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VERSION 5 Rev 16 August 2007   PDF  E-mail 


     
"Building a better tomorrow, By starting today"

 * * * TEXT ONLY * * *

TRIANGLE GAMES
 RULES, REGULATIONS, GUIDELINES AND PROCEDURES

VERSION 5  REV: 16  08-2007

PRODUCED FOR TMAA BY

Board of Promotions & Certification
Instructors Executive Council


Triangle Martial Arts Association, Inc.
Po Box 111, 1800 Market Street
San Francisco, California, 94102
United States of America


TABLE OF CONTENTS


DOCUMENT DISCLAIMER 5
STATEMENT OF INTENT 5
1. OFFICIAL TRIANGLE GAMES RULES 6
1.1 PURPOSE 6
1.2 OBJECTIVES 6
1.3 DEFINITION OF TERMS USED 6
1.4 APPLICATION 7
1.5 INSTRUCTOR / SCHOOL ELIGIBILITY 7
1.6 PLAYERS 7
1.7 COACHES 10
1.8 FORMS, DEMONSTRATION TEAM, BREAKING, ELIMINATION, & SELF-DEFENSE DIVISION AREA 12
1.9 FORMS, DEMONSTRATION TEAM, BREAKING, ELIMINATION, & SELF-DEFENSE DIVISION OFFICIALS 13
1.10 FORMS, DEMONSTRATION TEAM, BREAKING, ELIMINATION, & SELF-DEFENSE DIVISION DURATION 15
1.11 SAMURAI AND FREESTYLE SPARRING DIVISION AREA 16
1.12 SAMURAI AND FREESTYLE SPARRING DIVISION OFFICIALS 16
1.13 SAMURAI AND FREESYTLE SPARRING DIVISION DURATION 19
1.14 DIVISION CODES AND SEGREGATION BY EXPERIENCE AND AGE 19
2. TRADITIONAL FORMS DIVISION 23
2.1 DEFINITION 23
2.2 CURRENTLY SANCTIONED FORMS 23
2.3 MANNER OF DIVISION 23
3. CREATIVE FORMS DIVISION 27
3.1 DEFINITION 27
3.2 MANNER OF DIVISION 27
3.3 ALLOWABLE ELEMENTS 30
3.4 PROHIBITED ELEMENTS 30
4. DEMONSTRATION TEAM DIVISION 32
4.1 DEFINITION 32
4.2 MANNER OF DIVISION 32
4.3 ALLOWABLE ELEMENTS 35
4.4 PROHIBITED ELEMENTS 35
5. BREAKING DIVISION 37
5.1 DEFINITION 37
5.2 CURRENTLY SANCTIONED BREAKING MATERIALS 37
5.3 MANNER OF DIVISION 37
6. SELF-DEFENSE TECHNIQUES DIVISION 43
6.1 DEFINITION 43
6.2 MANNER OF DIVISION 43
6.3 PROHIBITED ELEMENTS 46
7. SAMURAI WEAPONS SPARRING DIVISION 48
7.1 DEFINITION 48
7.2 PLAYER DIVISIONS 49
7.3 WEAPON SELECTION AND USE 49
7.4 MANDATORY SAFETY EQUIPMENT 50
7.5 OPTIONAL ADDITIONAL SAFETY EQUIPMENT 51
7.6 PROHIBITED TECHNIQUES & IMPLEMENTS 52
7.7 SCORING 53
7.8 PROHIBITED ACTS 54
7.9 DETERMINING A WINNER 56
8. FREESTYLE SPARRING DIVISION 58
8.1 DEFINITION 58
8.2 MANDATORY FREESTYLE SPARRING SAFETY EQUIPMENT 59
8.3 OPTIONAL ADDITIONAL SAFETY EQUIPMENT 60
8.4 FREESTYLE SPARRING PERMITTED TARGET AREAS 62
8.5 PERMITTED CONTACT AREAS 64
8.6 PERMITTED TECHNIQUES & IMPLEMENTS 65
8.7 PROHIBITED TECHNIQUES & IMPLEMENTS 67
8.8 SCORING 68
8.9 PROHIBITED ACTS 69
8.10 DETERMINING A WINNER 71
9. ELIMINATION DIVISION 73
9.1 DEFINITION 73
9.2 MANNER OF DIVISION 73
9.3 PUBLICATION OF ELIMINATION DIVISION STRUCTURE 74
9.4 MANNER OF DIVISION 74
10. TEAM CHALLENGE DIVISION 77
10.1 DEFINITION 77
10.2 MANNER OF DIVISION 77
10.3 MANNER OF DIVISION 78
11. OFFICIALS TRAINING & CERTIFICATION REQUIREMENTS 80
11.1 DEFINITION 80
11.2 OFFICIALS TRAINING 80
11.3 OFFICIALS CERTIFICATION 80
11.4 OFFICIALS DESIGNATIONS 81
11.5 OFFICIALS & PLAYERS CERTIFICATION LEVELS 82
11.6 OFFICIALS CERTIFICATION REQUIREMENTS 82
11.7 CENTER REFEREE OFFICIAL SPARRING HAND SIGNALS 85
12. JUDGING & DETERMINATION RECORDS 92
12.1 TRADITIONAL FORMS, CREATIVE FORMS & SELF-DEFENSE DIVISION JUDGES RECORDFORMS 92
12.2 DEMONSTRATION TEAM DIVISION JUDGES RECORDFORMS 93
12.3 BREAKING DIVISION JUDGES RECORDFORMS 94
12.4 SPARRING DIVISION JUDGES RECORDFORMS 95
REFERENCES & UPDATES 96


DOCUMENT DISCLAIMER

Every effort has been made to ensure the accuracy of the techniques and information provided and discussed in this document.

At the time of printing and presentation this document the materials are, to the best of our knowledge accurate however anomalies, omissions, and factual errors may exist. Should you identify such an anomaly, omission, or factual error you are encouraged to bring it to your Chief Instructors' attention and to TMAAs' attention.

This document may be modified at any time without prior notice either in part of in full.  You may ensure you have the most recent seminar information and document by contacting your Chief Instructor or TMAA directly.


STATEMENT OF INTENT

This document describes examples and recommends techniques that will expand your knowledge and understanding of the subject matter under discussion. Such examples and recommendations are by no means complete or exhaustive, they are merely provided to offer guidance in your own exploration of this topic.

This document is NOT intended, designed, or presented as a statement of, or recommendation for the use of these techniques in a defensive situation or in any other situation and the attendee is reminded that they are fully bound and obligated by all applicable laws prevalent to the use of such techniques in a defensive or offensive situation or manner. The reader and user of this document is fully and individually culpable and responsible for all decisions to implement or use the techniques described, practiced,  and discussed in this documentation, and for all subsequent injuries or loss that may result as a consequence of using such techniques.

This documentation is not intended, designed, or presented to replace, repudiate, or in any way discredit information you previously received from your instructor or any other source. Many different theories, concepts, and techniques are used by numerous martial arts disciplines throughout the world. This document merely presents a select few that TMAA has identified as a useful and informative introduction to this topic.  Students are encouraged to research this topic further under the advice and guidance of their instructor.     
 

1. OFFICIAL TRIANGLE GAMES RULES

1.1 PURPOSE
The purpose of the establishment of these rules is to establish a standard for the governing of division within a games environment under the auspices of the TMAA. 

1.2 OBJECTIVES
The objectives of the establishment of these rules are to:
1.2.1. Ensure consistency of standards throughout all TMAA sponsored or sanctioned events in all areas of that events operations
1.2.2. Ensure that fair, impartial and equitable access to the event is offered to all legitimate prospective participants
1.2.3. Ensure that a uniform standard of operations is maintained by each events organizing committee
1.2.4. Ensure that all participants in the event including, but not limited to the organizers, officials, players, spectators and instructors conduct themselves in a fair, respectful and disciplined matter at all times
1.2.5. Ensure that all players are treated fairly, impartially and equitably in all areas of their participation in the event
1.2.6. Establish and enforce minimum standards of certification for games officials, coaches and other persons intrinsically necessary to the operation of such games.
1.2.7. Provide an innovative, educationally sound, challenging, and multi-disciplinary environment in which students may participate.
1.2.8. Hold accountable instructors, players, and officials for their conduct in applying for participation, participating in the games, and post participation.

1.3 DEFINITION OF TERMS USED
The terms used throughout this document are defined as follows:

1.3.1. Games / Division - is any event which brings together martial artists of the same or different disciplines with the intent of entering into individual, paired or team challenges.
1.3.2. Official/s - is any individual who is an integral part of the games staff or organizing committee such as the Director, Arbitrator, Referees, Timekeepers, Security, etc.

1.4 APPLICATION
These division rules shall remain in force at all times and shall apply to all divisions sanctioned by TMAA directly and by any TMAA organizations and affiliates.


1.5 INSTRUCTOR / SCHOOL ELIGIBILITY
In order to provide a controlled and responsible environment for all participants, TMAA requires that all schools and instructors be registered with TMAA's Games Operations & Procedures committee (TOPc) and that all instructors who will send students to TMAA games events attend our Games Rules & Procedures seminar annually.

Instructors who are not TOPc registered will not be able to submit player applications for any TMAA games.

Instructors who falsify player information, or who do not practice due diligence and professional review in submitting incorrect player information may

1.6 PLAYERS
All players participating in a TMAA sanctioned sparring divisions must meet the following criteria:

1.6.1. Player Number - all contestants must be registered as a player with TMAA and have a player card in order to participate in any TMAA sanctioned contest. This card must be submitted to the judges at each element of the division and will be returned to the player at the conclusion of each element.

1.6.2. Release & Waiver - all contestants must sign and submit the prescribed release & waiver of liability relevant to the games in which they will compete.  In the case of contestants who are under the age of 18 at the time of the games, their legal parent or guardian or custodian must sign the prescribed release & waiver on the contestants behalf

1.6.3. Medical Release & Waiver - all contestants must sign and submit the prescribed medical release & waiver of liability relevant to the games in which they will compete. In the case of contestants who are under the age of 18 at the time of the games, their legal parent or guardian or custodian must sign the prescribed release & waiver on the contestants behalf

1.6.4. Instructors Attestation - all contestants must obtain and submit their instructors attestation certifying the students rank and experience within the appropriate martial arts discipline on the prescribed instructors attestation relevant to the games in which they will compete

1.6.5. Conduct - all contestants must observe, follow and enforce all rules, regulations and guidelines prescribed by TMAA and the games committee, and must conduct themselves in accordance with the highest goals of the martial arts as discussed in TMAA rules, regulations and guidelines for conduct.

Failure to observe and follow all rules, regulations, and guidelines prescribed by TMAA and the games committee will result in forfeiture of your TMAA player card and disciplinary sanction which may include a pecuniary fine as well as temporary or permanent exclusion from some or all future TMAA sanctioned events.

 

1.6.6. Uniform - all contestants shall present themselves for division in a uniform appropriate to the discipline in which they will compete, as prescribed by standing TMAA rules or by the games committee.  The uniform must be clean, in a state of good repair, must fit the contestant appropriately and must be free of any and all commercial advertising and promotional markings other than those which in the opinion of the games coordinator are normal and natural manufacturer logos.

      

1.6.7. Safety Equipment - all contestants shall present themselves for division with all such protective equipment as is deemed necessary by standing TMAA rules or by the games committee for participation in the relevant games.  All safety equipment must be clean, in a state of good repair, must fit the contestant appropriately and must be free of any and all commercial advertising and promotional markings other than those which in the opinion of the games coordinator are normal and natural manufacturer logos.

     

1.6.8. Hard Objects - all contestants must remove any and all hard objects prior to presenting themselves for division.  Hard objects shall include, but are not limited to, eyeglasses, rings, necklaces, hair beads, watches, bracelets, earrings etc.  The ring coordinator in agreement with center referee and in consultation with the games arbitrator, games coordinator and games director may determine which articles and objects may not be permitted into the division. 

 

1.6.9. Medical Supports - all contestants must present the presence of any non-approved medical support they are wearing to the ring coordinator when presenting for division.  Under no circumstances may any support, wrapping, bandaging or taping contain any hard or metallic object such as splints, safety pins, clips or grips.  All such non-approved support, wrapping, bandaging or taping must be examined prior to presentation at the division ring by the games medic, games arbitrator and games coordinator and all three must provide their approval and consent for the contestant to participate with such support, wrapping, bandaging or taping.

   

1.6.10. Hygiene - all contestants must present themselves for division in the highest state of cleanliness possible, both personally and in terms of their uniform, equipment and accessories.  Hair must be clean and must not be allowed to fall across the face or fall loosely and in an uncontrolled or unrestricted manner below the shoulder line.  Body odor caused by perspiration or added cologne, perfume or other substances must not in the opinion of the ring coordinator or center referee be overly powerful or distracting.  Finger and toe nails must be clean and trimmed so that they do not extend beyond the tips of the fingers, and no more than 2mm of extended nail may be present. Face, hands and feet must be clean and must be free of uncovered or untreated open wounds, recent lacerations or injuries which in the opinion of the ring coordinator or center referee may pose a danger to the contestant or their player.

1.6.11. Medical & Chemical Substances - all contestants are prohibited from the use, application or presence of any and all normal non-food medical and chemical substances as prescribed by TMAA during the period of the division.  Non-food medical and chemical substances include, but are not limited to, alcohol, cold medicine, steroids, pain killing medication, narcotics etc.

 

1.7 COACHES
All coaches participating in a TMAA sanctioned games at ringside during the contest must be certified by the TMAA Committee on Games Rules, Procedures & Officials Certification and must observe, follow and enforce the following prescribed TMAA rules, regulations and guidelines for coaches:

1.7.1. Identification - All coaches entering the division area during the division must be properly certified by TMAA and must present their current coaching credentials to security staff when entering the division arena and must surrender their current coaching credential to the ring coordinator when ringside with a contestant during the contest. 

1.7.2. Conduct - All coaches are representatives of the games committee and as such are required and obligated to conduct themselves with the highest degree of courtesy and respect and must observe, follow and enforce all rules, regulations and guidelines prescribed by TMAA and the games committee, and must conduct themselves in accordance with the highest goals of the martial arts as discussed in TMAA rules, regulations and guidelines for conduct. Failure to do so may result in penalties assessed against your contestant and punitive action taken against you up to and including permanent withdrawal of your coaching privileges.

1.7.3. Appropriate Coaching Methods - Coaches must remain in the assigned contestant seat during the period of each round, but they may actively coach their contestant throughout the round by any verbal or visual means deemed appropriate by the center referee.

1.7.4. Inappropriate Coaching Methods - Coaches MUST NOT direct comments or derogatory remarks to the player, the players coach or any of the games officials. Coaches may not leave their assigned player seat for any reason during the period of each round. Coaches may not enter the ring area of the contest under any circumstances unless indicted to do so by the center referee or a senior games official.  Coaches may not approach the ring coordinators table during the or following the contest for the purposes of observing the aggregation of points or to contest the points or decisions made during a round or at the conclusion of the match. 

1.7.5. Inappropriate Coaches Conduct - Coaches who act inappropriately may find that their player is penalized for their actions. Such penalties against their player will be leveled by the Center Referee. Extreme, continual, or egregious inappropriate conduct on the part of the coach may result in their immediate removal from the division arena, confiscation of their coaching credentials, removal from the division venue, find or disciplinary sanction by the TMAA Instructors Executive Council, or permanent suspension of their coaching credentials.

1.7.6. Protest - Coaches have the right to protest a decision immediately after the conclusion of a match by indicating to the Chief Judge that they wish to lodge a formal decision protest.   All formal decision protests must be made in accordance with the prescribed TMAA rules in force and using the official Protest Form. The Games Arbitrator/s, Games Coordinator/s, and Games Director/s, shall weigh the information provided and make a decision that shall be binding for the games in question. Protests of Arbitration Decisions may be made to the TMAA Instructors Executive Council in writing after the games by following the prescribed TMAA procedure in force and using the official Protest Form.


1.8 FORMS, DEMONSTRATION TEAM, BREAKING, ELIMINATION, & SELF-DEFENSE DIVISION AREA
The division area for traditional forms, creative forms, demonstration team, breaking, elimination and self-defense elements shall measure a minimum of 8m x 8m and a maximum of 12m x 12m square.  The area must be a flat surface which is unimpeded by any undulation, edges or obstructions which may cause tripping or injury to players.  The area will be marked by a perimeter line of no less than 1inch in width of a contrasting color to that of the normal flooring surface.

 

Other factors demarcating the construct of the sparring division ring shall be:

1.8.1 All rings MUST be square in shape and must meet the size limits defined in 1.8 above.
1.8.2 Player markings shall be clearly marked and shall be placed 1m from the center point of the ring from the left or right sides of the ring.
1.8.3 Senior Judge shall be seated in the middle chair at the top of the ring.
1.8.4 Judges shall be seated to the left and right of the senior judges chair.
1.8.5 Ring coordination desk and chairs shall be placed 2m from the center and front perimeter line of the ring.
1.8.6 Players shall be seated along the rear line of the ring.
1.8.7 Coaches when present shall sit immediately behind their player and will remain there when the player is called to perform.

1.9 FORMS, DEMONSTRATION TEAM, BREAKING, ELIMINATION, & SELF-DEFENSE DIVISION OFFICIALS
All officials participating in a TMAA sanctioned games must be certified by the TMAA Committee on Games Rules, Procedures & Officials Certification.

The officials required in order to conduct traditional forms, creative forms, team demonstration, breaking, elimination, and self-defense division elements shall be:

1.9.1 Chief Judge - who shall control the division, monitor and control the activities of the players, coaches, judges and officials assigned to the Chief Judge's (CJ) ring, declare the start and conclusion of each division, order any violations of TMAA rules & procedures governing forms division corrected where necessary, award penalties or disqualification of players or coaches where necessary, question and inspect and instruct players to compete, determine the overall division winners, and arbitrate any conflicts within the division.

 

1.9.2 Senior Judge -  who shall monitor and control the activities of the players, coaches, and judges, declare the start and conclusion of each participants form division, question and inspect and instruct players to compete, call for scores from the other sitting judges, award scores for each player themselves, control the resolution of tied scores, confirm and ratify the positions of the players at the conclusion of the division, declare the winners of the division and award any recognition to the winners and / or participants.

 

1.9.3 Judges - who shall be a minimum of three in addition to the Senior Judge and a maximum of five in addition to the Chief Judge shall question and inspect players, award scores for each player when called to do so by the Chief Judge and award any recognition to the winners and / or participants.

 

1.9.4 Ring Coordinator - shall organize and coordinate the efforts of the ring officials under the direction of the Chief Judge, shall collect and provide division charts to the Chief Judge for inspection, shall ensure that all players are properly assigned to the division "on-deck", shall ensure that all players within the division have all required equipment for the division and that it is in good working order, shall call the players to compete in the appropriate order and shall oversee the cumulating of points by the scorekeeper as each player is judged and shall inform the games coordinator when the division is completed.


1.9.5 Score Keeper - shall observe and record points awarded to each player in the "on-deck" division by the judges, shall verbally re-iterate the points being recorded to the relevant judges, shall aggregate the points to form a total in accordance with the games rules in force or in accordance with the standing TMAA rules for aggregating points where no games rule changes are in force, shall determine which players are ranked based upon their total scores and shall indicate any ties for ranked places to the Chief Judge, Senior Judge and Ring Coordinator.
 
1.10 FORMS, DEMONSTRATION TEAM, BREAKING, ELIMINATION, & SELF-DEFENSE DIVISION DURATION
Each player shall be governed by the following conditions with regard to the duration of their performance in the traditional forms, creative forms, demonstration team, breaking, elimination, and self-defense divisions:

1.10.1 The performance must not exceed three minutes in length
1.10.2 The time expended shall be calculated from the moment the Senior Judge declares "Begin" to the player
1.10.3 Time shall not be suspended for any reason once "Begin" has been declared by the Senior Judge.
1.10.4 Should the Chief Judge or Senior Judge suspend the division for any reason during the execution of a players form, the player shall be allowed to begin again with a full reinstatement of the allotted three minutes.
1.10.5 The Timekeeper shall advise the Chief Judge 15 seconds prior to the three minute limit.
1.10.6 The Chief Judge will immediately declare "Stop" when three minutes and one second have expired and the player continues to execute their form

 

 

1.11 SAMURAI AND FREESTYLE SPARRING DIVISION AREA
The division area for sparring shall measure a minimum of 8m x 8m and a maximum of 12m x 12m square.  The area must be a flat surface which is unimpeded by any undulation, edges or obstructions which may cause tripping or injury to players.  The area will be marked by a perimeter line of no less than 1inch in width of a contrasting color to that of the normal flooring surface.

 

Other factors demarcating the construct of the sparring division ring shall be:

1.11.1 All rings MUST be square in shape and must meet the size limits defined in 1.11 above.
1.11.2 Player markings shall be clearly marked and shall be placed 1m from the center point of the ring from the left or right sides of the ring.
1.11.3 Center referee marking shall be clearly marked and shall be placed .5m from the center point of the ring toward the rear of the ring.
1.11.4 Coaches chairs shall be placed 1m behind the back boundary of the ring on the corners opposite the ring coordinators desk and adjacent to the starting positions for judges #2 and #3.
1.11.5 Ring coordination desk and chairs shall be placed 1m from the center and front perimeter line of the ring.
1.11.6 On-Deck chairs for the next players to participate shall be placed 3 m from the ring coordinators desk one on each side of the desk.

1.12 SAMURAI AND FREESTYLE SPARRING DIVISION OFFICIALS
All officials participating in a TMAA sanctioned games must be certified by the TMAA Committee on Games Rules, Procedures & Officials Certification.

The officials required in order to conduct sparring division shall be:

1.12.1 Chief Judge - who shall control the division, monitor and control the activities of the players, coaches, judges and officials assigned to the Chief Judge's (CJ) ring, declare the start and conclusion of each division, order any violations of TMAA rules & procedures governing forms division corrected where necessary, award penalties or disqualification of players or coaches where necessary, question and inspect and instruct players to compete, determine the overall division winners, and arbitrate any conflicts within the division.

 

1.12.2 Center Referee - shall control the match, be responsible for the safety of the players, declare all commands to begin suspend and stop the division, ensure that the division are is safe for division, ensure that the players are properly equipped for division, make all necessary command decision in accordance with prescribed TMAA governing rules, assign penalties as necessary to players or coaches, determine the winner should a tied score or a scoreless match result in accordance with prescribed TMAA governing rules.  The center referee shall NOT award or record points during the match.

 

1.12.3 Judges - three in number shall determine superiority of technique, match control, tactics, and overall strategic advantage and shall indicate Red or Blue at the conclusion of each round to the scorekeeper by means of a valid TMAA Score Paper. In addition the judges shall maintain the security and integrity of the division area throughout the division, bring to the attention of the center referee immediately any condition or situation which could endanger either player or referee, state their opinions honestly and without reservation when asked to do so by the center referee, games arbitrator, games coordinator or the games director.

 

1.12.4 Ring Coordinator - shall organize and coordinate the efforts of the ring officials under the direction of the Chief Judge, shall collect and provide division charts to the Chief Judge for inspection, shall ensure that all players are properly assigned to the division "on-deck", shall ensure that all players within the division have all required equipment for the division and that it is in good working order, shall call the players to compete in the appropriate order and shall oversee the cumulating of points by the scorekeeper as each player is judged and shall inform the games coordinator when the division is completed.


1.12.5 Score Keeper/Time Keeper - shall receive score sheets and record points awarded to each player in the active division by the judges on a scores record paper at the conclusion of each round, shall record all penalties issued by the center referee and shall verbally re-iterate the penalties being assessed to the center referee and ring coordinator, shall aggregate the points to form a total in accordance with the games rules in force or in accordance with the standing TMAA rules for aggregating points where no games rule changes are in force, shall determine which player shall progress to the next round based upon their total scores and shall indicate any ties for progression to the center referee, shall maintain an accurate accounting of time for each round and each rest period and each timeout period and each injury period as prescribed by the games coordinator.


1.12.6 Dress - all officials shall be required to dress in a manner which allows them freedom of movement and relative comfort during the period of the contest, but which also is easily recognizable and indicative of their stature within the games organization.  As such the official TMAA dress for officials is a collared t-shirt (i.e. a polo shirt in different colors to denote purpose or station), khaki or black cargo style shorts or long trousers (shorts when worn must be between knee height and mid thigh,) white socks (sock tops must not extend more than four inches above the ankle bone) and tennis shoes or kickers which are appropriate to the surface on which the games will be conducted. 

 

1.13 SAMURAI AND FREESYTLE SPARRING DIVISION DURATION
All sparring divisions in a TMAA sanctioned games shall be conducted for a minimum duration as stipulated below.

1.13.1. Local Games - Shall establish a minimum of two rounds in all divisions of a minimum duration of 30 seconds each and a maximum of three rounds with a maximum duration of 180 seconds each.

1.13.2. Regional Games - Shall establish a minimum of two rounds in all divisions of a minimum duration of 60 seconds each and a maximum of three rounds with a maximum duration of 180 seconds each.

1.13.3. National Games - Shall establish a minimum of three rounds in all division of a minimum duration of 120 seconds each and a maximum duration of 180 seconds each.

1.13.4. International Games - Shall establish a minimum of three rounds in all divisions of a minimum duration of 180 seconds each.

 

 

1.14 DIVISION CODES AND SEGREGATION BY EXPERIENCE AND AGE

All divisions within a TMAA sanctioned games shall be assigned as stipulated below.  In some circumstances, where divisions do not have a minimum of four players, these may be combined with the next most advanced division available. Players in such "merged" divisions will tracked according to the new division code XX9 indicating a merged or non-standard division. 

For the purposes of advancement to National or International games, divisions MUST NOT be merged.

Experience Table

Novice = 0-6 months total martial arts experience
Beginner =  >6 months and <1 year total martial arts experience
Intermediate/Advanced = >1year and <3 years total martial arts experience
Senior/Dan = 3 + years total martial arts experience or black belt holder


 
Division Event Index Key

Events Index
Event Number Event Description
BRK Breaking
ELM Elimination
FCR Forms - Creative
FTR Forms - Traditional
SAM Sparring - Samurai Style
SDF Self-Defense
SPR Sparring - TMAA Freestyle
SPT Sparring - Point Style
TDM Team Demonstration
XTM Team Challenge


Division Coding Key
.
CHAR. CODE DESCRIPTION
1 1 Grade - Novice group 
1 2 Grade - Beginner group
1 3 Grade - Int./Adv. group
1 4 Grade - Sen./Dan group
  
2 1 Age - 10-13 years
2 2 Age - 14-16 years
2 3 Age - 16-20 years
2 4 Age - 21-30 years
2 5 Age - 31-50 years
2 6 Age - 51-70 years
2 7 Age - 70 + years
  
3 0 Combined division
3 1 Contending division
3 2 Exhibition division
3 3 Special division

Division Code Key Assignments
.
CODE AGE  RANK GROUP
111 10-13 yrs Novice group 
211 10-13 yrs Beginner group
311 10-13 yrs Intermediate/Advance group
411 10-13 yrs Senior/Dan group
  
121 14-16 yrs Novice group
221 14-16 yrs Beginner group
321 14-16 yrs Intermediate/Advance group
421 14-16 yrs Senior/Dan group
  
131 16-20 yrs Novice group
231 16-20 yrs Beginner group
331 16-20 yrs Intermediate/Advance group
431 16-20 yrs Senior/Dan group
  
141 21-30 yrs Novice group
241 21-30 yrs Beginner group
341 21-30 yrs Intermediate/Advance group
441 21-30 yrs Senior/Dan group
  
151 31-50 yrs Novice group
251 31-50 yrs Beginner group
351 31-50 yrs Intermediate/Advance group
451 31-50 yrs Senior/Dan group
  
161 51-70 yrs Novice group
261 51-70 yrs Beginner group
361 51-70 yrs Intermediate/Advance group
461 51-70 yrs Senior/Dan group
  
171 70 + yrs Novice group
271 70 + yrs Beginner group
371 70 + yrs Intermediate/Advance group
471 70 + yrs Senior/Dan group
 

2. TRADITIONAL FORMS DIVISION

2.1 DEFINITION
Traditional forms are defined as those sanctioned for use, practice and execution by the TMAA Instructors Executive Council.  These are generally identified as those forms used by the major TMAA recognized organizations in the country in question or internationally. This is an individual competitive element. Where the division is mono-disciplinary, only forms from that recognized discipline may be performed. Where the division is multi-disciplinary, forms from any discipline or pre-specified disciplines may be performed.

2.2 CURRENTLY SANCTIONED FORMS
At the time of printing, TMAA TOP recognizes the following sets of forms as acceptable for use competitively in TMAA sanctioned games:

2.2.1 International Taekwon Do Federation (ITF-TKD) - Chon-ji hyung through  Tong-il hyung.
2.2.2 World Taekwon Do Federation (WTF-TKD) - Tae-Geuk 1 through Tae-Geuk 8, Palgue 1 through Palgue 8, Koryo through Illyo.
2.2.3 Moo Duk Kwon (MDK) - Ki-Cho forms.
2.2.4 Tang Soo Do (TSD) - Pyung-An and Pinan forms.

2.3 MANNER OF DIVISION
TMAA sanctioned traditional forms games shall be conducted in the following manner unless otherwise determined and approved the TMAA EC.

2.3.1 Players - male and female players shall compete against each other in combined divisions segregated only by age and relative martial arts experience.

2.3.2 Calling Players - to compete in each division shall be performed in random order by numbering each player within a division and drawing that series of numbers either manually or by electronic means. Such random numbering may be performed prior to the event and pre-recorded on division score sheets, or may be performed at the moment of the event.

2.3.3 Judging - shall be performed independently by each judge assigned to the ring.  Each judge must be at least three feet away from each other judge during the traditional forms division and must make an independent decision on each players performance without referral to any other judge participating in the judging or observing the division.  Judging shall be based upon the following criteria: 


2.3.3.1 Composure Players attitude, discipline, and responses
2.3.3.2 Fluidity Smooth transitions through stances and smooth execution of techniques
2.3.3.3 Balance Proper and effective control of balance at all times
2.3.3.4 Targeting & Stances Proper and consistent targeting execution and effective and consistent stances
2.3.3.5 Power & Technique Appropriate and effective application of power and use of techniques

Each judge shall provide scores for each player at the conclusion of their performance and will total the individual category scores to form a cumulative score. That score sheet will then be signed by the respective judge and passed to the Chief Judge at the head table for the ring in question.  NOTE that we do not allow the first three or five players to compete before beginning to score their performance. All scores are based on the judges independent merit system equally applied to all players at the time of the division.

2.3.4 Controlling The Division - shall be the responsibility of the Chief Judge with primary assistance from the Ring Coordinator.  The Ring Coordinator is responsible for ensuring that all players waiting to compete are listed on the official score sheet, that the correct player is called to compete, and that all players on the score sheet are called to compete prior to announcing winners. The Chief Judge is responsible for monitoring the actions of the other Judges, Ring Coordinator, Scorekeeper, and players, for calling the players to attention and controlling the players during the division, and for publishing the winners at the end of the division.

2.3.5 Scoring The Division - shall be performed on a single point  scale beginning at 0 for the poorest performance and rising to a maximum perfect score of 10 for each of the judging criteria indicated above in section 2.3.3.. above.  In this system, all participants are graded on the same scoring range irrespective of rank. Only division segregations shall determine winners between the different ranks. Each judge, having provided an individual score for each of the five criteria shall compute the total for the player and return the score sheet to the Chief Judge. The Chief Judge will review all score sheets and hand them to the Score Keeper to confirm the scores. Upon confirmation the Chief Judge shall record the aggregated score on the division chart. Where five Judges are scoring each participant, the Score Keeper shall omit the highest and lowest total score for each player from the aggregate total provided to the Chief Judge for recording.


2.3.6 Determination - shall be performed by the Chief Judge in coordination with the Scorekeeper whereby the 1st, 2nd, 3rd, and 4th place winners shall be determined.  The participant with the highest aggregated total scores shall be determined to be the winners.

2.3.7 Tied Scores For Placement - shall be broken by :


2.4.7.0 Adding back in the highest and lowest scores of all Judges for the tied players to relieve the tie
2.4.7.1. If this does not resolve the tie, then the tied players shall perform the same form once again,  at the same time and the Judges shall then simply indicate the player they determine was superior.
2.4.7.2.  Where more than two individuals have tied for the same placement, round robin elimination of two players at a time shall be conducted with player numbers being drawn randomly by the Chief Judge.  Where the players are novice students and they do not know another form, they will re-perform the same form they initially performed.

2.3.8 Failure To Complete The Form - will be penalized in the color belt divisions by the deduction of 2 whole points at the conclusion of the players performance. Note that this is deducted once by the Score Keeper when aggregating the participants overall total and is not deducted by the Judges or from their individual score.  Color belt players may begin the form again only once. Failure to complete for form successfully following a second start will result in an automatic FTC score being recorded for the player by the Score keeper.  Dan holders may not re-start their forms and failure to complete their form will result in an automatic FTC result, however Dan holders who significantly hesitate or pause, but continue and eventually complete the form without being stopped by the Senior Judge or Chief Judge shall be deducted 4 whole points from the participants aggregated total by the Score Keeper upon agreement by the Senior Judge and Chief Judge that such deduction is warranted.

 


 

3. CREATIVE FORMS DIVISION

3.1 DEFINITION
Creative forms are defined as a set of movements, techniques and actions which the player has choreographed into an expressive statement of their interpretation of the art, its strengths and its beauty.  This is an individual competitive element.


3.2 MANNER OF DIVISION
TMAA sanctioned traditional forms games shall be conducted in the following manner unless otherwise determined and approved the TMAA EC.

3.2.1 Players - male and female players shall compete against each other in combined divisions segregated only by age and relative martial arts experience.

3.2.2 Calling Players - to compete in each division shall be performed in random order by numbering each player within a division and drawing that series of numbers either manually or by electronic means. Such random numbering may be performed prior to the event and pre-recorded on division score sheets, or may be performed at the moment of the event.

3.2.3 Judging - shall be performed independently by each judge assigned to the ring.  Each judge must be at least three feet away from each other judge during the traditional forms division and must make an independent decision on each players performance without referral to any other judge participating in the judging or observing the division.  Judging shall be based upon the following criteria: 


3.2.3.1 Composure Players attitude, discipline, and responses
3.2.3.2 Fluidity Smooth transitions through stances and smooth execution of techniques
3.2.3.3 Balance Proper and effective control of balance at all times
3.2.3.4 Targeting & Stances Proper and consistent targeting execution and effective and consistent stances
3.2.3.5 Power & Technique Appropriate and effective application of power and use of techniques

Each judge shall provide scores for each player at the conclusion of their performance and will total the individual category scores to form a cumulative score. That score sheet will then be signed by the respective judge and passed to the Chief Judge at the head table for the ring in question.  NOTE that we do not allow the first three or five players to compete before beginning to score their performance. All scores are based on the judges independent merit system equally applied to all players at the time of the division.


3.2.4 Controlling The Division - shall be the responsibility of the Chief Judge with primary assistance from the Ring Coordinator.  The Ring Coordinator is responsible for ensuring that all players waiting to compete are listed on the official score sheet, that the correct player is called to compete, and that all players on the score sheet are called to compete prior to announcing winners. The Chief Judge is responsible for monitoring the actions of the other Judges, Ring Coordinator, Scorekeeper, and players, for calling the players to attention and controlling the players during the division, and for publishing the winners at the end of the division.

3.2.5 Scoring The Division - shall be performed on a single point  scale beginning at 0 for the poorest performance and rising to a maximum perfect score of 10 for each of the judging criteria indicated above in section 3.2.3. above.  In this system, all participants are graded on the same scoring range irrespective of rank. Only division segregations shall determine winners between the different ranks. Each judge, having provided an individual score for each of the five criteria shall compute the total for the player and return the score sheet to the Chief Judge. The Chief Judge will review all score sheets and hand them to the Score Keeper to confirm the scores. Upon confirmation the Chief Judge shall record the aggregated score on the division chart. Where five Judges are scoring each participant, the Score Keeper shall omit the highest and lowest total score for each player from the aggregate total provided to the Chief Judge for recording.


3.2.6 Determination - shall be performed by the Chief Judge in coordination with the Scorekeeper whereby the 1st, 2nd, 3rd, and 4th place winners shall be determined.  The participant with the highest aggregated total scores shall be determined to be the winners.

3.2.7 Tied Scores For Placement - shall be broken by :


2.4.7.0 Adding back in the highest and lowest scores of all Judges for the tied players to relieve the tie
2.4.7.1. If this does not resolve the tie, then the tied players shall perform the same form once again,  at the same time and the Judges shall then simply indicate the player they determine was superior.
2.4.7.2.  Where more than two individuals have tied for the same placement, round robin elimination of two players at a time shall be conducted with player numbers being drawn randomly by the Chief Judge.  Where the players are novice students and they do not know another form, they will re-perform the same form they initially performed.

3.2.8 Failure To Complete The Form - will be penalized in the color belt divisions by the deduction of 2 whole points at the conclusion of the players performance. Note that this is deducted once by the Score Keeper when aggregating the participants overall total and is not deducted by the Judges or from each Judges score.  Color belt players may begin the form again only once. Failure to complete for form successfully following a second start will result in an automatic FTC score being recorded for the player by the Score keeper.  Dan holders may not re-start their forms and failure to complete their form will result in an automatic FTC result, however Dan holders who significantly hesitate or pause, but continue and eventually complete the form without being stopped by the Senior Judge or Chief Judge shall be deducted 4 whole points from the participants aggregated total by the Score Keeper upon agreement by the Senior Judge and Chief Judge that such deduction is warranted.


3.3 ALLOWABLE ELEMENTS
In the execution of creative forms the player may include :

3.3.1 Music, of the players choice however the player must also provide the means of playing and amplifying the music as well as starting and stopping the music
3.3.2 Weapons, of the players choice provided they are recognized and approved martial arts weapons, they do not posses any live or sharp components and they are passed as safe for use by the Games Coordinator and the Chief Judge within the ring in which the player will compete 
3.3.3 Costume, of the players choice, or the player may use a traditional martial arts uniform at their discretion
3.3.4 Other items to enhance their form with prior written approval of the Games Coordinator and with the approval of the Chief Judge within the ring in which the player will compete at the moment of division

3.4 PROHIBITED ELEMENTS
In the execution of creative forms the player may not:

3.4.1 Leave the area of the designated division ring at any time after the Chief Judge has declared "Begin"
3.4.2 Address the audience or judges or anyone external to the ring in which they are competing in any manner, direct or indirect
3.4.3 Yield control of any weapon or accessory utilized as part of the creative form in a manner which is deemed by the Chief Judge or Senior Judge in the ring in which the player is competing may endanger the player or others
3.4.4 Use any language, weapon, accessory, form of dress or action which in the opinion of the Chief Judge or Senior Judge in the ring in which the player is competing and in agreement with the Games Coordinator is deemed to be derogatory or offensive or which may bring the games or the martial arts in general into a state of disrepute.

 

4. DEMONSTRATION TEAM DIVISION

4.1 DEFINITION
Demonstration Team division is defined as two or more players demonstrating the art, technical prowess, grace and beauty through expression, music, the use of theatrics and weapons.


4.2 MANNER OF DIVISION
TMAA sanctioned traditional forms games shall be conducted in the following manner unless otherwise determined and approved the TMAA EC.

4.2.1 Players - male and female players of mixed ages and ranks, or of the same age and rank, shall make up demonstration teams which must be a minimum of two players or more.

4.2.2 Calling Teams - to compete in each division shall be performed in random order by numbering each team within a division and drawing that series of numbers either manually or by electronic means. Such random numbering may be performed prior to the event and pre-recorded on division score sheets, or may be performed at the moment of the event.

4.2.3 Judging - shall be performed independently by each judge assigned to the ring.  Each judge must be at least three feet away from each other judge during the demonstration team division and must make an independent decision on each players performance without referral to any other judge participating in the judging or observing the division.  Judging shall be based upon the following criteria: 


4.2.3.1 Composure Teams overall attitude, discipline, and responses
4.2.3.2 Creativity Creativity and uniqueness or professionalism demonstrated by the team, as well as effective use of props, costume, music etc.
4.2.3.3 Teamwork & Cooperation Ability of the team to present a cohesive, organized, and effective demonstration
4.2.3.4 Engaging Quality Ability of the team to effectively capture the imagination and attention of the audience and hold their attention for the entire duration of the demonstration
4.2.3.5 Bonus Points Awarded for any criteria not mentioned in 4.4.3.1. through 4.4.3.4. but which in the opinion of the judge should merit consideration.

Each judge shall provide scores for each player at the conclusion of their performance and will total the individual category scores to form a cumulative score. That score sheet will then be signed by the respective judge and passed to the Chief Judge at the head table for the ring in question.  NOTE that we do not allow the first three or five players to compete before beginning to score their performance. All scores are based on the judges independent merit system equally applied to all players at the time of the division.


4.2.4 Controlling The Division - shall be the responsibility of the Chief Judge with primary assistance from the Ring Coordinator.  The Ring Coordinator is responsible for ensuring that all players waiting to compete are listed on the official score sheet, that the correct player is called to compete, and that all players on the score sheet are called to compete prior to announcing winners. The Chief Judge is responsible for monitoring the actions of the other Judges, Ring Coordinator, Scorekeeper, and players, for calling the players to attention and controlling the players during the division, and for publishing the winners at the end of the division.

4.2.5 Scoring The Division - shall be performed on a single point  scale beginning at 0 for the poorest performance and rising to a maximum perfect score of 10 for each of the judging criteria indicated above in section 2.4.3. above.  In this system, all teams are graded on the same scoring range irrespective of rank. Each judge, having provided an individual score for each of the five criteria shall compute the total for the player and return the score sheet to the Chief Judge. The Chief Judge will review all score sheets and hand them to the Score Keeper to confirm the scores. Upon confirmation the Chief Judge shall record the aggregated score on the division chart. Where five Judges are scoring each team, the Score Keeper shall omit the highest and lowest total score for each player from the aggregate total provided to the Chief Judge for recording.


4.2.6 Determination - shall be performed by the Chief Judge in coordination with the Scorekeeper whereby the 1st, 2nd, 3rd, and 4th place winners shall be determined.  The team with the highest aggregated total scores shall be determined to be the winners.

4.2.7 Tied Scores For Placement - shall be broken by :


2.4.7.0 Adding back in the highest and lowest scores of all Judges for the tied teams to relieve the tie
2.4.7.1. If this does not resolve the tie, then the tied teams shall perform a tie breaker demonstration of not more than one minute in length and the Judges shall then simply indicate the team they determine was superior.

4.2.8 Failure To Complete The Demonstration -will result in an automatic FTC score being recorded for the team by the Score keeper and their automatic disqualification from the division.  and Chief Judge that such deduction is warranted.

 

4.3 ALLOWABLE ELEMENTS
In the execution of a demonstration the team may include :

4.3.1 Music, of the teams choice however the player must also provide the means of playing and amplifying the music as well as starting and stopping the music
4.3.2 Weapons, of the teams choice provided they are recognized and approved martial arts weapons, they do not posses any live or sharp components and they are passed as safe for use by the Games Coordinator and the Chief Judge
4.3.3 Costume, of the teams choice, or the player may use a traditional martial arts uniform at their discretion.
4.3.4 Other items to enhance their form with prior written approval of the Games Coordinator and with the approval of the Chief Judge at the moment of division.
4.3.5 Team members may enter and leave the immediate area of the division ring provided at least two players remain inside the ring at all times.
4.3.6 Only demonstration elements executed within the confines of the designated division area will be considered an integral part of the team demonstration performance and therefore scored by the judges.
4.4 PROHIBITED ELEMENTS
In the execution of demonstration team forms the player may not:

4.4.1 Include or add team members at any time after the Senior Judge has declared "Begin".  Only those team members who initially present themselves before the judges may participate during the division.
4.4.2 Address the judges within the ring in which they are competing in any manner, direct or indirect at any time after the Senior Judge has declared "Begin" until the division is concluded or the Chief Judge declares "Stop."
4.4.3 Yield control of any weapon or accessory utilized as part of the creative form in a manner which is deemed by the Chief Judge or Senior Judge in the ring in which the player is competing may endanger the player or others
4.4.4 Execute any maneuver, technique or action which in the opinion of the Chief Judge or Senior Judge in the ring in which the players are competing, and in agreement with the Games Coordinator, is deemed to be unsafe or is deemed to place one or more players or audience members or judges in a dangerous situation.
4.4.5 Use any language, weapon, accessory, form of dress or action which in the opinion of the Chief Judge or Senior Judge in the ring in which the player is competing and in agreement with the Games Coordinator is deemed to be derogatory or offensive or which may bring the games or the martial arts in general into a state of disrepute.


5. BREAKING DIVISION

5.1 DEFINITION
Breaking division is designed to allow players to demonstrate their effective use of technique, precise application of power, advanced skill within the art they study, and unshakable composure. All breaks will be graded by degree of difficulty and players will be judged based upon the difficulty of the break, the type and quantity of material, and their overall execution.

5.2 CURRENTLY SANCTIONED BREAKING MATERIALS
At the time of printing, TMAA TOP recognizes and in principal accepts the following materials for use competitively in TMAA sanctioned events:

5.2.1 Pine Wood Boards  - For players 18 years or older these shall be 12"x12" in size and ¾" thick. For  players 10 to 18 years old these shall be 12"x10" in size and no greater than ½" thick. No-one under the age of 10 may break this material.
5.2.2 Wood Baseball Bat - For players 18 years or older only, these shall be a standard, regulation wooden baseball bat.
5.2.3 Roofing Tiles - For players 18 years or older only, these shall be flat or shaped ceramic tiles.
5.2.4 Garden Bricks - For players 18 years or older only, these shall be 12"x8" in size by 2" to 3" thick
5.2.5 Other Requested Items - May be submitted for review and adoption by the TMAA TOP or by the games director at the time of the event.

5.3 MANNER OF DIVISION
TMAA sanctioned breaking divisions shall be conducted in the following manner unless otherwise determined and approved the TMAA EC.

5.3.1 Players - male and female players shall compete against each other in combined divisions segregated only by age and relative martial arts experience.

5.3.2 Calling Players - to compete in each division shall be performed in random order by numbering each player within a division and drawing that series of numbers either manually or by electronic means. Such random numbering may be performed prior to the event and pre-recorded on division score sheets, or may be performed at the moment of the event.

5.3.3 Judging - shall be performed independently by each judge assigned to the ring.  Each judge must be at least three feet away from each other judge during the breaking division and must make an independent decision on each players performance without referral to any other judge participating in the judging or observing the division.  Judging shall be based upon the following criteria: 


5.3.3.1 Composure Players attitude, discipline, and responses
5.3.3.2 Fluidity Smooth transitions through stances and smooth execution of techniques
5.3.3.3 Balance Proper and effective control of balance at all times
5.3.3.4 Targeting & Stances Proper and consistent targeting execution and effective and consistent stances
5.3.3.5 Power & Technique Appropriate and effective application of power and use of techniques
5.3.3.6 Base Points  An assessment of the grade of the player, the difficulty of the break attempted, and the number and type of implement being broken will provide a base number of points that may be received should the judges decide the player was successful in the break. Base points shall be awarded to the players overall score by the score keeper if awarded. These points shall NOT apply if the break is unsuccessful.

Each judge shall provide scores for each player at the conclusion of their performance and will total the individual category scores to form a cumulative score. That score sheet will then be signed by the respective judge and passed to the Chief Judge at the head table for the ring in question.  NOTE that we do not allow the first three or five players to compete before beginning to score their performance. All scores are based on the judges independent merit system equally applied to all players at the time of the division.

5.3.4 Controlling The Division - shall be the responsibility of the Chief Judge with primary assistance from the Ring Coordinator.  The Ring Coordinator is responsible for ensuring that all players waiting to compete are listed on the official score sheet, that the correct player is called to compete, and that all players on the score sheet are called to compete prior to announcing winners. The Chief Judge is responsible for monitoring the actions of the other Judges, Ring Coordinator, Scorekeeper, and players, for calling the players to attention and controlling the players during the division, and for publishing the winners at the end of the division.

5.3.5 Scoring The Division - shall be performed on a single point scale beginning at 0 for the poorest performance and rising to a maximum perfect score of 10 for each of the judging criteria indicated in section 5.3.3. above. 

Breaking divisions are unique in that each break will be accorded a base point value, depending upon the degree of difficulty and the rank of the player performing the break. This base point value will be added to the overall points allocated by the judges only if the player is successful in completing the defined break. Each judge shall independently determine if the break was successful assessing the following criteria:

5.3.5.1 Set-Up  is performed cleanly and quickly,
5.3.5.2 Holders are set properly, safely, and are competent.
5.3.5.3 Execution is performed in a timely and confident manner.
5.3.5.4 Break is executed cleanly, on first strike, and is as declared.
5.3.5.5 Combination or Consecutive or Twin techniques are executed in a timely and appropriate manner with no re-setting between breaks.

Should the player fail to complete the break, these points will not be added to the overall points.

In this system, all participants are graded on the same scoring range irrespective of rank. Only division segregations shall determine winners between the different ranks. Each judge, having provided an individual score for each of the five criteria shall compute the total for the player and return the score sheet to the Chief Judge. The Chief Judge will review all score sheets and hand them to the Score Keeper to confirm the scores. Upon confirmation the Chief Judge shall record the aggregated score on the division chart. Where five Judges are scoring each participant, the Score Keeper shall omit the highest and lowest total score for each player from the aggregate total provided to the Chief Judge for recording.


5.3.6 Base Points Determination - shall be established using the following criteria. These tables form the basis of a guide that will allow the games organizers to pre-determine the base points available for individual breaks. All break attempts must be notified to the games committee at least 7 days prior to the event, so that a base point determination for the break attempt can be established and published.

Technical Grade Points:
 Nov Beg Int Adv Dan
1. Linear Grounded 4 2 0 0 0
2. Turning Grounded 6 4 2 0 0
3.  D/Jump Linear 8 6 4 2 0
4.  D/Jump Turning 10 8 6 4 2
5.  Jump Linear 10 10 6 4 2
6.  Jump Turning 10 10 8 6 4
7.  Flying (5ft +) 10 10 10 8 6
8.  Consecutive 10 10 10 10 8
9.  Simultaneous 10 10 10 10 10

Material Points:
Breaking Item Description Points Per Item
A.  Pine boards ¾"x12"x12" 2pt
B.  Standard wooden adult baseball bat 4pt
 
C.  Garden Bricks  2pt
D.  Roofing Tile / Building Bricks 4pt
E.  River Rocks (no less than 2.5" thick) 6pt
 


The technical grade and material points shall be combined to determine the overall base point score of the proposed break. Where multiple braking materials are used, i.e. three pine boards, the individual material points available shall be multiplied by the number of breaking materials used. Thus three pine boards would equate to 6 material points available.
 
5.3.7 Overall Determination - shall be performed by the Chief Judge in coordination with the Scorekeeper whereby the 1st, 2nd, 3rd, and 4th place winners shall be determined.  The participant with the highest aggregated total scores shall be determined to be the winners.

Base points shall be counted only if the majority of the judges agree that the technique was performed as specified and all materials were broken cleanly and using only one strike per material.

Base points shall then be added to the overall judges scores to arrive an a total score for each player. Where the player fails to break or judges fail to provide a majority decision for a successful break, the base points shall not be counted toward the overall players total, only the judges scores shall be counted.

5.3.8 Tied Scores For Placement - shall be broken by :

5.3.8.1 Adding back in the highest and lowest scores of all Judges for the tied players to relieve the tie
5.3.8.2 If this does not resolve the tie, then the tied players shall be declared as tied and no further action will be required.

5.3.9 Failure To Compete The Break - will be denoted by the judges by leaving the completion box on the score sheet blank. Where a majority of the judges leave the completion box blank, the break shall be considered to have failed. Failed breaks shall be penalized in the Novice, Beginner, and Intermediate belt divisions by the deduction of 10 whole points, and in the Advanced and Dan division by the deduction of 20 whole points at the conclusion of the players' performance. Base Points shall not be added in to players score when an FTC is recorded.

Note that this penalty is deducted once by the Score Keeper when aggregating the participants overall total and is not deducted by the Judges or from their individual score.  The score keeper shall record an FTC score on the score sheet where the judges by a majority fail to determine that the break was successful.. 

5.3.10 Disqualification / Re-Try - No players of any rank may re-try their break for any reason once they have, in the opinion of the Chief Judge, made an attempt to execute the break.

Any player who executes, attempts to execute, or ignores the direction of the Chief Judge to desist and continues to break following a failed attempt shall be immediately disqualified from the division. Any player whose breaking materials leave the defined confines of the ring shall be immediately disqualified.

The score keeper shall record a DQ on the score sheet and no points shall be cumulated for the player.


6. SELF-DEFENSE TECHNIQUES DIVISION

6.1 DEFINITION
Self-Defense Techniques division is defined a player demonstrating the art, technical prowess, effectiveness, and ability to defend against a series of pre-specified. One player will execute the attacking motion, while the active player will undertake the defensive response to the attack and will be judged on the effectiveness and skill of that defense.
 
6.2 MANNER OF DIVISION
TMAA self-defense techniques divisions shall be conducted in the following manner unless otherwise determined and approved the TMAA EC.


6.2.1 Techniques - The games committee shall publish four self-defense techniques no less than 30 days prior to the date of the games.

6.2.2 Empty Hand / Weapon Defense - These techniques may be "empty-hand" (i.e. no weapon is involved) or "weapon defenses" (i.e. a defined weapon will be used i.e. a club, knife, gun, bottle, etc.)


6.2.3 Controlled / Defensive - The games committee may require the response to the published techniques to be "controlled" (i.e. the attacker should be subdued but the technique should not cause long term injury or damage) or "defensive" (i.e. the attacker should be disabled and rendered unable to continue the attack.)  In these circumstances, "defensive" techniques will be demonstrated only, but not applied.

6.2.4 Publication of Techniques - Players shall have time from the publication of the required self-defense techniques until the time of the games to develop and prepare their self-defense techniques.

6.2.5 Order of Execution - Players in the Self-Defense Techniques division shall be required to sequentially defend against each of the published attacks in the pre-printed sequence and may not alter or adjust the sequence.

6.2.6 Defenders - Defenders may use any self-defense technique they wish to, provided the ensure the safety and well being of their team partner, and all judges and spectators present.

6.2.7 Players - male and female players of the same age and rank segregation shall make up self-defense techniques division.

6.2.8 Calling Players - to compete each player shall perform in random order by numbering each player within the division and drawing that series of numbers either manually or by electronic means. Such random numbering may be performed prior to the event and pre-recorded on division score sheets, or may be performed at the moment of the event.

6.2.9 Judging - shall be performed independently by each judge assigned to the ring.  Each judge must be at least three feet away from each other judge during the demonstration team division and must make an independent decision on each teams performance without referral to any other judge participating in the judging or observing the division.  Judging shall be based upon the following criteria: 


6.2.9.1 Composure Players attitude, discipline, and responses
6.2.9.2 Fluidity Smooth transitions through stances and smooth execution of techniques
6.2.9.3 Balance Proper and effective control of balance at all times
6.2.9.4 Targeting & Stances Proper and consistent targeting execution and effective and consistent stances
6.2.9.5 Power & Technique Appropriate and effective application of power and use of techniques
.

Each judge shall provide scores for each player at the conclusion of their performance and will total the individual category scores to form a cumulative score. That score sheet will then be signed by the respective judge and passed to the Chief Judge at the head table for the ring in question.  NOTE that we do not allow the first three or five players to compete before beginning to score their performance. All scores are based on the judges independent merit system equally applied to all players at the time of the division.

6.2.10 Controlling The Division - shall be the responsibility of the Chief Judge with primary assistance from the Ring Coordinator.  The Ring Coordinator is responsible for ensuring that all players waiting to compete are listed on the official score sheet, that the correct player is called to compete, and that all players on the score sheet are called to compete prior to announcing winners. The Chief Judge is responsible for monitoring the actions of the other Judges, Ring Coordinator, Scorekeeper, and players, for calling the players to attention and controlling the players during the division, and for publishing the winners at the end of the division.

6.2.11 Scoring The Division - shall be performed on a single point  scale beginning at 0 for the poorest performance and rising to a maximum perfect score of 10 for each of the judging criteria indicated above in section 6.2.9. above.  In this system, all teams are graded on the same scoring range irrespective of rank. Each judge, having provided an individual score for each of the five criteria shall compute the total for the player and return the score sheet to the Chief Judge. The Chief Judge will review all score sheets and hand them to the Score Keeper to confirm the scores. Upon confirmation the Chief Judge shall record the aggregated score on the division chart. Where five Judges are scoring each team, the Score Keeper shall omit the highest and lowest total score for each player from the aggregate total provided to the Chief Judge for recording.


6.2.12 Determination - shall be performed by the Chief Judge in coordination with the Scorekeeper whereby the 1st, 2nd, 3rd, and 4th place winners shall be determined.  The team with the highest aggregated total scores shall be determined to be the winners.

6.2.13 Tied Scores For Placement - shall be broken by :


6.2.14 Adding back in the highest and lowest scores of all Judges for the tied teams to relieve the tie
2.4.7.1. If this does not resolve the tie, then the tied teams shall perform a tie breaker. Each team shall elect an attacker and defender. The attacker shall then be provided with a previously unknown attack and the defender will be required to execute an impromptu defense. At the conclusion of both teams tie-breaking performance the Judges shall then simply indicate the team they determine was superior.

6.2.15 Failure To Complete The Self-Defense Technique -will result in an automatic FTC score being recorded for the team by the Score keeper and their automatic disqualification from the division.  and Chief Judge that such deduction is warranted.

 


6.3 PROHIBITED ELEMENTS
In the execution of self-defense techniques the player may not:

6.3.1 Change team members at any time after the Senior Judge has declared "Begin".  Only those team members who initially present themselves before the judges may participate during the division.
6.3.2 Address the judges within the ring in which they are competing in any manner, direct or indirect at any time after the Senior Judge has declared "Begin" until the division is concluded or the Chief Judge declares "Stop."
6.3.3 Yield control of any weapon or accessory utilized as part of the defensive technique in a manner which is deemed by the Chief Judge or Senior Judge in the ring in which the player is competing may endanger the player or others
6.3.4 Execute any maneuver, technique or action which in the opinion of the Chief Judge or Senior Judge in the ring in which the players are competing, and in agreement with the Games Coordinator, is deemed to be unsafe or is deemed to place one or more players or audience members or judges in a dangerous situation.
6.3.5 Use any language, weapon, accessory, form of dress or action which in the opinion of the Chief Judge or Senior Judge in the ring in which the player is competing and in agreement with the Games Coordinator is deemed to be derogatory or offensive or which may bring the games or the martial arts in general into a state of disrepute.


7. SAMURAI WEAPONS SPARRING DIVISION

7.1 DEFINITION

In TMAA Samurai weapons sparring, we have taken the excitement and skill of armed combat with traditional martial arts weapons, and combined it with the latest in new technology to provide safe, padded, non-injurious weapons. Samurai sparring allows the participant to "choose their weapon" and compete with other players who will likewise, select their weapon of choice.

The overall concept of the Samurai division is for fun, enjoyment, and relaxation while at the same time learning some valuable lessons on the use, implementation, effectiveness, strengths, and weaknesses of a variety of traditional martial arts weapons and the players wielding them.

The division may be deemed either a restricted or a freestyle division:

RESTRICTED SAMURAI DIVISION

The restricted division will restrict the type of padded weapon allowed for use by the players. Thus the weapon of choice may be the padded sword, the padded staff, rubber knife, rubber sai etc.  The restricted division brings a more level playing field which pits one players skill and technical competence directly against that of another. In such restricted divisions, the declaration of the allowed weapon will be made no later than one month prior to the games date.

FREESTYLE SAMURAI DIVISION

As the name implies, the freestyle division will impose no restriction on the weapon used, provided it meets the minimum safety standards of the division and is approved by the Games Director, Chief Judge, Ring Coordinator, and the Center Referee.
7.2 PLAYER DIVISIONS
TMAA Freestyle sparring players will be separated into the following divisions where

Novice = 0-6 months total martial arts experience
Beginner = 6 months to 1 year total martial arts experience
Intermediate/Advance = 1year to 3 years total martial arts experience
Senior/Dan = 3 + years total martial arts experience or black belt holder


7.3 WEAPON SELECTION AND USE
The safety of players is of paramount and over-riding importance to everyone, and especially to TMAA within the sparring divisions. As such strict guidelines and limitations are established to prevent unnecessary injury to players.

All weapons must meet the following minimum guidelines, though individual games directors and events may add to these restrictions to limit or exclude the use of additional styles, classes, or types of weapon for this division:

I. All parts of the weapon must be covered in foam of not less than ½" in thickness.
II. Central stability of the weapon may be achieved by use of light plastic, cardboard, or a similar non-dense material. Metal or wooden rigid stability is not acceptable.
III. No weapon may weigh more than 2.5 lbs
IV. All weapons must be in good condition, with no breaks, tears, or damage that exposes the central rigidity core of the weapon or that may pose a danger to any player.
V. No metal parts of ANY kind are acceptable on any weapon.
VI. String connectors may be used to link sectioned weapons, but this string must be smooth, non-abrasive, and must meet the approval of the games director and chief judge.
7.4 MANDATORY SAFETY EQUIPMENT
All players participating in the novice, beginner or intermediate divisions of a TMAA sanctioned games must use the following safety equipment, and such safety equipment must be in a good state of repair and operability This is essential to prevent unnecessary injury to either player.

 

7.4.1 Headgear - Pressed foam headgear which effectively protects the apex and rear of the skull and the ears and which provides a functioning chin strap to prevent it's easy dislodgment. This item is required for ALL divisions.
Headgear must be WHITE in color and player must have a second headgear in any other color desired by the player i.e. black, blue, red, silver, pink etc.


Head guards


7.4.2 Face Shield - A plastic or steel face shield that may be attached to the normal headgear, which provides protection to the face and eyes from accidental contact.  This shield must prevent a padded weapon of 1.5" in diameter from penetrating any openings in the shield in a lateral or diagonal sweeping motion.

 

Face shield


7.4.3 Mouth-guard - Single or double, dental or sports mouth-guard which will effectively protect the lips from damage in the event of contact. This item is required for ALL divisions.


Mouth guard


7.4.4 Knuckle-guard - Soft foam padding of at least .5" thickness which covers the first set of knuckles on the back of the hand. This item is required for ALL divisions.


Knuckle guards

7.4.5 Groin-guard - Solid or substantially padded support required by both male and female players. This item is required for ALL divisions.


Groin guard (male)   Groin guard (female)

 

7.5 OPTIONAL ADDITIONAL SAFETY EQUIPMENT
All players irrespective of division, participating in a TMAA sanctioned games may, at their option and desire, use the following additional safety equipment. All such additional safety equipment must be in a good state of repair and operability and may be refused by the Games Coordinator, Games Arbitrator, Chief Judge, or Center Referee if they deem it to be dangerous, inappropriate, unsuitable, or likely to impede the players ability to compete safely and effectively:


7.4.1. Elbow Guards - A soft foam padding of at least .5" thickness that covers the point of the elbow, and which provides protection to the elbow from accidental contact and from injury when being swept to the ground, or when competing from the ground.


Elbow guards

7.4.1. Forearm Guards - A soft foam padding of at least .5" thickness which covers the forearm from the wrist to at least a point half way between the wrist and the elbow, which provides protection to the forearm for blocking and accidental contact.


Forearm  guards

7.4.1. Knee Guards - A soft foam padding of at least .5" thickness that covers the knee, and which provides protection to the knee from accidental contact and from injury when being swept to the ground, or when competing from the ground.


Knee guard

7.4.1. Female Breast Guard - A soft foam padding of at least .5" thickness that covers the chest area and breasts of females, worn under the chest protector. This provides additional protection which some female players need or prefer.


Breast guard

 


7.6 PROHIBITED TECHNIQUES & IMPLEMENTS
Contact and targeting or using the following techniques and implements is strictly prohibited and will result in a penalty being awarded or disqualification from the match:

7.8.1. Attacking With The Head - where the player uses any part of their head to execute a targeted or contact strike to the opponent.


7.8.2. Attacking With The Mouth - where the player uses any part of their mouth to execute a targeted or contact strike to their opponent including, but not limited to biting, spitting, and licking.


7.8.3. Attacking With Or To The Fingers - where the player uses their fingers to pinch, deliberately scratch, or stress the fingers or joints of their opponent by applying pressure or twisting torque.


7.8.4. Choke Holds - where the player uses any techniques designed to, or resulting in, the inability of their fellow player to breath, or where their fellow player loses consciousness.


7.8.5. Joint Hyperextension - where the player uses any technique to hyper-extend their fellow players joints in a locking or barring technique to the point of injury, damage, or dislocation. Control techniques may be used to sweep, pin, or grapple with players, but only with minimal force.

7.7 SCORING
Scoring and determination of winner shall be performed using advantage:

7.7.1 Advantage Shall Be Awarded - when the player executes a valid and unimpeded technique, to a valid contact area with the appropriate portion of their weapon where the opponent is unable to block, defend, or counterstrike at the same moment in time. Advantage shall be awarded when the player successfully deflects, blocks, evades, or avoids an opponents attack where the opponent fails to make contact with a valid area.

7.7.2 Advantage Shall NOT Be Awarded - when the strike attempt is blocked or evaded, or when the player is struck in the same moment by the opponent (thus negating their own strike.) Advantage shall not be awarded where the player never lands a valid strike against their opponent.

7.7.3 Advantage Shall NOT Be Awarded - when the strike for which advantage is assessed also results in a full point penalty to the executing player by the Center Referee.

7.7.4 Advantage Shall Be Cumulated - by the ring scorekeeper and shall be approved by the ring coordinator and the center referee at the conclusion of each round.  Points shall not be announced to the players during the time of the division.  Only a final winner shall be publicly announced.

7.7.5 Advantage - shall be assessed throughout each round independently by each judge as shall be a determination of cumulative player performance based upon their use and ability to strategize, tactically control the match, perform suitable attacking and defensive techniques, maintain composure, and show superior knowledge, skills, and attitude.   Advantage should be assessed per engagement and cumulated by the judge until the end of the round at which time a final determination of the overall performance for the round shall be arrived at. Advantage shall either be determined to be equally absent resulting in a 0-0 score, shall be determined to be apparent in one player over another in which case the resulting score shall be 1-0 or 0-1, or shall be determined to be equally present and even which shall result in a score of 1-1.

7.8 PROHIBITED ACTS
In order to ensure the safety of the players and to maintain the highest standards of decorum and martial arts ethos during the division period, certain actions are prohibited and will result in the penalties noted below :

½ Point Deduction (Warnings)

Disrespectful Conduct Acts
7.8.1.1 Leaving the ring (i.e. any part of the players body touching the floor outside of the ring boundary)
7.8.1.2 Intentionally delaying the match or failing to immediately obey the commands of the Center Referee
7.8.1.3 Gesturing, undesirable actions, words, comments, or conduct on the part of the player or their coach
7.8.1.4 Failing to appropriately show respect to the other player, the Center Referee, any Judge, or any of the officials conducting business at the ring.
7.8.1.5 Coaches who enter the ring during a match without the Center Referees direct permission to do so.

Attacking Acts
7.8.1.6 Unintentionally piercing the opponents facemask
7.8.1.7 Using an illegal striking implements or technique
7.8.1.8 Unintentionally using a non-striking (non-padded) portion of the weapon

Full Point Deduction (Penalties)

Disrespectful Conduct Acts
7.8.1.9 Failing to immediately comply with the Center Referee or Judges instructions or verbally or physically commenting, remarking or contesting the Center Referee's decisions or actions
7.8.1.10 Severe remarks, behavior, or conduct on the part of the player or their coach

Attacking Acts
7.8.1.11 Intentionally tripping or pushing the opponent, causing them to fall uncontrolled to the ground

Match Relinquishing (Disqualification)

Disrespectful Conduct Acts
7.8.1.12 Violent or extreme remarks or behavior on the part of the player or the coach


Attacking Acts
7.8.1.13 Intentionally piercing the opponents face-mask
7.8.1.14 Intentionally attacking after the Center Referee has declared "break" or "stop".
7.8.1.15 Intentionally causing injury to the opponent in any manner considered undesirable by a consensus of the Center Referee and the Judges present in the ring
7.8.1.16 Intentionally causing an injury which results in the opinion of the Center Referee in the withdrawal of the opponent as a direct result of the injury


7.9 DETERMINING A WINNER
In determining a winner the score-keeper, supervised by the ring coordinator and Center Referee shall :

6.8.1. Cumulate The Judges Points - using the Score Keepers score-sheet at the end of the match, cumulate the awards of advantage for each player.
6.8.2. Subtract Any Penalty Points - cumulate the total penalty points for each player, including all ½ point deductions and  Subtract the penalty points from the players total score. 
6.8.3. Tied Score - In the case of a tie following the addition of Judges points and the subtraction of penalty points, the winner shall be determined as the player who accumulated the fewest penalty points.
6.8.4. Decision Of Superiority - In the case that the players are tied following the fewest penalty point determination, the Center Referee shall declare the winner by independently considering the following factors:
a. Technical dominance of an opponent through intelligent match management in all areas including attack, defense and tactics shall determine the winner
b. If technical dominance does not clearly determine a winner, then the player who displayed the highest standards of deportment, decorum, conduct and respect throughout the division shall be declared the winner
c. If neither technical dominance nor conduct clearly determine a winner then the player who executed the most technically challenging techniques in the opinion of the Center Referee shall be declared the winner


 

8. FREESTYLE SPARRING DIVISION

8.1 DEFINITION

In TMAA Freestyle sparring, we have taken the continuous flow of TaeKwon-Do Olympic style sparring which offers the player the opportunity to develop a rhythm and apply strategy with which to outwit, outmaneuver and tactically overcome their opponent without the concerns of full contact limiting the number of students who may consider participation

We have also taken the open techniques philosophy of Karate point style  sparring which offers a true opportunity for the player to explore the full range of techniques, tactics and combinations they train with in their normal martial arts class whilst removing the disruptive stop and start "calling for point" nature of this style of sparring.

Added to this we have incorporated the ability at higher skill levels to execute controlled sweeps, to attack on the ground and from the ground, and to grapple and pin on the ground. Again, these techniques and skills are all opportunities for the player to express the full range, knowledge, and understanding they have of their own art and skills.

In addition we have adopted many of the laudable goals of the IAGLMA style of sparring division which encourages participation of hard and soft style players, mat and non mat style players, as well as able bodied and less able bodied players.

With an emphasis on safety of the players (removing full contact and knock-out) and a desire to encourage students to explore the full range of suitable techniques available to them in a controlled and very safe environment, TMAA Freestyle sparring is undoubtedly an evolution in sparring philosophy.  Not only providing a safe and competitive environment in which to compete, but also providing a great testing ground for techniques and a fruitful educational opportunity to ensure the player is well rounded in their ability to attack, defend, think tactically and maneuver, use hands as well as feet, use speed as well as guile.


8.2 MANDATORY FREESTYLE SPARRING SAFETY EQUIPMENT
All players participating in the novice, beginner or intermediate divisions of a TMAA sanctioned Freestyle Sparring games must use the following safety equipment, and such safety equipment must be in a good state of repair and operability This is essential to prevent unnecessary injury to either player.

 

8.2.1 Headgear - Pressed foam headgear which effectively protects the apex and rear of the skull and the ears and which provides a functioning chin strap to prevent it's easy dislodgment. This item is required for ALL divisions.
Headgear must be WHITE in color and player must have a second headgear in any other color desired by the player i.e. black, blue, red, silver, pink etc.


Head guards

8.2.2 Mouth-guard - Single or double, dental or sports mouth-guard which will effectively protect the lips from damage in the event of contact. This item is required for ALL divisions.


Mouth guard

8.2.3 Chest-guard  - Pressed cardboard, foam or similar chest-guard which effectively protects the prone area from the collar bones to the pelvic hip-bones and around to protect the kidneys and floating ribs.  Chest guard must indicate BLUE on one side and RED on the other side.  This item is required for ALL Novice, Beginner, and Intermediate divisions.


Chest guards (reversible)


8.2.4 Knuckle-guard - Soft foam padding of at least .5" thickness which covers the first set of knuckles on the back of the hand. This item is required for ALL divisions.


Knuckle guards

8.2.5 Groin-guard - Solid or substantially padded support required by both male and female players. This item is required for ALL divisions.


Groin guard (male)   Groin guard (female)

8.2.6 Shin & Instep guard - soft foam padding of at least .5" thickness which covers the instep from the ankle to at least a point half way between the ankle and the knee, and which covers from the ankle to the base of the toes. This item is required for ALL Novice and Beginner divisions.


Shin & Instep guard


8.3 OPTIONAL ADDITIONAL SAFETY EQUIPMENT
All players irrespective of division, participating in a TMAA sanctioned games may, at their option and desire, use the following additional safety equipment. All such additional safety equipment must be in a good state of repair and operability and may be refused by the Games Coordinator, Games Arbitrator, Chief Judge, or Center Referee if they deem it to be dangerous, inappropriate, unsuitable, or likely to impede the players ability to compete safely and effectively:

7.4.1. Face Shield - A plastic face shield that may be attached to the normal headgear, which provides protection to the face and eyes from accidental contact.


Face shield

7.4.2. Elbow Guards - A soft foam padding of at least .5" thickness that covers the point of the elbow, and which provides protection to the elbow from accidental contact and from injury when being swept to the ground, or when competing from the ground.


Elbow guards

7.4.3. Forearm Guards - A soft foam padding of at least .5" thickness which covers the forearm from the wrist to at least a point half way between the wrist and the elbow, which provides protection to the forearm for blocking and accidental contact.


Forearm  guards

7.4.4. Knee Guards - A soft foam padding of at least .5" thickness that covers the knee, and which provides protection to the knee from accidental contact and from injury when being swept to the ground, or when competing from the ground.


Knee guard

7.4.5. Female Breast Guard - A soft foam padding of at least .5" thickness that covers the chest area and breasts of females, worn under the chest protector. This provides additional protection which some female players need or prefer.


Breast guard

7.4.6. Hand Guards - A dipped foam and vinyl padding of at least .5" thickness that covers the whole back of the hand from the wrist to the tip of the fingers. This provides additional protection to the hand and fingers, but my limit the number of effective hand techniques the player is able to employ.


Hand  guards

7.4.7. Foot Guards - A dipped foam and vinyl padding of at least .5" thickness that covers the whole top of the foot from the ankle to the tip of the toes. This provides additional protection to the foot, but may limit the number of effective foot techniques the player is able to successfully employ.


Foot guards

7.4.8. Separate Shin Guards & Instep Guards - If desired, players may wear separate shin guards and separate instep guards of either padded foam or dipped foam and vinyl at their own discretion however, the instep guard must cover an area from the ankle to the beginning of the flanges of the toes.

   
Shin guards                 Instep guards
8.4 FREESTYLE SPARRING PERMITTED TARGET AREAS
Target areas are defined as areas that are sensitive to attack and therefore are prohibited from actual contact. The execution of a controlled technique which appropriately targets such an area and is executed in a manner that would clearly have caused injury had the technique been carried to it's logical conclusion, but which does not make any contact whatsoever is permitted, provided the technique was not blocked or parried as follows:

8.4.1 Front-Face - from the hairline to the point of the chin and from ear to ear.

  

8.4.2 Throat - from the point of the chin to the collar bones from the prone to the dorsal surface

 

8.4.3 Back - from the base of the headgear down to the coccyx and from the side of the body to the rear of where the arms naturally lie when at rest

 

8.4.4 Buttocks - the buttocks from the pelvic hip-bone to below the Gluteus Maximus buttock muscles.

 

8.4.5 Groin - the entire groin region from apex of the pelvis bone to six inches below groin, and from the center of the prone groin area extending right and left to the vertical center of the thigh, and extending under the groin to the base of the gluteus maximus muscles on the dorsal surface

 

8.4.6 Legs - the entire leg region from the middle of the thighs, extending vertically down to the ankle bone and horizontally around the entire legs.

 

8.4.7 Ankle & Foot - the entire ankle and foot from six inches above the ankle to the tip of the toes

 

8.5 PERMITTED CONTACT AREAS
Contact areas are defined as areas where light or medium contact is permitted where the execution is performed in a controlled manner as follows:

8.5.1 Side, Apex & Rear Of Head - the majority of the head is a legal contact area excluding the target area discussed in 5.9.1 and 5.9.2 previously.

 

8.5.2 Chest - the entire chest area is a legal contact area

 

8.5.3 Abdomen - the entire abdomen area is a legal contact area

 

8.5.4 Side - the entire side of the chest is a legal contact area

 

8.5.5 Side Of The Thigh - the side of the thigh, from the pelvic bone extending vertically to a point midway between the pelvis and the knee, and extending from a point vertically in the middle of the prone thigh, outward to a point in the middle of the dorsal thigh, is a legal contact area.  NOTE that the groin and buttocks are NOT legal contact areas.


8.6 PERMITTED TECHNIQUES & IMPLEMENTS
Contact and targeting of valid areas as defined previously may be executed using only the following permitted techniques and implements:

8.6.1 Hand - All hand techniques are permitted including, but not limited to,  punching, backfist, ridge-hand, spear-finger, hammer-fist, knife-hand, palm-heel etc.  Unless otherwise stated in the relevant games exceptions, all hand techniques are permitted provided they are executed with light to medium weight to contact areas and with no contact to target areas.

  

8.6.2 Forearm & Elbow - All forearm and elbow techniques including, but not limited to, blocking and striking techniques are permitted provided they are executed with light to medium weight to contact areas and with no contact to target areas unless otherwise stated in the relevant games exceptions.

 

8.6.3 Knee & Shin - All knee and shin techniques including, but not limited to blocking and striking techniques are permitted provided they are executed with light to medium weight to contact areas and with no contact to target areas unless otherwise stated in the relevant games exceptions.

 

8.6.4 Foot - All foot techniques are permitted including, but not limited to, front-snap, roundhouse, axe, crescent, pushing, hook, wheel, side etc.  Unless otherwise stated in the relevant games exceptions, all foot techniques are permitted provided they are executed with light to medium weight to contact areas and with no contact to target areas.

 

8.6.5 Sweeps - Sweeping techniques are permitted for intermediate and above students only, (i.e. one year or more combined experience) unless otherwise stated in the relevant games exceptions, and where the active contestant maintains contact and control of the passive contestant and places them on the ground in a controlled manner which meets the requirements of light to medium contact.  Loss of control of the passive player and throwing of the passive player are strictly prohibited and will result in immediate penalties being accrued.


8.6.6 Ground Attack/Defense - Attacking a grounded contestant, or defending from the ground when grounded is permitted for intermediate and above students only, (i.e. one years or more combined experience) unless otherwise stated in the relevant games exceptions only where the attacker caused the contestant to fall.  Contact with a fallen or grounded opponent is not permitted, but targeting all legal contact or target areas is permitted.


8.6.7 Joint Locks - Use of any technique to extend their fellow players joints in a locking or barring technique is permitted for intermediate and above students only, (i.e. one years or more combined experience) but only with the application of minimal force. Full control and care for the health and well-being of the other player must be observed and clearly in place to avoid a penalty being called.  If at any time the referee believes the lock to be effective, they may call "break" and return to players to an original starting position. If at any time the referee believes that the active player is hyper-extending or placing significant pressure on a joint, the referee must call "break" and may impose a penalty on the active player, up to and including full disqualification.

8.6.8 Trapping or Pinning Techniques - Use of any technique which traps or pins an opponents technique is permitted for intermediate and above students only, (i.e. one years or more combined experience) but only with the application of minimal force. Such trapping or pinning must be intended to provide advantage in counter attack but must not cause the opponent to fall in an un-controlled manner as a result of actively taking them off balance. If at any time the referee believes that the active player is hyper-extending or placing significant pressure on a joint, the referee must call "break" and may impose a penalty on the active player, up to and including full disqualification.


8.7 PROHIBITED TECHNIQUES & IMPLEMENTS
Contact and targeting of using the following techniques and implements is strictly prohibited and will result in a penalty being awarded or disqualification from the match:

8.7.1 Attacking With The Head - where the player uses any part of their head to execute a targeted or contact strike to the opponent.


8.7.2 Attacking With The Mouth - where the player uses any part of their mouth to execute a targeted or contact strike to their opponent including, but not limited to biting, spitting, and licking.


8.7.3 Attacking With Or To The Fingers - where the player uses their fingers to pinch, poke, or deliberately scratch the other player.


8.7.4 Choke Holds - where the player uses any techniques designed to, or resulting in, the inability of their fellow player to breath, or where their fellow player loses consciousness.


8.7.5 Joint Hyperextension - where the player uses any technique to hyper-extend their fellow players joints in a locking or barring technique to the point of injury, damage, or dislocation. Control techniques may be used to sweep, pin, or grapple with players, but only with minimal force.


8.8 SCORING
Scoring and determination of winner shall be performed using advantage:

8.8.1 Advantage Shall Be Awarded - when the player executes a valid technique, to a valid contact area which is of light or medium weight and where the technique is executed with appropriate speed and retains enough extension that would have allowed the technique to debilitate the opponent had it been fully executed using full power. Advantage shall also be awarded when the player executes a valid technique, to a valid target area without touching or brushing that or any other target area and where technique is executed with appropriate speed and retains enough extension that would have allowed the technique to debilitate the opponent had it been fully executed using full power.

8.8.2 Advantage Shall Be Awarded - when the player executes a valid defensive technique, to a valid target area without touching or brushing that or any other target area and where technique is executed with appropriate speed and retains enough extension that would have allowed the technique to debilitate the opponent had it been fully executed using full power or to a valid contact area which is of light or medium weight and where the technique is executed with appropriate speed and retains enough extension that would have allowed the technique to debilitate the opponent had it been fully executed using full power.

8.8.3 Advantage Shall NOT Be Awarded - when the technique executed is not clearly targeted or, is not executed with speed and crispness or, is not executed with a properly formed implement.

8.8.4 Advantage Shall NOT Be Awarded - when the technique for which advantage is assessed also results in a full point penalty to the executing player by the Center Referee.

8.8.5 Advantage Shall Be Cumulated - by the ring scorekeeper and shall be approved by the ring coordinator and the center referee at the conclusion of each round.  Points shall not be announced to the players during the time of the division.  Only a final winner shall be publicly announced.

8.8.6 Advantage - shall be assessed throughout each round independently by each judge as shall be a determination of cumulative player performance based upon their use and ability to strategize, tactically control the match, perform suitable attacking and defensive techniques, maintain composure, and show superior knowledge, skills, and attitude.   Advantage should be assessed per engagement and cumulated by the judge until the end of the round at which time a final determination of the overall performance for the round shall be arrived at. Advantage shall either be determined to be equally absent resulting in a 0-0 score, shall be determined to be apparent in one player over another in which case the resulting score shall be 1-0 or 0-1, or shall be determined to be equally present and even which shall result in a score of 1-1.

8.9 PROHIBITED ACTS
In order to ensure the safety of the players and to maintain the highest standards of decorum and martial arts ethos during the division period, certain actions are prohibited and will result in the penalties noted below :

½ Point Deduction (Warnings)

7.10.1  Disrespectful Conduct Acts
8.9.1.1 Grabbing the opponent without immediately sweeping the opponent
8.9.1.2 Holding the opponent or otherwise impeding their free movement without executing a valid technique
8.9.1.3 Pushing the opponent without executing a valid  technique
8.9.1.4 Leaving the ring (i.e. any part of the players body touching the floor outside of the ring boundary)
8.9.1.5 Intentionally delaying the match or failing to immediately obey the commands of the Center Referee
8.9.1.6 Gesturing, undesirable actions, words, comments, or conduct on the part of the player or their coach
8.9.1.7 Failing to appropriately show respect to the other player, the Center Referee, any Judge, or any of the officials conducting business at the ring.
8.9.1.8 Coaches who enter the ring during a match without the Center Referees direct permission to do so.

Attacking Acts
8.9.1.9 Unintentionally making light contact with a target only area
8.9.1.10 Using an illegal attacking implement or technique
8.9.1.11 Unintentionally striking a contact area with greater force or weight than is appropriate for light to medium contact

Full Point Deduction (Penalties)

Disrespectful Conduct Acts
8.9.1.12 Failing to immediately comply with the Center Referee or Judges instructions or verbally or physically commenting, remarking or contesting the Center Referee's decisions or actions
8.9.1.13 Severe remarks, behavior, or conduct on the part of the player or their coach

Attacking Acts
8.9.1.14 Intentionally tripping or pushing the opponent, causing them to fall uncontrolled to the ground
8.9.1.15 Unintentionally striking a target area causing redness, bleeding, distress, or injury to the opponent as a result of the contact.
8.9.1.16 Unintentionally striking a contact area with greater than appropriate light or medium force, but causing redness, bleeding, distress, or injury to the opponent as a result of the contact

Match Relinquishing (Disqualification)

Disrespectful Conduct Acts
8.9.1.17 Violent or extreme remarks or behavior on the part of the player or the coach


Attacking Acts
8.9.1.18 Intentionally striking a target area
8.9.1.19 Intentionally striking a contact area with greater than appropriate medium force.
8.9.1.20 Intentionally attacking after the Center Referee has declared "break" or "stop" or "sweep"
8.9.1.21 Intentionally causing injury to the opponent in any manner considered undesirable by a consensus of the Center Referee and the Judges present in the ring
8.9.1.22 Causing an injury to a target area which results in the opinion of the Center Referee in the withdrawal of the opponent as a direct result of the injury


8.10 DETERMINING A WINNER
In determining a winner the score-keeper, supervised by the ring coordinator and Center Referee shall :

7.11.1. Cumulate The Judges Points - using the Score Keepers score-sheet at the end of the match, cumulate the awards of advantage for each player.
7.11.2. Subtract Any Penalty Points - cumulate the total penalty points for each player, including all ½ point deductions and  Subtract the penalty points from the players total score. 
7.11.3. Tied Score - In the case of a tie following the addition of Judges points and the subtraction of penalty points, the winner shall be determined as the player who accumulated the fewest penalty points.
7.11.4. Decision Of Superiority - In the case that the players are tied following the fewest penalty point determination, the Center Referee shall declare the winner by independently considering the following factors:
d. Technical dominance of an opponent through intelligent match management in all areas including attack, defense and tactics shall determine the winner
e. If technical dominance does not clearly determine a winner, then the player who displayed the highest standards of deportment, decorum, conduct and respect throughout the division shall be declared the winner
f. If neither technical dominance nor conduct clearly determine a winner then the player who executed the most technically challenging techniques in the opinion of the Center Referee shall be declared the winner

 


 
9. ELIMINATION DIVISION

9.1 DEFINITION
Elimination divisions are defined as a group of players of similar age and rank participating at the same time, or in smaller subset groups with one or more being eliminated in each round until an eventual winner is found. This event can be formatted in many different ways, with any of the existing divisions within TMAA Triangle Rules Games.

The most common elimination division is traditional forms, where all division players enter the ring and perform the same form together. The judges then eliminate one or two of the players, keeping the stronger players for the next round when they must either perform the same form again, or another form as specified prior to the games. This continues until only one player is left.
 
9.2 MANNER OF DIVISION
Elimination divisions may be established for the TMAA games elements:


9.2.1 Traditional Forms Elimination - Where the players shall perform the same form repeatedly, or shall progress from the first form in a pattern series through the last form until a winner has been determined.

9.2.2 Creative Forms Elimination - Where the players shall perform their creative form, and shall be required to enhance and remember their enhancements as the rounds continue to progress, until a winner has been determined.
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9.3 PUBLICATION OF ELIMINATION DIVISION STRUCTURE
The games committee shall publish the details of the elimination division no less than 30 days prior to the date of the division to allow players an opportunity to properly prepare for the event.

9.4 MANNER OF DIVISION


9.4.1 Players - male and female players of the same age and rank segregation shall make up self-defense techniques division.

9.4.2 Calling Players - to compete each player shall perform in random order by numbering each player within the division and drawing that series of numbers either manually or by electronic means. Such random numbering may be performed prior to the event and pre-recorded on division score sheets, or may be performed at the moment of the event.

9.4.3 Judging - shall be performed independently by each judge assigned to the ring.  Each judge must be at least three feet away from each other judge during the demonstration team division and must make an independent decision on each teams performance without referral to any other judge participating in the judging or observing the division.  Judging shall be based upon the following criteria: 


9.4.3.1 Composure Players attitude, discipline, and responses
9.4.3.2 Fluidity Smooth transitions through stances and smooth execution of techniques
9.4.3.3 Balance Proper and effective control of balance at all times
9.4.3.4 Targeting & Stances Proper and consistent targeting execution and effective and consistent stances
9.4.3.5 Power & Technique Appropriate and effective application of power and use of techniques
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Each judge shall provide scores for each player at the conclusion of their performance and will total the individual category scores to form a cumulative score. That score sheet will then be signed by the respective judge and passed to the Chief Judge at