Freestyle and Greco Roman Rules in a Nutshell
ONE POINT (1)
- Take down — feet to belly
- Reversal
- Turn — defensive wrestler goes hand to hand
- Take down to butt
- Five second back count
- First athlete, while wrestling in standing position, to force/wrestle THE ENTIRE FOOT of the opponent over the out of bounds line, without a score (this does not occur in par terre)
- Illegal hold with score — caution, point and par terre if in par terre when penalty occurs; return to standing if penalty occurs in standing position; return to reverse gut (Greco) if reverse gut has not been released
- Fleeing the hold — caution, point
TWO POINTS (2)
- Take down with hesitation to back, elbow, or head
- Turn — defensive wrestler goes to elbow, head or back
- Fleeing mat while in pinning situation — caution and par terre
- Illegal hold or action which prevents score — caution, points and par terre if in par terre when penalty occurs; return to standing if penalty occurs in standing position; return reverse gut (Greco) if penalty occurs while reverse gut has not been released
THREE POINTS (3)
- Take down — feet to elbow, back, shoulder or head
- Lift with arc — 360 landing on belly
- Low amplitude throw to danger
FIVE POINTS (5)
- High amplitude throw — arcing throw, defensive athlete’s hips higher than those of offensive athlete, landing in danger
POSITION
1. All slipped throws in bounds remain in par terre.
2. Throws out of bounds, whether scored or not, return to standing.
3. Scores from par terre out of bounds return standing.
4. Slipped throws out of bounds return standing.
5. Auto touche out of bounds, score two, return standing.
6. Out of bounds standing, return standing.
TIME
1. All age groups – male and female
a. Three two minute periods, 30 seconds rest.
b. Overtime, 30 seconds
c. Must win two of three periods.
d. Pin at any time wins match.
2. All age groups below cadet – male and female
a. Par terre and reverse gut throws from Greco must be from knees.
OVERTIME REQUIRED
1. Tie in points in each period to be broken by;
a. least cautions
b. most 3 point scores
c. most 2 point scores
d. last point scored
2. 0 – 0 tie broken by freestyle clinch
a. Flip disk
b. Winner chooses leg to clinch and must score to win.
c. Winner lock grip behind or above knee of opponent.
d. Winner must have head to outside of knee.
e. Defensive wrestler must keep foot on ground and must place
hands on back of opponent prior to lock.
f. Whistle will blow when offensive lock is complete.
g. First score wins, no score defensive man wins.
h. First illegal start – attention.
i. Second illegal start – point
GRECO 30 SECONDS – FROM REVERSE GUT OR PAR TERRE
1. Occurs when 90 seconds is gone from every period unless opponent
is on back.
2. First to clinch has most points or if a tie, use tie breaker criteria as above
3. Top athlete need not score to win
4. Wrestlers may be place in standing position if there is no action
5. 0 – 0 tie first period
a. Red wrestler is given top position
b. Red wrestler must score or blue wrestler ears 1 point
6. 0 – 0 tie second period
a. Blue wrestler is given top position
b. Blue wrestler must score or red wrestler earns 1 point
7. 0 – 0 tie occurs in the third period and each wrestler has won a period
a. The technical points from the first two periods will be added for each
wrestler
b. Most points or tie brteaking criteria establishes the wrestler who gets
choice of top or bottem (last point scored is not used as criteria)
c. If a tie still exists, a disk will be flipped or colored ball drawn
d. Wrestler who wins flip or draw is on top
e. Top wrestler must score or bottem wrestler will be given a point.
CLINCH – REVERSE GUT
1. Bottem man forms a rectangle with the body, line down the middle of
the body (hands and feet 30cm apart).
2. Top man may step on the center line but may not step across it.
3. Top man in one movement initiates reverse gut lift.
4. False Start
a. Top man, first time – attention. Second time – caution plus 1 point to
opponent, clinch is broken, continue wrestling in standing position.
b. Bottem man, first time – attention. Second time – caution plus 2 to
opponent. Continue in par tarre/reverse gut position.
c. All restarts due to false starts require top man to use same lock initially
chosen.
TIMEOUTS
1. Injury – 2 minutes
2. Blood – 5 minutes
3. In a FILA tournament, no injury or blood time, doctor decides length of
timeouts.
HOW TO WIN A PERIOD – WHICHEVER OCCURS FIRST
1. Most points, tie breaker criteria or overtime (fs)
2. Six point differential – tech
3. Two 3 point throws
4. One 5 point throw
5. Pin (match) – All pins must be confirmed by mat chairman but cannot
be initiated by mat chairman.
