ttu intramural wrestling pre-tournament meeting

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WRESTLING PRE-TOURNAMENT MEETING TTU INTRAMURAL SPORTS OFFICE

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WRESTLING PRE-TOURNAMENT

MEETINGTTU INTRAMURAL SPORTS OFFICE

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@TTUIMSPORTS

Eligibility › Students

– Undergraduate and graduate students must be currently enrolled at least half time (six hours) to be eligible for participation.

– Alumni, spouses, & other dependents are not eligible and cannot participate in Intramural activities.

– Current varsity athletes cannot compete in their sport or related sport.› Former varsity athletes must 365 calendar days removed from their official affiliation with a

collegiate team.– Professional athletes cannot play their sport or related sport for a period of five

years after their retirement.› Faculty/Staff

– Currently employed faculty and staff may participate in IM events.– Adjunct faculty may participate during the semester of employment.– Staff associated with University affiliated organizations may participate.

› Officially University recognized organizations are listed on the Tennessee Tech Student Affairs page.

Registration › IFC Team Captain’s Responsibilities

– In short, the IFC Captain is responsible for the behavior and actions of the wrestlers the team’s spectators, and himself/herself.

› Mandatory Participant’s Quiz– The Participant’s Quiz should be completed during the registration

process.– The Participant's Quiz should be completed before the start of the

tournament.– The participant may not be allowed to wrestle until the quiz is completed.

› Team Roster Information– The IFC captain is responsible for an accurate and up-to-date roster with

recorded weights for each wrestler.– Individuals not listed on the official roster will not be allowed to

participate.

Policies and Procedures› Eagle Card Policy

– All participants should be prepared to present their Eagle Cards when signing in for each contest.

– If a participant cannot present his or her Eagle Card when asked, he or she cannot play.

– If a participant attempts to sign in using the Eagle Card of another individual, the Eagle Card will be confiscated, and the participant will not be allowed to play.

Policies and Procedures › Proper Attire

– Athletic clothing and footwear are required for participation.› Players cannot play without wearing a shirt and pants.› A singlet and wrestling shoes are allowed.

– All attire and equipment is subject to the approval of Intramural Sports staff.

– Any clothing or equipment that is deemed unsafe or illegal must be removed prior to competition.

– Intramural staff reserves the right to ask participants to remove or conceal clothing that, in the opinion of IM staff, displays offensive or demeaning language or imagery.

– Nails must be trimmed!

Policies and Procedures › Pets

– Pets are not allowed in Memorial Gym.› Exception: Service animals with proper

paperwork.› Rules

– TTU Intramural wrestling rules are based on the wrestling rules publication of the National Federation of State High School Associations.

– When appropriate, rules are modified and/or created to level the playing field and foster a safe and enjoyable experience for all participants.

Grace Periods & Protests› Grace Period

– A wrestler will be given a five-minute grace period.– After five minutes, the wrestler shall forfeit the match.

› Protests– Protests will be considered by Intramural Sports

Professional Staff.– Protests regarding the judgement of the game official(s)

will not be recognized.– The eligibility of any player may only be protested before

a scheduled match.

Tournament Format› All wrestlers must be weighed before the

start of the tournament.› The tournament shall follow a single

elimination format.› IFC teams may enter one wrestler per

weight class.– If a team enter multiple individuals in a weight

class, only one wrestler may contribute to the team score.

› IFC Team captains should notify the IM Sports Office of any roster changes or updates before the start of the tournament

Tournament Format

› Divisions & Weight Classes– Men’s Open

› Weight classes: Lightweight, Middleweight, and Heavyweight

– IFC› Weight classes: 141 lbs., 149 lbs., 157

lbs., 165 lbs., 174 lbs., 184 lbs., 197 lbs., 227 lbs., 260 lbs., & 285 lbs.

Tournament Format

› Weight classes may be combined or eliminated due to the weight distribution of registered participants.

› At times, the weight difference between may exceed twenty or more pounds.– We will try to avoid this if possible.

Sportspersonship Rating System › The sportspersonship rating system serves to

assess an individual’s or team’s attitude and behavior throughout the tournament.

› Actions and behaviors before, during, and after the contest are included in an individual’s or team’s sportspersonship score.

› The team captain is responsible for educating his/her team and spectators about the sportspersonship system.

Sportspersonship System: Ratings & Criteria

Rating Criteria5 - Excellent Players fully cooperate with Intramural Sports staff and opposing team members.

Spectators support their team in a positive manner. Team captain respectively addresses officials. The team is an exemplary model for other teams.

4 - Good Winning Team of a Forfeited Game. Team members verbally complain about some calls or show some dissent. Their actions may warrant a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike

conduct penalty), but they do not receive a penalty.3 - Average Both Teams for a Defaulted Game.

Team constantly complains to IM staff or the opposing team. The team captain exhibits no control over his/her team, spectators, and himself/herself.

Their actions result in a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike conduct penalty.)

Teams that receive a conduct penalty cannot receive higher than a “3” rating. The team that has one ejection or two conduct penalties will not receive higher than a “3” rating.

2 – Below Average Team constantly complains to IM and the opposing team. The team captain exercises no control over anyone. Teams that receive one ejection and one conduct warning or three conduct warnings shall forfeit the

contest and receive a rating of “2.”1 - Unacceptable A Team Forfeits a Game.

The entire team and spectators are non-cooperative. The team captain is combative and unhelpful. The team that receives two ejections or four conduct warnings during a game shall forfeit the game

and may forfeit the entire season.

Rating Criteria

5 - Excellent Players fully cooperate with Intramural Sports staff and opposing team members. Spectators support their team in a positive manner. Team captain respectively addresses officials. The team is an exemplary model for other teams.

4 - Good

Winning Team of a Forfeited Game. Winning Team for a Defaulted Game. Team members verbally complain about some calls or show some dissent. Their actions may warrant a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike

conduct penalty), but they do not receive a penalty.

3 - Average

Defaulting Team for a Defaulted Game. Team constantly complains to IM staff or the opposing team. The team captain exhibits no control

over his/her team, spectators, and himself/herself. Their actions result in a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike conduct

penalty.) Teams that receive a conduct penalty cannot receive higher than a “3” rating. The team that has one ejection or two conduct penalties will not receive higher than a “3” rating.

2 – Below Average Team constantly complains to IM and the opposing team. The team captain exercises no control over anyone. Teams that receive one ejection and one conduct warning or three conduct warnings shall forfeit the

contest and receive a rating of “2.”

1 - Unacceptable

A Team Forfeits a Game. The entire team and spectators are non-cooperative. The team captain is combative and unhelpful. The team that receives two ejections or four conduct warnings during a game shall forfeit the game

and may forfeit the entire season.

All Points Competition › Divisions

– IFC– PHC– Men’s Open– Women’s Open– Individual (Men’s & Women’s)

› IFC, PHC, Men’s Open, & Women’s Open Divisions– Points are award based on participation,

performance, and sportspersonship› Individual Division

– The male and female participant of the year will be selected based on participation, sportspersonship, team/individual success, and overall enthusiasm and passion for TTU Intramural Sports.

WRESTLING BASICS

Player Equipment› Athletic Clothing

– Clothing should allow freedom of movement but fit snuggly to the body.

– Wrestling singlets are allowed.› Hats

– With the exception of wrestling ear guards, no headwear is allowed.

– The Intramural Sports Office shall provide headgear.› Footwear

– Light, heelless wrestling shoes may be worn.– Other footwear is prohibited.

› Wristbands, sweatbands, bicep bands, and any hard or unyielding equipment is illegal.

› No Jewelry!– Watches, rings, and necklaces can result in injuries to

players.– Religious and medical jewelry is allowed. It needs to be

taped to the body or placed inside the shirt or jersey.

The Match: Timing› Each match will consist of three periods.› Each period will have a duration of one minute

(1:00).› If the score is tied at the end of the third

period, a sudden-death overtime will be played. The first wrestler to score a point will be declared the winner.

› Tech Fall– Point differential of fifteen points = End of Match– Wrestler with the higher score is declared the

winner.› Rest between Matches

– Wrestlers will be required to wait at least thirty minutes between each match.

– If both wrestlers are deemed ready, the referee(s) may decide to shorten the rest break.

The Match: Timing› Injury Time

– When injured by a legal maneuver, each wrestler will be entitled to an injury time-out.

– Each wrestler is entitled to two injury timeouts.– Each timeout will be a maximum of forty-five

seconds. – At the end of the forty-five second injury timeout,

the referee will evaluate the wrestler and determine if he or she can continue the match.

– If the referee decides that the wrestler cannot continue, the wrestler shall forfeit the match.

› Blood Time– Each wrestler will be given time to clean and

cover bleeding wounds and remove bloody clothing.

– Each instance of Blood Time should not exceed five minutes.

The Match: Timing› Recovery Time

– When injured by an illegal maneuver, the wrestler will be given a maximum of two minutes to recover.

– At the end of the two minutes, the referee will evaluate the wrestler and determine if he or she can continue the match.

– If the referee decides the wrestler cannot continue, the opponent shall be disqualified.

› Official Time– A referee may declare a timeout for

situations not covered by Injury Time, Blood Time, or Recovery Time.

Match Rules› Starting Positions for each period:

– 1st Period: Neutral Position– 2nd Period: One Wrestler chooses Top,

Bottom, Neutral, or Defer– 3rd Period: Other Wrestler chooses Top,

Bottom, or Neutral› Potentionally Dangerous

– The referee shall stop the match and reset the wrestlers when the action will result in an injury from a legal or illegal hold.› Bending body parts beyond their range of

motion is a potentially dangerous situation.

The Game: Scoring› Legal wrestler actions:

– Takedown› A wrestler moves from the neutral position

to the offensive position.– Escape

› A wrestler moves from the defensive positions to the neutral position.

– Reversal› A wrestler moves from the defensive

position to the offensive position.– Near Fall

› An offensive wrestler turns the defensive wrestler onto his/her back and holds them at a forty-five (45) degree angle or less for more than two seconds.

The Game: Scoring› Penalty Points

– During the match, the following actions are prohibited:› Technical Violations

– Locked hands– Pulling hair– Illegal holds– Illegal slams

› Stalling › Kicking, punching, or striking

(Automatic DQ)› Biting or scratching (Automatic DQ)

Illegal Slams

› All slams must be controlled.

› The knee of the slamming wrestler must touch the ground before the opponent’s body.

Locked Hands– Overlapping fingers is considered locked

hands.– A wrestler in the neutral position or

defensive position can lock hands around the torso or both legs of the opponent.

– It is illegal for the offensive wrestler to lock hands around the torso or both legs of the defensive wrestler unless the opponent is standing on their feet or within a near fall count.

– It is illegal to lock hands around an opponent’s head without including an arm or leg.

– A headlock that prevents an opponent from breathing normally is illegal.

Stalling– When in the neutral position, a wrestler shall be

considered stalling when he or she is:› Continuously avoids contact with the opponent› Prevents the opponent from remaining or returning to

inbounds› Attempting to not score a takedown

– The wrestler in the offensive position does not attempt to secure a takedown or fall

– The wrestler grabs the opponent in a manner that slows down the action.

– The wrestler in the defensive positon refuses to attempt escapes or reversals.

– Either wrestler › grasps or interlocks the leg of the opponent to prevent

scoring› delays the game by adjusting equipment or slowly

returning to the mat› repeatedly creates a stalemate to prevent the opponent

from scoring.

Scoring Summary

LEGAL ACTIONS

Action Points

Takedown Two (2) points

Escape One (1) point

Reversal Two (2) points

Near Fall 2 (Two – Four seconds) Two (2) Points

Near Fall 3 (Five seconds or more) Three (3) points

Scoring SummarySTALLING TABLE

Occurrences Consequence

1st Occurrence Warning2nd Occurrence One Penalty Point3rd Occurrence One Penalty Point4th Occurrence Two Penalty Points5th Occurrence Disqualification

TECHNICAL VIOLATIONS TABLEOccurrences Consequence

1st Occurrence One Penalty Point2nd Occurrence One Penalty Point3rd Occurrence Two Penalty Points4th Occurrence Disqualification