the Rules


Combat Competition
There are three (3) Preliminary Phases (bouts of competition):
Phase 1) One-on-One competition in a randomly selected environmental setting;
Phase 2) Weapons Combat;
Phase 3) Mass Attack – single fighters duel against multiple attackers [2,4 &6].
Phase 4) the Finals – the top fighters battle to become champion.
WWG Rules
Rule 01
Five Preliminary Weight Classes
-
Lightweight: (146 - 155 lb)
-
Welterweight: (156 - 170 lb)
-
Middleweight: (171 - 185 lb)
-
Light Heavyweight: (186 - 205 lb)
-
Heavyweight: (206 - 265 lb)
Rule 03
Combat Types
-
Hand-to-Hand Combat
-
Weapons Combat
-
Mass Attack
-
Final Combat
Rule 05
Methods of Victory
-
Hand Strikes (including elbows)
-
Leg Strikes (including shins & knee)
-
Chokeout / Submission
-
Knockout / TKO
Rule 02
Three Final Weight
Classes
-
Light: (146 - 170 lb)
-
Middle: (171 - 205 lb)
-
Heavy: (206 - 265 lb)
Each for Male & Female
Rule 04
Stage Types
-
No Roped Ring
-
No MMA Cage
-
Real-World Environments
-
Plexiglass Ring
Rule 06
Judges Decision
-
unanimous decision (all three judges score a win for one fighter),
-
split decision (two judges score a win for one fighter with the third for the other),
-
majority decision (two judges score a win for one fighter with one for a draw),
-
unanimous draw (all three judges score a draw),
-
majority draw (two judges score a draw).
-
split draw (the total points for each fighter is equal)
The WWG Main Combat Rules:
Hand-to-Hand Combat:
-
3 Periods [rounds] (3 Minutes Each)
-
Uniforms: including Headgear, Chest Protector, TKD Gloves, Shin Guards, Foot Guards, Wrestling Shoes
-
Takedowns: both above and below the Waist Are Permitted, including Sweeps
-
Methods of Victory: Knockout [KO/TKO], Decision, Chokeout or submission, Points, or DQ;
-
Punches & Kicks Only Permitted to Front of Opponent’s Body
-
Punches to the Body (or other hand strikes): 1 Point
-
Punches to the Head (or other hand strikes): 3 Points
-
Kicks to the Leg: 1 Points
-
Kicks to the Body: 2 Points
-
Kicks to the Head: 3 Points
-
Spinning Kicks to the Head: 5 Points
-
Takedowns: 2-5 Points (depending on type of takedown)
-
Technical Reversal: 1 Point
-
Exposure: 2-3 Points
-
Penalties: 1-2 Point Deductions
-
Judges Decision (based on a conglomeration of all of the above)
Weapons Combat: Each Weapon is Padded with Sensors
-
2 Periods [rounds] (2 Minutes Each)
-
Uniforms (with sensors): Headgear, Chest Protector, Gloves, Shin Guards, Foot Guards, Wrestling Shoes
-
Takedowns: Sweeps Are Permitted
-
Methods of Victory: Decision, Points, or DQ;
-
Strikes Only Permitted to Front of Opponent’s Body
-
Strikes to the Body: 1 Point
-
Strikes to the Head (or other hand strikes): 5 Points [depending on weapon type, can end the match]
-
Strikes to the Leg: 1 Points
-
Strikes to the Arms: 1 Points
-
Strikes to the Shoulder / Neck: 3 Points
-
Takedowns (Sweeps): 4 Points
-
Penalties: 1-2 Point Deductions
-
Out of Bounds: 1 Point Deduction
-
Judges Decision (based on a conglomeration of all of the above)
Mass Attack Combat:
-
1 Period [rounds] (1 Minute Each), per group (2, 4 & 6)
-
Uniforms: including Headgear, Chest Protector, TKD Gloves, Shin Guards, Foot Guards, Wrestling Shoes
-
Takedowns: both above and below the Waist Are Permitted
-
Methods of Advancement, Victory: Knockout [KO/TKO] of each attacker, Chokeout or submission of each attacker, Points, Decision by Judges;
-
Punches & Kicks Only Permitted to Front of Opponent’s Body
-
Punches to the Body (or other hand strikes): 1 Point
-
Punches to the Head (or other hand strikes): 3 Points
-
Kicks to the Leg: 1 Points
-
Kicks to the Body: 2 Points
-
Kicks to the Head: 3 Points
-
Spinning Kicks to the Head: 5 Points
-
Takedowns: 2-5 Points (depending on type of takedown)
-
Technical Reversal: 2 Points
-
Exposure: 2-3 Points
-
Penalties: 1-2 Point Deductions
-
Judges Decision (based on a conglomeration of all of the above)
the Finals:
-
5 Rounds (3 Minutes Each)
-
Uniforms: including Headgear, Chest Protector, TKD Gloves, Shin Guards, Foot Guards, Wrestling Shoes
-
Takedowns: both above and below the Waist Are Permitted, including Sweeps
-
Methods of Victory: Knockout [KO/TKO], Decision, Chokeout or submission, Points, or DQ;
-
Punches & Kicks Only Permitted to Front of Opponent’s Body
-
Punches to the Body (or other hand strikes): 1 Point
-
Punches to the Head (or other hand strikes): 3 Points
-
Kicks to the Leg: 1 Points
-
Kicks to the Body: 2 Points
-
Kicks to the Head: 3 Points
-
Spinning Kicks to the Head: 5 Points
-
Takedowns: 2-5 Points (depending on type of takedown)
-
Technical Reversal: 1 Point
-
Exposure: 2-3 Points
-
Penalties: 1-2 Point Deductions
-
Judges Decision (based on a conglomeration of all of the above)
Matches will end via:
-
Submission: a fighter taps out on his opponent three times (or more) or verbally submits.
-
Knockout: a fighter falls from a legal blow and is either unconscious or unable to immediately continue.
-
Technical Knockout: stoppage of the fight by the referee if it is determined a fighter cannot "intelligently defend" himself or by ringside doctor due to injury.
-
Having more points than the opponent at the end of the Match.
Judges' Decision: Depending on scoring, a match may end as:
-
unanimous decision (all three judges score a win for one fighter),
-
split decision (two judges score a win for one fighter with the third for the other),
-
majority decision (two judges score a win for one fighter with one for a draw),
-
unanimous draw (all three judges score a draw),
-
majority draw (two judges score a draw).
-
split draw (the total points for each fighter is equal)
A fight can also end in a technical decision, technical draw, disqualification, forfeit or no contest. Contestants shall be divided by male / female categories.
All Skills Competition shall be judged by Special Judges in order to determine winners for each Skill:
Skills Rules: (the breakdown of Skills Competition Rules will be posted soon)
-
Breaking: 4 stages - breaking boards, bricks, ice and finally, coconuts
-
Striking: Power: hardest strike [psi counter] (punches, kicks); Speed: fastest strike [inches per sec] (punches, kicks)
-
Takedowns: quickest, most effective takedown
-
Kata: judged on performance of kata
-
Weapons Kata: judged on performance of kata
-
Weapons Skill: Throwing (Knives / Shaken / Shuriken); Cutting [Through Objects (Sword – Katana, Kukri, etc]; Drawing [Speed of the Draw – Iaidō / Speed & Cutting]
-
Best Technique: Self-Defense > Best Unarmed Self-Defense Technique, Best Weapon Self-Defense Technique, Best Overall Martial Arts Performance
-
Striking Dynamics: - Multiple Strike Combinations - Multiple Kick Combination
- Response: Fastest Reaction to Unknown Strike to Combination to Takedown
- 1-inch Punch
- Flying Side Kick
-
Grand Master:
⁃ Kata
⁃ Weapons Kata
⁃ Striking
⁃ Breaking
⁃ Takedowns
⁃ Self-Defense
⁃ Striking Dynamics
Skills Competition
