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Tournament
Scorer & Timer Information
I.
Scores & Penalties
Ippon
is the highest achievable score and immediately ends the
match. An "Ippon" may be earned by effectively: throwing,
pinning, choking, or arm barring an opponent.
Wazari
is the next highest achievable score and if a contestant
earns 2 of them, the 2 "Wazari"' are combined to earn
an "Ippon" to immediately end the match. A "Wazari" may
be earned by throwing or pinning an opponent.
An
unlimited number of "Yuko" and "Koka" may be earned.
These scores cannot be combined to produce a greater score.
These
are the scores, which may be earned, and the corresponding
penalty equivalents:
- Scores
Penalties
- No
Score No Penalties
-
"Koka" = "Shido 1 "
- "Yuko"
= "Shido 2 "
- "Wazari"
= "Shido 3 "
- "Ippon"
= "Hansoku Make"
The
penalties in increasing severity are:
- "Shido 1 "
-
"Shido 2 "
-
"Shido 3 "
Unlike
scores, each successive penalty increases in severity.
A contestant can have only one penalty at a time.
-
When
a contestant is penalized, the penalty will be put
up on the scoreboard. Then the equivalent score should
be put up on the scoreboard for the other contestant.
For example, if the white contestant is penalized
with a "Shido 1 ", the "Shido 1 " should
be displayed for him, and a "Koka" awarded to the
blue contestant.
-
When
a contestant is penalized again, the new penalty
should be displayed. The score for his opponent should
now be upgraded to be equivalent with the more severe
penalty. For example, if the blue contestant has
been penalized with a "Shido", the white contestant
will be awarded a "Koka". A little later in the
match, the blue contestant is again penalized, this
time for a "Shido 2 ". The "Shido 1 " on the scoreboard
will now become a "Shido 2 ".
-
The "Koka",
awarded to the white contestant, which correspond
with the "Shido" will
now be removed, and a "Yuko" scored awarded to the
white contestant. The upgrade occurs because a contestant
can have only one penalty at a time.
II.
Match Timing
A.
Watch the Referee: There will be a natural tendency
for you to watch the contestants because of the action.
It is important to remember that the referee controls
the match and the match time with his commands. Because
of this, your attention should be focused on the referee.
Paying close attention will be somewhat boring but will
ensure that you are able to respond quickly to his instructions.
B.
Use of Yellow Flag
Before
the start of each match and whenever match time has been
stopped during a match, you should HOLD UP the yellow
flag (Time) and look at the referee. This will indicate
to the referee that you are ready and that the match time
has stopped. When match time starts/continues you may
put the yellow flag (Time) down.
C.
Hajime - Match Time Continues/Starts
The
command "Hajime" starts/continues the match. There is
no corresponding hand signal for this, only a verbal command,
so it is important that you focus your attention on the
referee. The yellow flag (Time) should be put down to
indicate to the referee that the match time has been started/restarted.
D.
Matte - Match Time Stops
The
command "Matte" will stop the match. The corresponding
hand signal is the referee's outstretched arm toward your
table with the palm of his/her hand facing you by making
a 90-degree angle at the wrist. The yellow flag (Time)
should be held up to indicate to the referee that the
match time has been stopped.
E.
"Soremade" - Match is Over
Matches
may end before the match time expires and without "Osaekomi".
This typically happens when someone is: thrown for "Ippon",
choked for "Ippon", arm barred for "Ippon", or conceding
the match prematurely. In these cases a contestant may
be physically unable to continue the match or even disqualified.
In these cases, there will usually be a "Matte" before
a "Soremade" thus you will not need to stop match time
as it should already be stopped. "Soremade", thus you
will not need to stop match time as it should already
be stopped. "Soremade" does not have a corresponding hand
signal.
F.
Match Time Expires - Toss Bean Bag
When
match time expires, throw in the red bean bag. Try to
throw the bean bag between the referee and the contestants
so that the referee will be able to see the bag. Be careful
to not hit the contestants or the referee with the bean
bag. If you do not have a good throwing arm have someone
else throw the bag in for you.
G.
"Sonomama" - Special Circumstance which stops Match Time
"Sonomama"
is a command, which stops match time. It is used in special
circumstances and is rare. When this command is used,
the referee will place his hands on both contestants and
say "Sonomama". The contestants should stop their activity
and then freeze in their positions. Match time should
be stopped immediately. The use of "Sonomama" should be
fairly obvious, as the referee has to touch the contestants
to call "Sonomama". The yellow flag (time) should be held
up to indicate that the match time has been stopped.
H.
"Yoshi" - Continues Match after "Sonomama"
When
the referee is ready to have the contest continue after
"Sonomama" has been called, he will place his hands on
both of the contestants and push down on both of them
while calling out "Yoshi". This will continue the match
and match time should start running again. The yellow
flag (time) should be put down.
III.
Osaekomi Timing
A.
Watch the Referee
There
will be a natural tendency for you to watch the contestants
because of the action. It is important to remember that
the referee controls the match and identifies the start
and stop of "Osaekomi" with his commands. Because of this,
your attention should be focused on the referee. Paying
close attention will be somewhat boring but will ensure
that you are able to respond quickly to his instructions
B.
"Osaekomi" - "Osaekomi" Time Starts
The
"Osaekomi" clock should be started when the referee announces
"Osaekomi". The corresponding hand signal is an fully
extended arm angled downward toward the contestants with
the palm of the hand facing the ground. The "Osaekomi"
switch (scoreboard) should be on to indicate to the referee
that you have seen his announcement and have started the
"Osaekomi" Clock.
C.
"Toketa" or "Osaekomi" Time Stops
When
the contestants being pinned successfully escapes, the
referee indicates this by announcing "Toketa" or "Osaekomi
Toketa". The "Osaekomi" clock should immediately stop.
The corresponding hand signal is a fully extended arm
angled downward toward the contestants with the palm perpendicular
to the ground and the whole arm swing back & forth from
the right to the left. If the "Osaekomi" duration is long
enough to score, the appropriate score card should be
held up until the referee awards the score. Turn off the
"Osaekomi" switch (scoreboard) to indicate that you have
stopped timing the "Osaekomi".
D.
"Matte" - "Osaekomi" Time Stops
Sometimes
the contestants are near the edge of the mat when the
"Osaekomi" starts and as they move around, they may move
outside the mat. On these occasions the referee should
use the "Matte" signal. This like "Toketa", will immediately
stop the "Osaekomi" clock. Again, if a score has been
earned, the appropriate score card should be held up until
the referee awards the score.
E.
"Sonomama" -Special Circumstances which Stops "Osaekomi"
Time
Sonomama is a command, which stops both match time & "Osaekomi"
time. It is used in special circumstances and is rare.
When this command is used, the referee will place his
hands on both contestants and say "Sonomama". The contestants
should stop their activity and then freeze in their positions.
Match time should be stopped immediately. The use of "Sonomama"
should be fairly obvious, as the referee has to touch
the contestants to call "Sonomama". The yellow flag (time)
should be held up to indicate that the match time has
been stopped.
F.
"Yoshi" - Continues Match after "Sonomama"
When
the referee is ready to have the contest continue after
"Sonomama" has been called, he will place his hands on
both of the contestants and push down on both of them
while calling out "Yoshi". This will continue the match
and match time and "Osaekomi" time should start running
again. The yellow flag (time) should be put down.
G.
Scoring "Osaekomi"
Depending
on how long an "Osaekomi" is effective, appropriate scores
are awarded. Here are the duration in seconds and the
corresponding scores:
H.
"Ippon" Earned - Toss Bean Bag
As
"Ippon" is earned when the "Osaekomi" last for 25 seconds.
Thus when 25 seconds have elapse, you should throw in
the bean bag to indicate that an "Ippon" has been earned.
There is a special case, which would end the "Osaekomi"
at 20 seconds, instead of the usual 25 seconds. This occurs
when the contestant who is applying the pin (on top) has
already earned a "Wazari". Because he has already earned
a "Wazari", he needs only to earn another "Wazari" to
combine the two "Wazari's" for an "Ippon". Therefore when
a contestant who already has a "Wazari", gets the "Osaekomi",
he has to go until 20 seconds and not 25. At 20 seconds,
he earns his 2nd "Wazari" for the "Ippon" and the bean
bag should be thrown in.
IV.
Scoring on the Manual Scoreboard
A.
Referee is responsible for scoreboard
The
referee is responsible for ensuring that the scoreboard
is correct: The correct score has been scored, the correct
contestant got awarded the score, etc. Only the referee
has the authority to instruct you to put scores onto the
scoreboard. Likewise, only the referee can instruct you
to change a score once it has been put up. Even if the
judge in the chair near the table tells you to change
the score, wait until the referee instructs you to do
so. Sometimes, instructors and/or parents may come and
tell you that the score is wrong; you should ignore them.
ONLY THE REFEREE HAS THE AUTHORITY TO CHANGE THE
SCORE.
B.
Don't Know whether Score is for Blue or White
Sometimes
a throw is scored but it happens so quickly that you may
not be sure which contestant should get the score. If
someone on your crew knows who got it, then just put up
the score for that contestant. On occasion, the referee
may indicate by pointing to the starting line of the appropriate
contestant. If you & your crew don't know and the referee
doesn't indicate by pointing just put the score up. If
it is incorrect the referee will change the score. You
may hear boos and grumbling, you should just ignore it.
THE REFEREE IS RESPONSIBLE FOR CORRECTNESS OF THE
MATCH SCORE
C.
Referee's Verbal & Hand Signals Don't Match
Occasionally,
the referee may display a hand signal, which doesn't match
his verbal command. While there is no rule, which specifically
states which, should take precedence over the other, it
is probably better to put up the score indicated by the
hand signal. This ensures that you score what everyone saw
the referee score. If he in fact, meant to have the verbal
score scored, he will instruct you to change the scoreboard. |