OFFICIALS/JUDGES

Each ring should have a Head Judge, and two to four other judges and a Time/Scorekeeper.

HEAD JUDGE

The head judge is the most experienced official in the ring and is thoroughly versed on the rules and order of competition. He/she promotes the safety of the competitors and enforces the rules. He/she starts and stops the match, awards points, makes penalty decisions, communicates clearly with the scorekeeper and timekeeper, and announces the winner of each match.

Responsibilities of the Head Judge:

  1. Match starts and ends only with his/her command.
  2. Has final decision on any disputes on score.
  3. Has the power to issue warnings and award penalty points.
  4. Can overrule a majority call to issue a warning or a penalty point.
  5. Has power to disqualify a competitor who has received their final foul or for severe rules infraction.
  6. Has power to issue time-outs. A competitor can ask for a time-out, but it is the determination of the head judge to issue one. Time-outs are for injury or equipment issues not for exhaustion.
  7. Keeps track of score. (also maintained by the scorekeeper)

TIME/SCOREKEEPER

Time/Scorekeeper manages the time and score of the ring.  Can be one or two people.

Responsibilities of a Time/Scorekeeper:

  1. Track length of match and calls “Time” when match length is reached. (Uses a bean bag or substitute to toss into the ring to help signify the end of the match.)
  2. Tracks points when called out by the Head Judge.  Also informs the Head Judge of the scores when requested.
  3. When the winning number of points is reached calls “Time” to end the match.  Then informs the Head Judge of the winner.
  4. Tracks winner and loser bracketing to determine the next match.

JUDGES

Each ring should have a Head Judge, up to four other judges, a Timekeeper/Scorekeeper(can be one person or two). The judges call points and infractions that they clearly see. They also can vote on disqualifications. The head judge does not normally call points but does call rules infractions. During a point call the head judge can call point, no point, warning, or disqualification. (The head judge should only add their call when the call is close or during a dispute.) Head judges make all final decisions on warnings/fouls but can consult with the other judges before making their decision.

CALLS A JUDGE MAY MAKE

When a corner judge believes there has been a point scored or a foul has occurred they will call out "POINT" in a loud voice. At this point the Head Judge will call out "STOP!" in a loud voice. The head judge shall then return the competitors to their starting marks and addresses the judges by saying "JUDGES CALL!" All judges cast their votes simultaneously and in the following manner.

  1. Point - The judge will hold up the corresponding flag to the color of the competitor that scored the point. 
  • When showing a point the judge does NOT tell what the technique was. The Head Judge can request that the Judge name the technique seen.
  • The Head Judge will look to each judge in turn and calculate if a point is to be awarded or not. No Point cancels out a good point. A total of 2 good points is required to score.
  • The Head Judge may add their call when necessary if they saw the technique clearly. If the Judges all see a point though the Head Judge did not see a point it is a point because there are at least two good points.
  • Once a point is determined it is the Head Judges responsibility to inform the score keeper of the contestant a point was scored. At this point the score keeper will tally the points.
  1. No Point Scored – The judge crosses his/her wrist at waist level to indicate that he/she believes that a point was not scored. Either due to a block, did not contact legal target area, etc. A no point call negates a point call.
  2. No See - The judge holds his/her hand over his/her eyes indicating that he/she could not see whether a point was scored or not. (It is not the same effect as saying "No Point". A "No See" does not negate a good point).
  • If the Judge cannot see the contact occur they must call 'No See'. Even if it is clear that the defender did not block and the attacker had good technique and you can even hear the attack land.
  • This means on a majority of calls there should be at least one 'No See'.
  1. Clash – The judge makes a motion as though they are hitting both fists together, indicating that both competitors scored at the same time. A Clash does not add or take away a good point.
  2. Foul - The judge holds the color of the offending competitor down to his side. The head judge may request the judge describe the foul the judge observed. An additional call on the foul may be called by the head judge by saying "JUDGES CALL", if the other judges will either agree, disagree or No See.
  3. Disqualification – There are two ways for a competitor to be disqualified. 

1) Upon receiving a 4th warning/foul. 

2) A severe rules infraction (deliberate illegal technique, ignoring the head judge, excessive use of force, etc.) 

If a disqualification vote is asked for due to a severe rules infraction, the head judge will explain that this is a disqualification call and explain the reason then say, "JUDGES CALL". The judges will then either agree, disagree or No See. If two or more agree with disqualification the competitor is immediately disqualified. The Head Judge has a right to make the call himself or request a call from the other judges.

More details on disqualification follow under the Fouls section

Judges should not say anything after "Judges Call" is said by the Head Judge. They will show their view on the point by the above mentioned hand signals. They should only speak when requested by the Head Judge.

Judges stay in call stance until the Head Judge finalizes the call as: a point, no point, foul, etc.

LATE CALLS

All officials should make their calls at the same time. If, in the opinion of the head judge, the corner judges are making a late call intentionally, the head judge can disqualify the call and/or judge (noise not allowing the judges to hear the head judge and the honest mistake of raising the wrong color should be taken into consideration not to disqualify the call or judge).

LENGTH OF MATCH

There are two main ways to determine the length of the match. Either a set time, usually 2 minutes or a race to a point number (usually 3 or 5) with a time limit. The type of match will be determined before the tournament starts by the Tournament Coordinator. All rings will use the same match length and it must be explained to the spectators and competitors. If a match is tied at the end of two minutes, sudden victory (first person to score a point) overtime period will determine the match. Matches can be either single elimination or double elimination.

  • The time keeper will start and stop a stopwatch to track the time of a match.
  • Time starts when the Head Judge says 'Start'.
  • When time reaches two minutes the time keeper will call out loudly 'Time' if they have a bean bag they will toss it into the ring to assist in showing time is called.
  • Time either stops at each point or goes continuously.  Decided by the Tournament Coordinator and announced before the competition begins.

POINT VALUES AND WINNER DETERMINATION

All legal techniques that score will be awarded one (1) point.

AWARDING A POINT

Points are awarded by a minimum of two good calls from the judges (including the head judge). If a No Point is called it cancels a good point call. For instance three judges call point, and two judges call no point, this is a +3 and a -2 resulting in only 1 good point therefore no point is awarded. The majority of judges do not have to agree on the same technique being scored, only that a point was scored.

WHAT IS A POINT

A point is a controlled legal technique scored by a competitor in-bounds and up-right (not considered down) that strikes a competitor with the allowable amount of force to a legal target area. Attacks to the head can follow the “Halo Rule”. One point for all legal techniques.

HALO RULE (Optional)

If an attack is to the head but does not touch and the defender makes no movement to block or avoid the technique a point can be awarded.  Halo rule is used to reward control by the attacker. The distance of the attack counting is dependent on the division. Measurements are approximate and left to the judges discretion.

Rank   

Kick

Hand

Beginners

Within 8 inches

Within 4 inches

Intermediate

Within 4 inches

Within 2 inches

Advanced

Within 2 inches

Touch

Black Belt

Touch

Touch

 

  • The tournament coordinator determines before the start of the tournament if the Halo Rule is in effect.  It must be announced clearly to competitors. 

LEGAL TARGET AREAS

Sides and top of the head, ribs, chest (below the collarbone), abdomen (above the belt).

  • Attacks to these locations can score a point.

 

ILLEGAL TARGET AREAS

A downed opponent, face mask area,  back of the head (4” wide stripe down the back of the head), back, neck, throat, legs and groin.

  • Attacks to these locations incur a foul.

 

NON-TARGET AREAS

Hips, buttocks, shoulders, arms, hands and feet. No point can be scored to these locations.

  • Attacks to these locations do not score a point.

LEGAL TECHNIQUES

  • All controlled kicks to legal target areas, and straight punch to the body are legal with light or medium contact except those listed as illegal.
    • Punches must travel at least 12" distance or length of forearm (whichever is shorter) to count.
  • Back fist to the side of the head with light contact with nothing crossing over the face mask area.
  • All techniques to the head MUST be light contact.
  • 4th Gup+: Straight punch to the padded area (not face mask area) of the helmet is added to the list of legal techniques.  
  • Black belt adult (age 17+): Front of head (face mask) added to legal target area for all legal techniques.

ILLEGAL TECHNIQUES

  • Hard contact (head judge makes the call if a technique is thrown with too much force)
    • Contact is considered hard if it causes instant swelling, bleeding, a very loud impact is heard, major deflection of the body or minor deflection of the head. 
  • medium or hard contact to the head
    • contact is considered medium if: a loud impact is heard, a minor or major deflection of the head.  If it causes any visible injury or distress.
  • open hand techniques or hammer fist
  • attacks below the belt 
  • spinning hand techniques 
    • Technique is not considered a spinning technique if the attacker pauses after turning around then executes the hand technique. 
  • head butting, biting or scratching
  • elbow or knee strikes
  • eye attacks of any kind 
  • take downs or sweeps
  • grabbing or holding
  • falling down or fleeing the ring to avoid sparring 
    • Falling down or fleeing must have been on purpose to be a foul
    • This type of foul cannot cause disqualification only additional points to opponent
  • uncontrolled blind techniques and any other uncontrolled dangerous techniques that are deemed unsafe by the Head Judge.
  • Attacking a downed competitor or attacking while being downed 
    • A competitor is considered 'downed' when any part of their body except their feet are touching the ground.

 

OUT OF BOUNDS

To be considered out of bounds depends on the ring

Flush flooring: When the ring and out of bounds are the same level then the competitor must leave with both feet to be out of bounds

Raised Mat/ring: when the ring is raised above the out of bounds (even by 1/2") if a competitor is considered out of bounds if either foot is out of bounds.

This type of foul cannot cause a disqualification only additional points to opponent

NON-SCORING TECHNIQUES

The following is a list of techniques that are legal but will NOT score a point:

  • These techniques are listed to discourage a 'boxing match' from breaking out.
    Limiting the types of punches stops from having to rock-em sock-em robots just swinging punches at each other.
    The goal is to see combinations of kicks and punches.
  • hooking punch or uppercut: scoring punches must be straight punches
  • "Piston Punching" (throwing more than 4 hand techniques in a row)
    • Punches should be accurate and controlled not just spamming the opponent with lots of punches hoping one gets through
  • back fist to the body
  • block kicks: it is legal for a competitor to use their legs to block attacks, or block an arm out of the way. These do not score points but can be used

FOULS

A foul occurs when a competitor uses an illegal technique or attacks an illegal target area.  Also fouls can be called for unsportsmanlike behavior (taunting an opponent, arguing with the judges, over celebration, etc.)  Fouls are in total not just of a single time. Any four fouls disqualifies a competitor. 

  • 1st foul is a warning
  • 2nd foul opponent gains one point
  • 3rd foul opponent gains one point
  • 4th foul competitor is Disqualified
    • Any judge, even not assigned to the match, can request for the tournament coordinator to adjudicate a disqualification.  The match will be paused and the tournament coordinator will hear the information and make the final call. 

Egregious FOULS

An Egregious foul can cause instant disqualification.  Egregious fouls can only be called by the Head Judge.  Examples of egregious fouls are but not limited to: intentionally using an illegal technique, striking exceptionally hard, attacks that instantly draw blood or cause injury, arguing with the referee, etc.

"Pulling" FOULS

When a defender deliberately moves in such a way to cause an attack to strike an illegal area.  The attacker will not get a foul since the defender caused the illegal contact.  A competitor pulling a foul can get warnings/fouls for unsportsmanlike behavior.

PROTEST

The head instructor of a school or an appointee for the school may protest the results of a call or match.  The head instructor will request the head judge to stop the match and call for the tournament coordinator to hear the protest.  The tournament coordinator will hear the protest and make a decision based on the protest and information from the judges. Protests should rarely occur.  

A school that protests and is overturned on multiple occasions may be disallowed to protest for the rest of that tournament at the discretion of the tournament coordinator.

INJURY

If an injury occurs have the other competitor return to their starting spot face away from the injured competitor and take a knee.

The Head Judge will determine if the injured contestant can or cannot continue.

If an injured contestant cannot continue:

  • From a legal technique they forfeit the match.
  • From a non-scoring or illegal technique the injured competitor wins the match.

DISQUALIFICATION

Competitor is listed as the loser and the win is given to the other competitor.

The Tournament Coordinator can be brought in if the disqualification may require more actions outside of the current match (removal from the tournament, banning from future tournaments).

NO CONTACT SPARRING

For Beginner divisions the option to do no contact sparring is available. This can also be used for young competitors as well.

  • A ring for no contact sparring will have a head judge and an even number of other judges.
  • The competitors are lined up similar to sparring.
  • When “Start” is called the competitors will take turns doing two kicks followed by a yell. They will NOT make any contact. They will go back and forth doing two kick combos until the head judge calls “Stop” (about 30 seconds).
  • At this point the head judge will call "Judges Call" then each judge and the head judge will point to which competitor won the match.

The competitors are judged on: Kicking technique, variety of kicks, strong yell, keeping hands up, movement.