ICMAC Worldwide Circuit Competition Rules
Rules | Reglas | Regolamento | Regulamento | Arbitration
Chinese martial arts have a rich history which spans back thousands of years. During these millennia, the CMA landscape evolved into hundreds of different styles.
While you can find certain common principles and techniques among the different systems, there are still huge differences between the Northern and Southern school and the Internal and External Chinese martial arts styles.
In order to present a fair competition we have established rules criteria that govern each ICMAC Kung Fu tournament as well as a format which distinguishes 5 Star Rated, 4 Star Rated, and 3 Star Rated Kung Fu tournaments.
ICMAC Rating Format for Kung Fu tournaments
Some general information is provided here for the competitors. Detailed tournament rating information is obtainable for tournament promoters through the ICMAC central office.
A Kung Fu tournament is assigned a 5 Star Rating according to certain required criteria: Consideration is given to Chinese martial arts championships which are hosted in premier venues, offer the maximum number of divisions and are held over a three day weekend in key demographic areas and in large cities.
A Kung Fu tournament is assigned a 4 Star or 3 Star Rating when it does not meet the above criteria or is run in conjunction with another event.
Note: This is a limited description which is intended to give the athlete a general overview and does by no means include all of the requirements and considerations that go into assigning a certain rating to an ICMAC even.
Click Here for Styles Overview.
ICMAC Competition Rules
- The uniform for empty hand and weapons forms
- Preparation
- Order of performance
- The salute for empty hand forms
- The salute with weapons
- Skill level criteria
- Scoring for forms
- Time limits for forms
- Penalties and deductions for forms
- Placing
- Push Hands (Tui Shou)
- Chi Sao
- Shuai Jiao
- Light Sport Sanda
- Sanda (San Shou)
- Light-Contact Sparring requirements and regulations
Who may participate?
All Chinese martial arts practitioners may participate in the championships as long as they adhere to the rules and regulations and demonstrate sportsmanship towards fellow competitors and respect for judges and other tournament officials.
*See the Join The Circuit page
1. The uniform for empty hand and weapons forms:
Any cotton or silk Chinese styled uniform with frog buttons, Shaolin, Wudang and Southern Style (Sleeveless) are acceptable.
School T-shirts and tournament T-shirts are acceptable.
Chinese Kenpo uniforms: Chinese Kenpo stylists may wear whatever uniform is used in their particular school or system.


Martial arts type shoes are required.


2. Preparation:
All competitors must be present for the opening ceremonies.
Competitors should become acquainted with the competition floor layout. They should know the rings where their divisions will be taking place.
Competitors must be present at ringside when their divisions are about to begin.*
*Note: If you have a conflict due to an event scheduled in another ring, you must notify the Chief Judge. We will do everything possible to see that you have a chance to compete in all of your scheduled events.
3. Order of performance:
The first to register is the last to go. Athletes will be listed in accordance with their date of registration; the earlier your registration is submitted, the lower you will be placed on the list.
Unless you are the first athlete to perform, you will receive an "on deck" call announcing your name and signaling that you should prepare to compete as soon as the athlete ahead of you clears the floor. When it is your turn to compete, you will be called by name.
If you are not present when your name is called, two additional calls will be made over the PA system. The second of these will be a final call. If you do not respond, you will forfeit the event. The forfeiture is final and cannot be reversed.
Once called up, athletes should stand at the call of "ready," enter on the right side of the performance area that faces the Chief Judge, walk smartly to the starting point for their form, come to attention, and salute the Chief Judge.
No spoken presentation of your name, form or style is permitted.
4. The salute for empty hand forms:
When called to perform, athletes will walk to the place on the competition ring where they will begin their form and greet the Chief Judge with a recognized salute. Upon being acknowledged by the Chief Judge, athletes will return to attention and begin their form within 5 seconds.
Upon completing their form, competitors must once again come to attention and salute the Chief Judge. Competitors will wait to receive the scores, then perform one final bow toward the Chief Judge and walk off the floor.
 
5. The salute with weapons:
All the requirements cited for the empty hand forms salute apply. In addition, each weapon has its own requirements.
The salute with the staff and the spear requires the competitor to hold the weapon with the right fist covered by the left palm. The Pu Dao, Quan Dao and other long weapons will also use this same salute.

The salute with the broadsword requires the competitor to hold the weapon in the left hand and cradled in the crook of the elbow. Salute by covering the hilt with the right palm. Double broadswords, other similar single-edge weapons and the three-sectional staff will also use this salute.

The salute with the straight sword requires that the sword be tucked under the left forearm. Salute by covering the hilt with the right palm. Double swords and two-handed sword will also use this salute.

While the above Salutations are preferred, athletes may perform whichever Salute is appropriate in your school or Club.

6. Skill level criteria:
Where 4 divisions
- Novice: < 1 year of training
- Beginner: 1 to < 2 years of training
- Intermediate: 2 to 4 years of training
- Advanced: > 4 years of training
Where 3 divisions
- Beginner: < 2 years of training
- Intermediate: 2 to 4 years of training
- Advanced: > 4 years of training
Where 2 divisions
- Beginner: < 3 years of training
- Advanced: 3 or more years of training

7. Scoring for forms:
Novice | Beginner | Intermediate
Scores range from 7.0 - 9.00
Advanced
Scores range from 8.0 - 10.00
8. Time limits for forms:
All times are given in minutes. A penalty of 0.2 points will be deducted for each infraction of 5 seconds or partial increment thereof.
-
Traditional, Advanced divisions only
Min 0:45 Seconds, Max 2:00 Minutes
-
Wushu Forms
Min 1:00 Minute (Does not apply for Kids/Juniors divisions)
-
Taiji and Liuhe Bafa Hand Forms
Min 3:00 Minutes, Max 3:30 Minutes
-
Taiji & Liuhe Bafa Weapons
Min 3:00 Minutes, Max 3:30 Minutes
-
Taiji 24
Perform to completion
-
Xing Yi and Bagua Hand Forms
Min. 1:00 Minute, Max. 2:30 Minutes
-
Xing Yi - Bagua - Weapon Forms
Min.1:00 Minute, Max. 2:30 Minutes
An audible warning will be given 30 seconds prior to the time limit for Taiji and Liuhe Bafa.
In all Taiji and Liuhe Bafa categories, it may be necessary for two athletes to perform simultaneously.
9. Penalties and deductions for forms:
Northern Long Fist: Athletes can begin their form in any quadrant of the competition ring. The form must end in the same quadrant as the starting point. Forms that end by facing opposite of the starting point will result in a 1/2 point deduction from the final score. Forms that do not end in the same quadrant as the starting point will result in a .2 point deduction from the final score.
Competitors whose form does not end in the same quadrant must inform Chief Judge before performing.
Note: The basic 32 Wushu Forms are permitted in the Traditional Kids and Juniors Novice and Beginner Categories only.
Interruptions caused by uncontrollable circumstances will not be penalized.
Re-performing due to forgetfulness will result in a 1-point deduction from the final score in all advanced divisions. All other divisions will be assessed a 1/2-point deduction.
Broken weapons will result in a full point deduction from final score; this applies to all skill levels.
All sabers and swords used in the traditional divisions must be of Loong Quan type steel or heavier steel; the weapon must be able to sustain its own weight when placed on its tip. All kids divisions are exempt from this rule.
 |
 |
| Acceptable |
Unacceptable |
Long Weapons such as the Quandao are also subject to these requirements.

Wushu divisions require the current standard weapons used in international competition.
Non-compliance with these weapon standards will result in a 1-point deduction from the final score unless otherwise specified.
NOTE: The Kids divisions (8 years & under) are not subject to the traditional weapons requirement stated above.
Weapon Length
Weapons require a certain length in order to be used efficiently. The requirements, with few exceptions, are generally the same for Traditional and Modern Wushu.
The length of the weapon is determined according to the competitor's height.
The pictures that follow are self explanatory.
Saber & Swords:
The minimum length for the saber and the straight sword requires that the tip of the weapon reach the competitors top of ear when held at the sides.
 
| Left Correct - Right incorrect |
Staffs and Spears:


Staffs can vary in length from a minimum of the height of the competitor's eyebrow to well over the competitor's head. Staffs shorter than the competitor's eyebrow fall into the Open Weapons category. In divisions where there are no Open Weapons any length staff or stick may be used.
Spears vary in length between Traditional Northern and Southern Systems and Contemporary Wushu.
For Northern Systems the spear should reach the tip of the competitor's fingers when the arm is stretched overhead.
For Southern Systems the spear can be slightly shorter but the speartip must be above the competitors head.
For Contemporary Wushu the Spearhead should be above the competitor's fingertips when the arm is stretched overhead.

10. Placing:
Medals will be awarded from 1st through 3rd place in each division immediately following its completion.
In tournaments that offer Grand Champion awards for advanced athletes who have entered the required divisions, the winners will be determined by the highest total combined scores.
Note: No ties are allowed at any level since placements reflect the overall standing of a competitor. Tie breaking procedures will go into effect to determine the winner.

11. Taiji Push Hands (Tui Shou):
During Fixed and Restricted Push Hands, competitors must operate within the principles of Taiji.
Weight Classes for Fixed and Restricted Step Push Hands:
- Men <160 lbs
- Men 160-180 lbs
- Men 181-200 lbs
- Men >200 lbs
- Women <130 lbs
- Women 130-150- lbs
- Women >150 lbs
Fixed Step: Both feet must remain in contact with the floor at all times. Heel or toe may be raised briefly, but the foot may not leave floor or change position.
- The feet remain in the same starting position
- The front toe may be raised in yielding back
- The rear heel may be raised in shifting forward
- Any sideward movement or double placement of the foot is not permitted
- Advancing or retreating of any kind is not permitted
Restricted Step:
- For restricted-step push hands, the foot forward at the start of the round must remain forward for the duration of the round
- Either front or back foot may move, but not both at the same time;
- There must be a beat between steps (no charging)
- Movement is oriented along center line and players may not step more than 45° to either side to defend or gain advantage in pushing.
The following descriptions for Competition Format, Match Area, Objective of Match, Progression of Match, Etc. apply to bot Fixed and Restricted Step Push Hands.
Competition format:
- All matches are single elimination
- Matches consist of two 1-minute rounds.
- The players change leg position after the first round
- In the event of a tie, the match will be decided by sudden death: First to score wins.
Match area:
- Two perpendicular lines form a cross at the center of the playing area
- Play is begun with the both players in forward stance
- The ball of the right foot on the horizontal stripe.
- Players'’ front feet are separated by the vertical stripe, which marks the centerline of the play area.
- When play is stopped for any reason, players return to the starting position.
Objective of match:
The objective of the match is to Uproot the opposing player while maintaining own root using Taijiquan (Tai Chi) principles.
Progression of match:
Play is begun in a neutral position with backs of right wrists touching. Left hands are placed on (not under) right elbow of opponent. (Reversed in second period.)
- Players move their arms together in a horizontal circle until referee feels a neutral state has been established.
- They may not seek advantage at this point.
- Once the Center Judge says, “Begin” players must continue to play for a second or two before issuing energy.
- Players unable or unwilling to begin play neutrally may be issued a warning
Continuous Contact
- Players are expected to stick and adhere and may not break contact to gain advantage.
- All issuing must be preceded by contact
- Breaking contact to gain advantage may result in a warning
Pushing, pulling with one hand, trapping techniques, non-impact techniques that cause opponent to lose balance, and single-hand grabbing techniques that cause opponent to lose balance.
Target Areas:
Contact is permitted between the hips and collarbone.
Note: The head, neck, spine, and legs may not be attacked and will result in a warning or disqualification depending on the severity of the infraction.
Scoring:
- The center judge as well as any of the corner judges may call for a point
- Points are awarded by majority judges' decision.
- One point is awarded for uprooting opponent.
- A point is awarded against the opponent when a warning is called.
Warnings:
- Grabbing. A one-handed pluck is a valid technique, but players may not seek to control opponent by grabbing for longer than one second,
- Wrapping hands around the back.
- Grabbing clothing
- Pulling with both hands
- Striking: Any percussive contact (makes a sound) is considered a strike.
- Charging: (Restricted step.) Players may not take successive steps forward without pausing.
- Joint Locks (Qinna). Joints may not be attacked with force
- Not following the Chief Judge's directions
The following will result in immediate disqualification:
- Excessive and dangerous use of force
- Accumulation of 3 warnings
- Unsportsmanlike conduct by the player or coach

12. Xtreme Push Hands:
This category provides rules which encourage all stylists, and not just Taiji players, to participate.
Weight Classes:
- Men <160 lbs
- Men 160-180 lbs
- Men 181-200 lbs
- Men >200 lbs
- Women <130 lbs
- Women 130-15- lbs
- Women >150 lbs
Uniform and protective equipment and other requirements:
- Contestants must wear a T-shirt or uniform top
- Martial arts pants
- Martial arts type shoes
- Women must wear chest protection
- No jewelry or watches
- Nails must be trimmed
Contestants may wear protection bands to protect joints, including elbow, wrist, knee, and ankle.
Contestant must be free of serious infectious diseases or wear approved protection for the body contact competition.
Competition area:
- The competition area consists of two concentric rings which can be circles or squares.
- The inner circle being 15 feet and the outer circle being 21 feet in diameter
- The inner square being 15 feet and the outer square being 21 feet in size.
Match Format:
- A match consists of three 2-minute rounds with a one-minute break in between rounds.
- The clock will stop when the Center Referee stops the action to obtain scoring from the Judges or for other reasons.
Preparation and Progression of Match:
- Two perpendicular lines form a cross at the center of the competition area
- Play is begun with the both contestants in forward stance
- The ball of the right foot on the horizontal stripe.
- Contestants'’ front feet are separated by the vertical stripe, which marks the centerline of the competition area
- When play is stopped for any reason, contestants return to the starting position
- Play begins with three revolutions of the hands or arms attached, such as Peng, Lu, Jhi, An, or circling, before executing techniques.
- After scoring or stopping of action by the Center Referee, contestants must return to the start position with arms attached before resuming active actions.
The contestants can use all the pushing, tripping, grappling, throwing techniques with all body parts except the head, but no punching, kicking, full sweeping, attacking on the head, throat, eyes, ears or groin. All hand techniques must be directed at or above hip level.
Scoring:
- One point is awarded for an action that forces the opponent outside the inner ring, but inside the outer ring ( An action can constitute a technique or combination of techniques).
- Three points are awarded if the opponent is forced outside the outer ring or square.
- One point is awarded if the opponent falls inside the inner ring
- Two points are awarded if the opponent falls outside the inner ring, but inside the outer ring.
- Four points are awarded if the opponent falls outside the outer ring.
- Stepping on the ring line constitutes outside the ring. Three points or more of the body touching the ground constitutes a fall. Touching the ground with one hand and one foot, or with two hands, does not constitute a fall.
- Differential points are awarded if the opponent has less points for an action regardless of who falls out first. For example, if both are out of the inner ring, two points are awarded to the contestant that stays inside the outer ring while his or her opponent is outside the outer ring.
- No points are awarded if both fall or out of the same ring, regardless of who falls or outs first. The points cancel out.
- The most one can be awarded for an action is four points, when he or she pushes and causes the opponent to fall outside the outer ring, while he or she stays standing inside the inner ring.
Note: While the term ring has been used to describe the scoring the same criteria applies when concentric squares are used.
Round Winner:
- A round is awarded if a contestant reaches (15) points
- The contestant with more points at the end of the round wins the round
- Equal points at the end of the round results in a tie
Match Winner:
- The contestant who wins the first two rounds wins the match
- If tied after three rounds "sudden death" will apply: The first contestant to score wins the match
Warnings:
- Kicking, striking, kneeing and elbowing
- Attacking to the head, neck, throat, ears or groin
- Attacking or locking the joints
- Attacking or pushing with head
- Pulling hair or clothes
- Using any technique determined to cause injury
- Receiving coaching during the round
- disengaging or clinching to avoid contact or competition (Stalling)
- Each warning will result in a point being awarded to the other contestant
A severe foul can result in immediate disqualification
Disqualification:
The following will result in immediate disqualification
- Excessive and dangerous use of force
- Accumulation of 3 warnings
- Attacking the eyes
- Unsportsmanlike conduct by the athlete or coach

13. Chi Sao:
Requirements
- Kung Fu pants, martial arts shoes, and a short sleeve t-shirt are required
- Jewelry, rings, or necklaces are not permitted
- Fingernails must be kept short to avoid injury to other contestants
The Match Format
- The match will consist of two 1-Minute rounds with a 30-second rest period between rounds
- The contestants will engage in a continuous exchange of techniques
- Sudden death applies if contestants are tied after first two rounds
- The competition area will consist of an 8' x 8' ring divided by a line
- The match will be stopped for uniform and equipment failure or to seek medical advice
Match Objective
The objective of the match is for competitors to display good Chi Sao techniques, such as:
- Sticking and adhering during a continuous exchange of techniques
- Bridging and trapping skills
- Stable stance with good bridging skills
- Clean blocking and attacking techniques
Match Progression
- Competitors will meet at center on the ring and engage in rolling hands
- The Chief Judge leads contestants in 3 sequences of rolling
- The match begins after the third roll
- Judges will look for and score good Chi Sao techniques directed at legal targets
Mandatory Equipment
- Protective head gear
- Mouth piece
- Chest protector
- Groin protector
Legal contact area
- The entire torso area which is covered with the chest protector
- Light contact to the area protected by the head gear
Warnings
- Contact to the face area
- Kicking
- Shoving the other competitor
- Attempts to lock the joints
- Continuing to strike after time is called or Chief Judge calls "stop"
- Willingly stepping out of bounds
- Coaching from the sidelines during the match
Disqualification
- Accumulation of any three warnings will result in disqualification
- Excessive use of force towards the head and face area
- Unsportsmanlike conduct
Weight Classes
There will be only one division for Chi Sao competitors, which will encompass the following weight classes:
Men
Lightweight < 160 lbs.
Middleweight 161 to 185 lbs.
Heavy Weight 186 lbs. and above
Women
Lightweight < 135 lbs.
Heavyweight > 135 lbs.
14. Shuai Jiao:
Requirements
- Kung Fu pants (Kuzi)
- Shuai Jiao jacket (Yi)
- Shuai Jiao Belt (Dai)
- Jewelry, rings, or necklaces are not permitted
- Fingernails must be kept short to avoid injury to other contestants
The Match Format
- The match will consist of two 2-Minute rounds with a 30-second rest period between rounds
- The contestants will engage in a continuous exchange of Shuai Jiao techniques
- A 1-minute round will be added if contestants are tied after first two rounds
- If still tied after the first round, the match will be awarded to the most active competitor
- The competition area will consist of 20' x 20' matted ring
- The match will be stopped for uniform and equipment failure or to seek medical advice
Match Objective
The objective of the match is for competitors to display good Shuai Jiao techniques, such as:
- Standing Grappling
- Throwing Techniques
- Sweeping Techniques
- Shoot Techniques
- And Other Takedowns
Match Progression
- Competitors will meet at center on the ring and engage each other at the Chief Judge's signal to start
- The Chief Judge controls the match through verbal signals
- Side judges will look for and score good Shuai Jiao techniques
Scoring Points
- Throwing the opponent, causing them to land on their back, and lands on top of the opponent.
- Causing the opponent to touch the mat with the hand, elbow or knee while remaining standing.
- Forcing opponent out of the ring
2 Points are scored when:
- The opponent is thrown and lands on the side or back
- Causing the opponent to touch both hands or both knees simultaneously on the mat.
- Remain standing while sweeping the opponent so they fall on the mat.
3 Points are scored when:
- Remain standing while the opponent is thrown 360 degrees and lands on their back.
No Points are scored when:
- Both competitors step out of the ring
- Both competitors simultaneously fall
Warnings
- Striking the opponent with any part of the body
- Attacking and attempting to dislocate the joint
- Biting or spitting
- Pulling the opponent's pants
- Smothering opponent's face with hand or forearm
- Pulling opponent down once thrown
- Failure to engage opponent
- Failure to obey Chief Judge's commands
Disqualification
- Accumulation of any three warnings will result in disqualification
- Excessive use of force towards the head and face area
- Unsportsmanlike conduct by competitor or coach

15. Light Sport Sanda:
Light Sport Sanda:
Light Sport Sanda allows only light contact to the side of the head. No contact to the face-mask area. Any heavy contact to the head or face-mask area will result in immediate disqualification.
Light Sport Sanda is limited to amateur fighters with no professional experience in Sanda (San Shou), Boxing, Kickboxing, MMA, Shoot Fighting, etc.
Match and round duration
- Each bout will consist of three (3) one minutes rounds with a one (1) 30 seconds rest period between rounds.
- If a fighter wins the first two rounds, the match is over
- If the match is tied after the first three rounds there will be an additional 30 second round to decide the bout
Weight Categories
Mens Categories
- 145 LBS & Under
- 146 LBS to 165 LBS
- 166 LBS to 185 LBS
- 186 LBS to 205 LBS
- 206 LBS & Over
Womens Categories
- 125 LBS & Under
- 126 LBS to 145 LBS
- 146 LBS & Over
Teens Categories: Boys
- 135 LBS & Under
- 136 LBS to 155 LBS
- 156 LBS to 175 LBS
- 176 LBS & Over
Note: For Safety Reasons fighters weighing over 196 LBS will not be able to participate unless there are enough fighters to create a heavier weight category
Teens Categories: Girls
- 125 LBS & Under
- !26 LBS & Over
Note: For Safety Reasons fighters weighing over 146 LBS will not be able to participate unless there are enough fighters to create a heavier weight category
Weigh-in
The official weigh-in for amateur Light Sport Sanda fights will be posted on the tournament schedule for each stop on the circuit
- All fighters will weigh in on the same scale
Making Weight
Any fighter who fails to make weight will be automatically moved to the category in which he or she makes weight
Match Area
Matches can take place on an open mat 24' X 24'
- Protective head gear (provided)
- Mouth guard
- Shin and instep protectors (cloth slip-on)
- Groin cup (female fighters must wear breast protection)
- 12 oz. boxing gloves (provided)
- Fight shorts
- Approved chest protector
Scoring Techniques
- Light kicks and strikes to side of headgear
- Closed hand strikes to body
- Kicking techniques to body and thigh
- Throws/Sweeps/Takedowns
Note: Any kicks or strikes that cause a jarring of the head or strike the face area will result in immediate disqualification.
Note: Clinching in an attempt to execute a throw or takedown is limited to 5 seconds
Illegal Techniques
- Heavy Kicks and strikes to the head
- Elbows
- Kicks to knee joint
- Knee strikes
- Groin strikes
- Foot stomps
- Joint locks
- Striking the head or spine
- Head butting
- Striking a downed opponent
- Attempting to throw opponent out of the ring
Cautions (1 Point Deduction)
- Holding the ropes or running out of the mat area
- Spitting out mouth piece
- Purposely loosening equipment
- Continuing to clinch after referee has called for break
- Initiating attack before the referrer’s command
- Continuing to fight after the referee has called “stop”
Warnings (2 Point Deduction)
- The employment of any illegal technique will result in a warning
- Hitting a downed opponent
Awarding of Points
Two points are awarded if
- The opponent falls while the other fighter remains standing
- Kick to the head
- The opponent receives an official warning penalty
- Standing 8 Count
One point is awarded if
- Hand strike to head and body
- Kick to body and thigh
- The opponent falls and the other fighter falls afterwards
- The opponent receives a caution
No points are awarded if
- Both fighters hit each other simultaneously
- The fighter throws the opponent after holding for more than 5 seconds
- Striking during a clinch
- A fighter uses an unsuccessful falling technique to attack
- Unclear techniques are employed by either fighter
Disqualification
- Heavy contact to the head or face area
- Intentionally hitting a downed opponent
- Pile driving
- Throwing opponent out of the ring
- Cornerman physically interferers with the match
- Unsportsmanlike conduct

16 Sanda - 2012 Rules:
Match and round duration
Class A Fights
- Class A fights shall be scheduled for three (3) rounds
- Each round will consist of three (3) minutes with a one (1) minute rest period between rounds
Fighters with a record of five (5) or more fights that have not fought professionally qualify for A Class
Class B Fights
- Class B fights shall be scheduled for three (3) rounds
- Each round will consist of two (2) minutes with a one (1) minute rest period between rounds
Fighters with a record of up to four (4) fights with no more than 2 wins that have not fought professionally qualify for B Class
Class C Fights
- Class C fights shall be scheduled for three (3) rounds
- Each round will consist of one (1) minute with a one (1) minute rest period between rounds
Fighters with no fights or one (1) loss qualify for C Class
Note: Participation in Amateur fights is strictly restricted. Professional fighters from any striking or kicking discipline and fighters that are registered as professionals with any governing body are not permitted to participate.
Weight Categories
Men’s Categories
Bantamweight - 135 LBS ( 61.2 KG)
Featherweight - 136-145 LBS (61.6-65.7 KG)
Lightweight - 146-155 LBS (66.2-70.3 KG)
Welterweight - 156-170 LBS (70.7-77.1 KG)
Middleweight - 171-185 LBS (75.2-83.9 KG)
Light-Heavyweight - 186-205 LBS (84.3-205 KG)
Heavyweight - 206-225 LBS (93.4-102 KG)
Super-Heavyweight - 226 LBS (102.5 KG)
Women’s Categories
Lightweight - <125 LBS (56.6 KG)
Middleweight - 126-140 LBS (57.1-63.5 KG)
Heavyweight - 141-155 LBS (63.9-70.3 KG)
Super Heavyweight - 156 LBS > (70.7 KG >)
Teen's Boys Categories (15-17 Years Old)
Bantamweight -115-125 LBS (52.1-56.6 KG)
Featherweight - 126-135 LBS (57.1-61.2 KG
Lightweight - 136-145 LBS (61.6-65.7 KG)
Welterweight - 146-155 LBS (66.2-70.3 KG)
Middleweight - 156-170 LBS (70.7-77.1 KG)
Heavyweight - 171- 185 LBS (77.5-83.9 KG)
Note: For safety reasons Teens weighing over 185 LBS (83.9 KG) may not compete in the Teen Boys division
Teen's Girls Categories (15-17 Years Old)
Lightweight -115-125 LBS (52.1-56.6 KG)
Middleweight - 126-135 LBS (57.1-61.2 KG)
Heavyweight - 136- 150 LBS (61.6-68 KG)
Note: For safety reasons Teens weighing over 150 LBS (68 KG) may not compete in the Teen Girls division
Weigh-in
The official weigh-in for amateur fights will occur between 4 and 24 hours before the scheduled fight depending on whether the fights are part of a scheduled fight-card or tournament format.
- The official weigh-in time will be announced well in advance of the scheduled fight
- All fighters will weigh-in on the same scale
Making Weight
An fighter who fails to make weigh will be automatically moved to the category in which he makes weight
Required Equipment
Amateur fights
Matches will take place in a boxing ring minimum size is 20’x20’ but may also take place in an open mat depending on circumstances
- Protective head gear (provided)
- Mouth guard
- Shin and instep protectors (Cloth slip on)
- Groin cup (female fighters must wear breast protection)
- 12 OZ boxing gloves (Will be supplied by the promoter)
- Fight shorts (Logos must be approved by promoter)
- Approved Chest Protector for Teens Divisions (15 to 17 year olds)
Scoring Techniques
- Closed hand strikes to head and body
- Kicking techniques to head, body and thigh
- Knees to body
- Throws/Sweeps/Takedowns
Note: Clinching in an attempt to execute a throw or takedown is limited to 5 seconds
Illegal Techniques
- Elbows
- Kicks to knee joint
- Knee to the head
- Groin strikes
- Foot stomps
- Joint locks
- Striking the back of the head or spine
- Head butting
- Striking a downed opponent
- Attempt to throw opponent out of the ring
Cautions (1 Point Deduction)
- Holding the ropes
- Spitting out mouth piece
- Purposely loosening equipment
- Continuing to clinch after referee has called for break
- Initiating attack before the referrer’s command
- Continuing to fight after the referee has called “stop”
Warnings (2 Point Deduction)
- The employment of any illegal technique will result in a warning
- Hitting a downed opponent
Awarding of Points
Two points are awarded if
- The opponent falls while the other fighter remains standing
- Kick to the head
- The opponent receives an official warning penalty
- Standing 8 Count
One point is awarded if
- Hand strike to head and body
- Kick to body and thigh
- Knee to body
- The opponent falls and the other fighter falls afterwards
- The opponent receives a caution
No points are awarded if
- Both fighters hit each other simultaneously
- The fighter throws the opponent after holding for more than 5 seconds
- Striking during a clinch (Except for knee strikes)
- A fighter uses an unsuccessful falling technique to attack
- Unclear techniques are employed by either fighter
Disqualification
- Intentionally hitting a downed opponent on the head
- Pile driving
- Throwing opponent out of the ring
- Cornerman physically interferers with the match
- Excessive unsportsmanlike conduct
Standing 8 Count (2 Point are Awarded)
- Referee determines that a fighter is at risk of injury
- Failing to get up within three seconds of a fall (8 Count begins immediately after 3 seconds have elapsed)
A match is awarded if:
- There is a Knock-Out
- There is a TKO – Fighter is unable to continue
- The opponent takes 2 standing 8-counts in a round or 3 standing 8-counts in a match (Amateur Fights)
- An athlete is overmatched by the opponent in power and skill; in that event, the center referee can declare absolute victory (Amateur Fights)
- There is a disqualification
Note: A fighter that fails to stand up before the count of ten (10) will lose by Knockout
Sustaining a KO or TKO
A fighter who has sustained a KO or TKO in a fight must wait a minimum of thirty (30) days before engaging in another fight and must obtain a physician’s release which states that the fighter is not suffering from any concussion or TBI (Traumatic Brain Injury) and is able to engage in a full-contact match.
Light Sport Sanda:
Light Sport Sanda allows only light contact to the side of the head. No contact to the face-mask area. Any heavy contact to the head of face-mask area will result in immediate disqualification.

16. Light-Contact Continuous Sparring Requirements and Regulations:
Mandatory protective equipment must be supplied by the athlete and must include: Head protector, mouth guard, groin cup, chest protector (For Women), foam gloves with no exposed fingers, and foam foot protectors that cover entire foot. Shin guards are optional.


Competition format:
All matches are single elimination consisting of three one-minute rounds of running time. The time is stopped for injuries or equipment adjustment.
At the end of each round the winner of that round is declared by the decision of the majority of the judges. The winner of two out of three rounds wins the match. In case of a tie after the three rounds there will be a final one-minute round to determine a winner; if still tied after this round, the winner is determined by the Chief Judge.
Match Length:
- For Teens and Adults - Three 1 Minute Rounds: Winner of First 2 Rounds wins the Match
- For Kids and Juniors: Three 30 Seconds Rounds. Winner of First 2 Rounds wins the Match.
Note: In Case of a Tie there will be a Sudden-Death round to determine the winner. First person ot score a Clear, Legal Technique wins.
Progression of match:
- Athletes enter the ring at the command of the Chief Judge
- Before initiating competitive sparring athletes salute the chief judge and then each other
- The Chief Judge will commence the match by giving the signal to begin
- The Chief Judge directs the match with verbal signals ("begin," "stop," etc.)
Legal contact targets:
- Light contact to front and sides of torso
- Light contact to side of head gear
- Light contact to upper thigh
Legal non-contact targets:
Note: Any contact to this area may result in immediate disqualification
Allowable techniques:
- Sharp, clean punches and kicks
- Momentarily grabbing the opponent's wrist to execute a technique
- Leg sweep to the front leg
Illegal techniques:
- Elbows
- Knees
- Spinning backfist
- Joint locking
- Striking any area of the opponent's back or groin
- Sweeping the rear leg or the supporting leg when the opponent is kicking
- Any blind technique
The following infractions will result in a warning:
- Willingly running out of the ring
- Use of illegal techniques
- Striking an illegal target
- Not following the Chief Judge's directions
The following will result in immediate disqualification:
- Excessive use of force
- Bleeding that results from an illegal strike
- Accumulation of 3 warnings
- Unsportsmanlike conduct by Athlete, Coach or Parent

ARBITRATION
A formal procedure is followed when a competitor or instructor would like to launch a protest regarding a presumed discrepancy in the application of the rules.
- Request, complete, sign and submit the Arbitration form
- The arbitration form must be signed by the competitor and the instructor/coach
- If the competitor is under 18 years of age a parent or legal guardian must sign the Arbitration Form
- The fee for arbitrating the dispute is USD $200.00
- The fee is refunded if the dispute is settled in the competitor's favor
- The Arbitrator's decision is final and will be rendered in a timely manner

|