City College of San Francisco

Class Project: Judo Tournament

Scores & Penalties

Match Timing

Osaekomi Timing

Scoreboard

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:

  • 0 - 9 seconds = No Score
  • 10 - 15 seconds = Koka
  • 16 - 20 seconds = Yuko
  • 21 - 24 seconds = Wazari
  • 25 seconds = Ippon

    As the "Osaekomi" time clicks on when a score is earned the corresponding sign should be held up. If an escape occurs you should hold up the sign until the referee awards the score.

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.