Simplified Judo rules

If further clarification is needed please refer to the complete IJF rule handbook

How do you win

The object of the of the judo match is to score a full point (Ippon). This ends the match.  The goal of the judo player (Judoka) is to either throw, pin or force his opponent to submit (tap out).

Throwing techniques - The referee awards a score based on the effectiveness of the technique for throws.

Holding techniques - The referee awards a score based on the duration of the pin.

Submission techniques – Your opponent may tap out or submit due to a choke (ages 13 and up) Your opponent may tap out or submit due to an armlock (brown belt adults and up)

Uniform and cleanliness

Before you can bow on to the mat for competition you will need to assure that you have on the right uniform (Gi) ,and that both you and your judo gi are clean

The Judogi shall be clean, generally dry and without unpleasant odor

It must fit properly. See the illustration above

The nails of the feet and hands shall be cut short

The personal hygiene of the contestant shall be of a high standard

Long hair shall be tied so as to avoid causing inconvenience to the other contestant

You are not allowed to wear hard or metallic objects either covered or uncovered.

Female contestants shall wear under the jacket either:

a plain white or off-white T-shirt, with short sleeves, long enough to be worn inside the trousers, or: a plain white or off-white leotard with short sleeves.

 

Starting the contest

The players will bow when stepping on and off the mat at the start and end of each contest. The players shall then walk to the center of the edge of the contest area (on the safety area) and remain standing there. They will move forward to the blue or white stripe and bow simultaneously towards each other and take a step. The match starts when the referee says Hajime (begin). Once the contest is over the players shall take a step back and bow to each other. They are free to bow when entering or leaving the contest area

The match starts when the referee says Hajime (begin). It will end when the referee says Sore made (that is all).

Mate    The Referee shall call Mate in order to stop the match.

  1. When one or both of the players go out of bounds.
  2. When one or both of the players perform a prohibited acts
  3. When it is necessary for one or both of the players to adjust their Judogi. They must wait for the referee to signal that it is ok to adjust their gi’s
  4. When during mat work there is no apparent progress.
  5. When one stands up or almost stands up in mat work with his opponent on his back.
  6. When one player in, or from mat work stands and lifts his opponent clear of the mat,when his is lying on his back with his leg(s) around any part of the standing contestant,.
  7. When a player attempts to perform a choke or arm lock from the standing position and the result is not apparent.
  8. When any other case that the Referee deems it necessary to do so

Scoring, Judo scores are as follows, Ippon = a full point, Wazari = a half point,  Yuko= a third of a point, and Koka = a quarter point. A full point ends the match. Two wazaris add up to a full point. Yukos and Kokas do not add up. Judo rewards the higher quality technique. In other words. If your opponent has 5 kokas, and you score one yuko: you still are ahead on the scoreboard.

                                    Ippon

The Referee shall announce Ippon when in his opinion the technique meets the following criteria:  

  1. When a player throws the other player largely on his back with control, considerable force and speed.
  2. When a player holds down the other player with a pin  for 25 seconds.
  3. When a contestant gives up by tapping out or says Maitta (I give up!).
  4. When the referee feels that a contestant is incapacitated by the effect of a choke or arm lock he can call Ippon.
  5. Should one player be penalized with Hansoku-make (disqualification), the other player wins.

Simultaneous Ippons – If both contestants are thrown at the same time no score will be given.

If a contestant bridges (use the head and feet pushing on the mat to prevent back contact)  the referee will award Ippon or any other score he considers the technique warrants.

 Waza-ari

The Referee shall announce Waza-ari when in his opinion the applied technique corresponds to the following criteria:

  1. When a player with control throws the other player, but the throw is missing either considerable force, speed or largely on his back with control .
  2. When a player holds with Osaekomi-waza  and the other contestant  is unable to get away for 20 seconds or more, but less than 25 seconds.
  3. Should one contestant have been penalized three  Shidos, the other contestant shall receive Waza-ari immediately.

Waza-ari-awasete-Ippon

Unlike other judo scores the Wazaris add up. If you get two Wazaris in one match they will add up to Ippon. The referee will call Waza-ari-awasete-Ippon. This is the same as Ippon


 

Yuko

The Referee shall announce Yuko when in his opinion the applied technique corresponds to the following criteria:  

  1. When a player with control throws the other player, but the technique is partially lacking in two  of the other three elements necessary for Ippon. Partially lacking in the element of "largely on the back" and is also partially lacking in one of the other two elements of "speed" or "force Largely on the back but partially lacking in both of  the other two elements of "speed" and "force".
  1. When a player holds with Osaekomi-waza and the other contestant is unable to get away for 15 seconds or more but less than 20 seconds.
  2. Should one player  be penalized two Shidos, the other player shall receive Yuko immediately.

Regardless of how many Yukos are called, no amount will be considered equal to a Waza-ari..

 Koka

The Referee shall announce Koka when in his opinion the applied technique corresponds to the following criteria:

  1. When a contestant with control throws the other contestant onto one shoulder, his thigh(s), or buttocks with speed and force.
  2. When a contestant holds with Osaekomi-waza and the other contestant is unable to get away for 10  seconds or more but less than 15 seconds. the other   player shall receive a Koka .
  3. If one player is penalized one Shido, the other contestant shall receive a Koka .

.

Osaekomi-waza

The Referee shall announce Osaekomi when the applied technique meets the following criteria:

The contestant being held must be controlled by his opponent and must have his back, both shoulders or one shoulder in contact with the mat.

The control can be made from the side, from the rear or from on top.

The player applying the hold must not have his leg(s) or body controlled by his opponent's legs.

At least one contestant must have some part of his body touching the contest area.

The contestant applying the hold must have his body in either the Kesa or the Shiho position

If one part of the contestant applying the pin is still touching the contest area the pin is still on. If that part becomes airborne (i.e. it is raised up and loses contact with the mat) the pin is broken.

A player can change from pin to pin. As long as he maintains control the pin is still on.

 

The referee will say and signal Toketa when the pin is broken.

 

  

Sono-mama In any case where the Referee wishes to temporarily stop the contest (e.g. to address one or both contestants without causing a change in their positions, or to award a penalty so that the contestant who is not penalized does not lose his position of advantage. The referee must ensure that there is no change in the position or grip of either contestant. If during mat work a player shows signs of injury, the Referee may separate the contestants if necessary after announcing Sono-mama and then return the contestants to the positions they held before the announcement of Sono-mama. To restart the contest, he shall announce Yoshi.

 Playing in bounds

The contest shall be played in the contest area. Any technique applied when one or both contestants are outside the contest area shall not be scored. For example if one contestant has at least one of his feet, hands or knees outside the contest area while standing or more than half of his body outside the contest area while doing Sutemi-waza(sacrifice), he shall be considered as being outside the contest area.

Exceptions:

  1. When one player throws his opponent outside the contest area, but he himself stays within the contest area long enough for the effectiveness of the technique to be clearly apparent the technique shall be scored.
  2. The technique is started with both players in bounds, but during the action, the contestant being thrown moves outside the contest area the action may be considered for point scoring purposes if the throwing action continues uninterrupted and the contestant executing the throw stays within the contest area long enough for the effectiveness of the action to be clearly apparent
  3. In mat work the action is valid and may continue so long as either contestant has some part of his body touching the contest area.
  4. If during an attack such as Ouchi-gari or Kouchi-gari the foot or leg of the thrower leaves the contest area and moves over the mat in the safety area, the action shall be considered valid for scoring purposes so long as the thrower does not place any weight upon the foot or leg while it is outside the contest area.
  5. When performing sacrifice techniques, a throw is considered valid if the thrower has half or more of his body within the contest area. (Therefore, neither foot of the thrower shall leave the contest area before his back or hips touch the Tatami.)

Entry in to mat work

The players shall be able to change from the standing position to mat work in the following cases. If the technique used is not continuous, the Referee shall order both contestants to stand:

  1. When a player throws and changes without interruption into mat work and takes the offensive.
  2. When one of the players falls to the ground, following the unsuccessful application of a throwing technique the other may take advantage of his opponent's unbalanced position to take him to the ground.
  3. When one player obtains some considerable effect by applying a choke or arm lock in the standing position and then changes without interruption to mat work.
  4. When one player  takes his opponent down into mat work by the particularly skilful application of a movement which does not qualify as a throwing technique.
  5. In any other case where one player  falls down or is about to fall down, the other player may take advantage of his opponent's position to go into mat work.

When one player pulls his opponent down into mat work not in accordance with the rules above the Referee will penalize with Shido the player who has pulled his opponent down to the mat in order to start mat work

 Ending the match   The referee will call sore made when the time limit is over,  or if one player has scored Ippon.

 Prohibited Acts and Penalties

Referees and Judges can award penalties according to the "intent" or situation and in the best interest of the sport.

 Penalties are divided into ‘Slight’ infringements (Shido) and ‘Grave’ infringements (Hansoku-make).

 SLIGHT INFRINGEMENTS: Will receive a penalty of Shido.

The awarding of a  subsequent Shido automatically reflects on the opponent’s score. The previous score is removed and the next higher score will be given.

GRAVE INFRINGEMENTS: Will receive a penalty of direct Hansoku-make. The awarding of a direct Hansoku-make means the contestant is disqualified from the contest and excluded from the tournament

 SHIDO (Slight Infringements)

  1. To intentionally avoid taking a grip in order to prevent action in the contest.
  2. To adopt in a standing position an excessively defensive posture. (Generally more than 5 seconds).
  1. False attack; to give the impression of an attack with no intent to throw
  2. To stand, both feet completely within the danger zone unless - beginning an attack, executing an attack, countering the opponent's attack or defending against the opponent's attack. ( more than 5 seconds)
  1. In a standing position, to continually hold the opponent's sleeve end(s) for a defensive purpose (more than 5 seconds) or to grasp by "screwing up" the sleeve end.
  2. In a standing position, to keep your opponent's fingers of one or both hands interlocked, in order to prevent action (more than 5 seconds).
  3. To intentionally disarrange your Judogi , belt or trousers without permission.
  4. To pull the opponent down in order to start  Newaza unless in accordance with Article 16.
  5. To insert a finger or fingers inside the opponent's sleeve or bottom of his trousers.
  6. In a standing position to take any grip other than a "normal" grip without attacking. ( more than 5 seconds).
  7. Non-Combativity or stalling; In standing  not to make any attacking moves..
  8. To hold the opponent's sleeve end between the thumb and the fingers (“Pistol” grip).
  9. To hold the opponent’s sleeve end by folding it over (“Pocket” grip).
  1. From  standing; to grab your opponent's foot, leg or pants unless attempting a throwing technique.
  2. To encircle the end of the belt or jacket around any part of the opponent's body.
  3. To take the Judogi in the mouth. (either your own or your opponent’s).
  4. To put a hand, arm, foot or leg directly on the opponent's face.
  5. To apply a choke using the bottom of the jacket or belt, or using only the fingers.
  1. To go out of bounds or intentionally force your opponent to go out of bounds  either in standing position or in Newaza.
  2. To apply leg scissors to the opponent's trunk, neck or head. Do not confuse this with sankaku.
  3. To kick the hand or arm of your opponent, in order to make him release a grip, or to kick the opponent’s leg or ankle without applying any technique.
  4. To bend back the opponent's finger(s) in order to break his grip.
  5. Normal” gripping is taking hold the right side of the opponent’s Judogi, be it the sleeve, collar, chest area, top of the shoulder or back with the left hand and with the right hand the left side of the opponent’s Judogi be it the sleeve, collar, chest area, top of the shoulder or back and always above the belt.
  6. A contestant should not be penalized for holding with an abnormal grip if his opponent ducked his head beneath the holder's arm. If a player continues to take an abnormal grip, the time allowed may be reduced
  7. Hooking one leg between the opponent’s legs unless  attempting a throw is not considered to be normal gripping and the contestant must attack within 5 seconds.
  8. The face means the area within the line bordered by the forehead, the front of the ears and the jaw-line.
  9. Non-combativity” is if there have been no attacking actions on the part of one or both contestants for 25 seconds
  10. The act of "encircling" means that the belt or jacket must completely encircle. Using the belt or jacket as an "anchor" for a grip (without encircling), e.g. to trap the opponent's arm, should not be penalized.

HANSOKU-MAKE or disqualification (Grave Infringements Group)

  1. Hansoku-make is given to any player who has committed a Grave Infringement, or who has 4 shidos
  2. To apply Kawazu-gake. (To throw your opponent leg wrapping and falling backwardsonto him). Techniques such as Osoto-gari, Ouchi-gari, and Uchi-mata where the foot/leg is entwined with opponent’s leg will be permitted.
  3. To apply arm locks anywhere other than to the elbow joint
  4. To lift your opponent off the mat drive him down on to it
  5. To reap the opponents supporting leg from the inside when the opponent is applying a technique such as Harai-goshi etc.
  6. To disregard the Referee's instructions.
  7. To make unnecessary calls, remarks or gestures derogatory to the opponent or Referee during the contest.
  8. To attempt any action which may endanger or injure the opponent especially the opponent's neck or spinal vertebrae, or may be against the spirit of Judo.
  9. To fall directly to the mat while applying or attempting to apply techniques such as Ude-hishigi-waki-gatame. (no throwing with an arm lock)
  10. No head dives or falling directly backwards while attempting to perform techniques such as Kata-guruma
  11. To intentionally fall backwards when the other contestant is clinging to his back .
  12. To wear a hard or metallic object (covered or not).

 

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