CHAMPIONSHIP WRESTLING ASSOCIATION OFFICIAL RULEBOOK

 

STANDARD MATCH

Each match will be three (3), three (3) minute periods consisting of a coin flip at the end of the first period.  If the match is tied at the end of regulation, a two (2) minute overtime period will start in the neutral position.  If no points are awarded at the end of the overtime period, a standing clinch will determine the winner of the match.

The match will follow standard folkstyle wrestling rules with variations as written below:

MATCH SCORING

The point totals for each match are as follows:

Takedown: 2 points
Escape: 1 point
Reversal: 2 points
Nearfall (2-4 second count): 2 points
Nearfall (5 second count): 3 points
Riding time (1:00 or greater per period): 1 point
Technical violation: 1 point, 2 points, DQ
Caution: 1 point (on third offense), 2 points, DQ
Stalling: warning, 1 point, 1 point, 2 points, DQ

RIDING TIME

A riding time point will be awarded at the end of each three (3) minute period if a wrestler eclipses one (1) minute of riding time at the end of said period.  The riding time is reset at the end of each period.

CENTER CIRCLE CONTACT

To maintain wrestling in the center of the mat and discourage stalling, wrestlers must make contact with each other prior to exiting the center circle or a stalling call will be made on the retreating wrestler.

BOUNDARIES

If one supporting point of a wrestler is making contact inbounds or is elevated within the imaginary cylinder that goes upward from the inbounds line of the wrestling mat, wrestling will continue.

If a wrestler’s hand or foot is off of the wrestling surface due to defending a takedown or crawling out of bounds from referee’s position, it is the official’s discretion as to whether or not the action should be stopped.

If a wrestler hooks the edge of the mat with their hand or foot, it is the official’s discretion whether to stop action or furthermore unhook the wrestler’s hand or foot from the edge of the wrestling mat.

 

FLEEING/STALLING

Fleeing and Stalling will both fall under the same category for point scoring purposes, as both are meant to evade wrestling in some capacity.  If a wrestler maliciously runs away or crawls out of bounds they will be penalized the next point in the fleeing/stalling sequence. The offenses are as follows:

First offense: Warning
Second offense: 1 point
Third offense: 1 point
Fourth offense: 2 points
Fifth offense: Disqualification

From the neutral position if a wrestler kicks away and immediately faces his opponent this would not be deemed fleeing as it is an attempt to defend.  It will be determined by the official whether the action is fleeing or defending.  If the wrestler kicks away and brings the action off the mat, the action may continue if the official deems that both wrestlers are still safe to compete in that position (see BOUNDARIES).

PARALLEL RIDE

From the top position, if a wrestler is riding parallel and not attempting to turn their opponent, a stalling call may be given.  At the first notice of this the official can give a stalemate to reset in referees position.

LEG RIDING

If a wrestler is riding legs in the top position and the bottom wrestler gets to their feet, wrestling shall continue.  It will be considered the bottom wrestler’s responsibility to either a) escape or b) return to the mat to continue wrestling.  The inability to do so will result in a stalemate.  If a bottom wrestler consistently comes to their feet while a leg is in, the referee can hit the bottom wrestler for stalling.

If the top wrestler puts a leg after the bottom wrestler gets to their feet, then it is in the responsibility of the top wrestler to either a) return the bottom wrestler to the mat or b) allow him to escape.  If neither of these things are done in a timely fashion, the top wrestler will be hit for stalling.

MERKLE POSITION

It is considered stalling to hold a head and arm from the top position if a wrestler is not in a merkle position.  A wrestler will have the opportunity to improve from the head and arm position to turn their opponent, but if they do not, stalling will be called. If the top wrestler has a merkle and the bottom wrestler removes the leg, this will not be considered stalling.

SLAMMING

There is only one situation that will be deemed slamming in the Championship Wrestling Association.  A wrestler cannot lift and return another wrestler to the mat on the same side in which they have an arm trapped.  A wrestler can lift and return someone with a trapped arm, but it must be to the side in which their opponent’s arm is free.  This will be awarded as one point to the opposing wrestler and if repeated an automatic disqualification.  This supersedes the technical violation scoring under MATCH SCORING.

TECHNICAL VIOLATIONS/ILLEGAL HOLDS

Interlocking: Any time a wrestler in the top position touches hands, wrists, etc. when the bottom wrestler has a supporting point excluding their feet on the mat.

Full Nelson: When a wrestler (traditionally on top) places a half nelson on both sides of their opponent’s head.

Illegal Headlock: Having your hands locked around the head without an arm (above the elbow).

Kicking Out at Knees: From the standing position when athletes are on top/bottom, the top wrestler cannot return the bottom wrestler by kicking them out in the back of the knees. A heel block is considered legal though.

Head Scissors/Figure Four: A head scissors and figure four are illegal in any capacity.  A head scissor is deemed as crossing the ankles with just the head or a head and one arm inside a wrestler’s legs.  A body scissor is anything below both arms and is considered legal.

POTENTIALLY DANGEROUS

Any hold that forces an opponent’s extremity against the joint excessively will be deemed potentially dangerous and will force action to restart from the current position both wrestlers are in (referee’s position or neutral).

Arm Bar Position: If the top wrestler is running an arm bar, they must keep their fist in the center of their opponent’s back and not allow it to navigate upward in between the shoulder blades.  Coming outside of this criteria will result in a potentially dangerous call and the wrestlers will be reset in referee’s position.

DUAL SCORING (STARTING IN 2025)

A dual meet will be scored as follows:

Decision (win by 1-7 match points): 3 team points
Major Decision (win by 8-14 match points): 4 team points
Technical Fall (win by 15-19 match points): 5 team points
Super Tech (win by 20 match points): 6 team points
Pin or DQ: 7 team points
Forfeit: 10 team points

WEIGHT CLASSES

130 pounds                                     160 pounds                                     195 pounds

140 pounds                                     170 pounds                                     220 pounds

150 pounds                                     180 pounds                                     300 pounds