrestlers begin each period in the top, bottom, or neutral position. The first period begins with both wrestlers in neutral position. To begin the second period, a coin toss determines which wrestler gets his choice of starting positions second period. (The wrestler who wins the second period coin toss has the option of deferring his choice until third period.)

    Neutral – The neutral position is one in which neither wrestler has control. In the neutral position, both wrestlers are on there feet, facing each other. The home wrestler has one foot on the green starting line and the visiting wrestler has one foot on the red starting line.

    From the neutral position, wrestlers change levels in order to create openings in their opponent’s defense. Wrestlers in this position also try to initiate attacks and score takedowns by using setups like collar toe, wrist tie, and arm drag.

    Defense(bottom wrestler) – If the wrestler is down, he is the bottom wrestler, and he is in the defensive position (also known as the position of disadvantage). When a wrestler is in the defensive position, he is on his hands and knees in the center of the circle. It is important for a defensive wrestler to control his opponent’s hands, and go for an escape or a reversal as quickly as possible.

    Offense (top wrestler) – If the wrestler is up, he is the top wrestler, and is in the offensive position (also known as the position of advantage). In the offensive wrestling position, the wrestler is at the right or left side of his opponent, with at least one knee on the mat. The offensive wrestler’s chin is on or above the spinal column of his opponent’s body.

    The offensive wrestler can also position himself on either side or to the rear of his opponent; there he can support all of his weight on both feet, one knee, or both knees. In this optional offensive position, the wrestler places his hands on his opponent’s back between the neck and waist.

    Scoring Points

    Throughout the match, wrestlers are awarded points by the referee for the following moves: takedown, escape, reversal, and near fall. The points awarded for these moves accumulate throughout the match. (The referee can also award points to a wrestler when his opponent has used an illegal hold or when his opponent is stalling.)

    Takedown (2 points): A takedown occurs when either wrestler, starting from the neutral position, gains control of his opponent on the mat. Takedowns an be accomplished by attacking an opponent’s legs and/or by attacking his upper body attacks. The headlock and the hiplock are examples of upper body attacks. The double leg attack, low single leg attack, high crotch attack, and high single attack are all examples of leg attacks. The fireman’s carry is an example of a takedown that combines a leg attack and an upper body attack.

    Escape (1 point): When the wrestler in the defensive position moves to a neutral position, he’s awarded one point for an escape. The stand-up, the sitout, and the inside shoulder roll are all examples of escapes. The stand-up is the most commonly used escape.

    Reversal (2 point): When the wrestler in the defensive position is awarded 2 points for a reversal when he gains control of his opponent. This can take place while the defensive wrestler is on his feet or while he is on the mat. Wrestlers can sometimes turn an escape into a reversal, as they often do with the Granby roll and the Peterson roll. The switch is probably the most common reversal.

    Near Fall (2 or 3 points): Points for a near fall are awarded when a wrestler has control of is opponent in a near pinning position. This occurs when the defensive wrestle is in one of the following positions: 1) both of his shoulders are restrained four or fewer inches from the mat, 2) one shoulder is touching the mat and the other is held at a forty-five degree angle to the mat, or 3) he is in a high bridge or he’s supported on both elbows. If the near fall criteria is met for five seconds, a 3-point near fall is earned. (If the defensive wrestler cries out in pain and the match is stopped, an additional near fall point is awarded)

    End of the Match
    A match ends when one of the following occurs: a fall (pin), a technical fall, time expires. If there is no winner at the end of three regulation periods, an overtime period is added.

    Fall (Pin) – A fall (pin) is awarded when a wrestler holds a part of both his opponent’s shoulders (or scapulas) to the mat for two consecutive seconds.

    Common pinning combinations are 1) the far side cradle (the opponent’s head and far knee are clamped together), 2) the near side cradle (the opponent’s head and near knee are clamped together), and 3) the half nelson (a wrestler gets his arm under his opponent’s arm and up over his neck or head in order to get his opponent turned).

    Technical Fall: A technical fall is awarded when a wrestler has a 15 point advantage over his opponent.

    Time Expires: If there has not been a fall or a technical fall by the end of the third period, the winner of the match is determined by the number of individual points scored. The wrestler with the most points wins the math by decision.

    Overtime: The 1-minute overtime period begins immediately after the regulation match, with the wrestlers starting in the neutral position. The wrestler who scores firs is declared the winner.

    If no winner is declared by the end of the 1-minute overtime, there is a 30-second tiebreaker called a Ride-Out. The wrestler who scored the fist points in the match has his choice of starting position. As soon as the referee blows the whistle, both wrestlers try to score as quickly as possible. If n score occurs within 30-seconds, the offensive wrestler is declared the winner.

    Team Points

    Once the match is over, the wrestlers return to the 10-foot circle, and the referee declares the inner by raising his hand. The winning wrestler’s team is awarded the following points:

    Dual Meets

    Decision (wins by fewer than 8 points) – 3 points
    Major Decision (8-14 point spread) – 4 points
    Technical Fall - 5 points
    Fall (pin) – 6 points

    Tournament (championship bracket)

    Decision – 2 points (advancement points)
    Major Decision – 3 points (2 advancement points and 1 ½ bonus points)
    Technical Fall – 3 ½ points (2 advancement points and 2 bonus points)
    Fall (pin) – 4 points (2 advancement points and 2 bonus points)

    Teams also receive points when the opposing team has forfeited, defaulted, or been disqualified. In a dual meet, 6 points are awarded for a forfeit, default, or disqualification. In a tournament, 2 points are awarded for each, and the wrestler advances to the next round.

    Default: a wrestler is unable to continue wrestling for any reason.
    Disqualification: a wrestler is removed from participation for flagrant misconduct, unsportsmanlike conduct, or for an accumulation of penalties.
    Forfeit: a wrestler fails to make weight or fails to appear on the mat ready to compete.

    Infractions, Penalties, and Injury Time-Outs


    Illegal Holds
    Illegal holds are dangerous and they can cause injury. When a referee sees an illegal hold being used, he awards one point to the offender’s opponent. Illegal holds include, but are not limited to:

    Slam – lifting and returning an opponent to the mat with unnecessary force.
    Hammerlock – pulling an opponent’s arm too high on his back or pulling his arm away from his back.
    Headlock – locking arms or hands around an opponent’s head without encircling an arm.
    Full Nelson – locking arms under both arms of an opponent and behind his head.
    Intentional Drill – forcing a defensive wrestler who is standing to fall back forcibly to the mat, while the offensive wrestler has a scissors-hold (legs crossed encircling the body) on him.

    Other illegal holds include bending, twisting, or forcing a wrestler’s head, knee, or limb beyond the normal limits of movement, pulling back a thumb or finger, and/or using any hold as a punishment.

    Potentially Dangerous-Some holds are not illegal, but they are potentially dangerous. Potentially dangerous holds occur when a body part is forced to the limit of its normal range of movement. The referee will caution a wrestle against forcing a potentially dangerous hold into an illegal hold; the referee, however, will not stop the wrestling action unless it is necessary to prevent an injury. Potentially dangerous holds include the double wristlock, scissors, toe holds, and the guillotine.

    Technical Violations


    Technical violations include assuming an incorrect starting position, a false start, the grasping of clothing or headgear, interlocking hands, and leaving the wrestling area without first receiving the referee’s permission to do so. When a wrestler commits a technical violation, he may be given a caution (warning), or he may be penalized one point.

    Conduct Infractions
    When a referee witnesses one of the following conduct infractions, he takes the appropriate action.

    Unnecessary Roughness – Physical acts that exceed normal aggressiveness (e.g., a wrestler uses his forearm or elbow on his opponent’s spine or on the back of his opponent’s head). An offending wrestler may be penalized one point.

    Unsportsmanlike Conduct – Any unsportsmanlike physical or nonphysical act occurring before, during, or after a match. These acts include failure to comply with the directions of the referee, shoving, swearing, taunting, baiting an opponent, throwing headgear, and spitting. An offending wrestle is penalized one point.

    Flagrant Misconduct – Any physical or nonphysical act occurring before, during, or after a match that’s considered serious enough to disqualify a contestant. These acts include biting, hitting, head butting, elbowing, and kicking an opponent.

    Stalling – Wrestling unaggressively and/or not making an honest attempt to stay within the 10-foot circle. When a referee recognizes stalling (the wrestler is playing the edge of the mat, avoiding contact, not tying to improve his position, not trying to secure a takedown, etc.), he warns the offender. Further violations are penalized.

    Penalties and Warnings are Cumulative
    Penalty points are awarded to the offender’s opponent. Penalties and warnings (cautions) are cumulative throughout the match and the overtime period. The wrestler’s opponent is awarded one point for the first offense, one point for the second offense, and two points for the third offense. On the fourth offense, the offending wrestler is disqualified.

    Injury Time-Outs
    Injury time-outs are cumulative throughout the match and overtime. A wrestler is limited to two time-outs totaling a maximum of 1 ½ minutes. The number of bleeding time-outs is determined by the referee. If the referee feels it’s necessary, he will, of course, stop the match. If the bleeding is not controlled within five minutes, the match is terminated and the opponent is awarded the match by default.

    Wrestling Terms


    Bye: a wrestler advances to the next round without wrestling. A wrestler is given a bye when there are not enough wrestlers in the weight class to fill each line of the tournament bracket.

    Decision: a win by the wrestler who has scored the most points. It s a regular decision if the winner’s score exceeds the loser’s score by more than 8 points. If the winner’s score exceeds the loser’s score by 8-14 points, it’s a major decision.

    Dual Meet: a competition between two schools in which there’s a match in each of the 13 or 14 weight classes.

    Seed: seeded wrestlers are acknowledged as superior wrestlers. Seeds are usually selected according to the criteria established by the tournament director and/or by a vote of the participating team coaches.

    Stalemate: two contestants are interlocked (in a position that will not result in a pin) and neither wrestler is able to improve his position. The referee starts the wrestler again in the center of the circle.

    Supporting Points: the parts of the wrestler’s body that is supporting most of his weight. Supporting points can be the feet, knees, and the side of the thigh, the buttocks, and sometimes the hands.

    Tournament: a competition, which involves 3 or more schools.

    Seven Basic Wrestling Skills

    The US Wrestling Federation has divided wrestling skills into the following categories:

    Posture – having good body position in stances and during moves and counterattacks
    Motion – keeping proper positions and balance when defending and attacking
    Changing Levels – raising and lowering the body to attack and defend
    Penetration – moving forward to penetrate an opponent’s defenses and to gain a takedown
    Lifting – lifting an opponent off the mat
    Back-step – the action (footwork, level changes, etc.) taken to begin back-step throws (headlock hiplock, etc.)
    Back-arching – throwing an opponent from his feet to his back

    What Every Coach Wants You To Know


    Your School’s Athletic Eligibility Criteria
    At most schools, students must meet certain academic requirements in order to be eligible to play a sport. If you have questions about your school’s athletic eligibility guidelines, talk to your son’s coach or contact the athletic office.

    The Importance of Conditioning
    Wrestlers should follow a conditioning program that combines weight training and aerobic exercises (like running) during the off-season. Conditioning is important not only for performance enhancement, but also for injury prevention. Encourage your son to work with his coach and trainer in order to develop a program that’s appropriate for him.

    Proper Nutrition Guidelines
    Wrestling is a strenuous, physically demanding support. It is therefore important for wrestlers to eat a healthy diet that includes fruits, vegetables, meat, and foods high in complex carbohydrates (e.g., pasta, potatoes). It is also extremely important for your son to drink enough fluids, particularly when practicing, the meal the night before a match is especially important for strength and endurance; it should be a nutritious meal high in carbohydrates. If your son is having difficulty maintaining weight with healthy nutrition, you and your son should talk to the coach.

    First Aid for Minor Injuries
    Injuries are a part of every sport. Wrestlers are most likely to get minor cuts, sprains, bumps, and bruises. Clean minor cuts with soap and water, and then apply an antiseptic ointment and a Band-Aid. For minor bumps, bruises, and sprains, elevate the area and put an ice pack (not heat) on it as soon as possible. Apply the ice pack for 15-20 minutes, wait 45 minutes, and apply it again. All injuries should be reported to the coach; the coach will contact the trainer and/or a doctor.

    Of course, preventing injuries should be of utmost importance to everyone. Athletes can avoid injury by: 1) being in good condition when the season starts, 2) having the right equipment, 3) stretching properly before all practices and matches, 4) drinking enough water, 5) getting the proper rest and nutrition, and 6) working closely with the trainer.

    Skin Care
    As a precaution against communicable diseases from skin to skin contact, wrestlers must shower after each practice or competition with an antibacterial soap. Each wrestler’s competition uniform and practice uniform, including headgear and towels, should be cleaned after each use with an antibacterial soap or cleaner.

    The most common skin disorders seen among wrestlers are bacterial infections (e.g., impetigo, boils), fungal infections (e.g., athlete’s foot, ringworm infections), and cold sores (herpes simplex one). The coach must be informed of all such disorders, and the wrestler must be seen by a doctor (preferably a dermatologist) for diagnosis and, if necessary, treatment. A doctor’s written verification of treatment and a release to wrestle may be requested by the referee before allowing a wrestler to compete. To protect wrestlers, wrestling mats should be cleaned before each practice and competition with a disinfectant




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