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KENDO SHIAI (Match) REGULATIONS & REFEREEING RULES
Edited and compiled by Anthony Galvan III,
Southern California Kendo Federation
October, 1994
KENDO Match Regulations & Refereeing
Revised May 27, 1988
International Kendo Federation
CONTENTS
I. Prologue
II. MATCH REGULATIONS
Chapter 1: Match Definitions
Chapter 2: Match Arena
Chapter 3: Equipment
Chapter 4: Match Types/Styles
Chapter 5: Start; Suspension/Resumption/Ending
Chapter 6: Match Time Periods
Chapter 7: DATOTSU (Strike/Types)
Chapter 8: HANSOKU (Fouls)
Chapter 9: BASSOKU (Penalty)
Chapter 10: Injury or Accident
Chapter 11: IGI (Protests)
Chapter 12: SHINPAN (Refereeing)
Chapter 13: KAKARI (Court Personnel)
Chapter 14: Flag & Ribbon Specifications
III. REFEREE REGULATIONS
Chapter 1: Match Winner (Decisions)
Chapter 2: SHINPAN (Referee)
Chapter 3: YUKO DATOTSU (Valid Strikes)
Chapter 4: Major Points in Refereeing
Chapter 5: Handling other court decisions
IV. SUPPLEMENT: OTHER MATCH/COURT ITEMS
Chapter 1: Participant items
Chapter 2: Referee items
Chapter 3: Score Board Posting
I. Prologue
Kendo Match (Shiai) and Judging (Referee) Regulations.
The Concept of Kendo: kendo is to discipline the human character through
the application of the principle of the KATANA.
On the basis of the proceeding Concept of Kendo, the following regulations
of kendo shiai and judging are hereby enacted.
II. KENDO SHIAI REGULATIONS
Chapter 1 - Shiai definitions
Article 1. A kendo match (shiai) is herein defined as a contest between
two contestants for YUKO DATOTSU using kendo equipment and conducted in
an area as stipulated
in accordance with the Regulations of Kendo Shiai and Refereeing as herein
set forth.
Chapter 2 - Match Area
Article 2. The match (court) area shall have the following specifications:
1. A match area shall be a square or rectangle of 9 to 11 meters on each
side, the width of the line tape inclusive.
2. The center of the court shall be marked with an "X" made
of two pieces of white tape, 30 centimeters in length each.
3. An extra area shall be provided outside a court when next to another
court. The area should be at lease 1.5 meters wide from the boundary line.
4. The boundary lines shall be made with white tape, 5 to 10 centimeters
wide.
Fig. 1
|< 9 to 11 meters >|
__________________________
| |
| | < white tape
| |
| center |
| |
| X |
| 30 cm white tape |
| |
| |
| |
|_________Inside___________|
Outside
Chapter 3 - Equipment
Article 3. SHINAI shall be made of four split pieces of bamboo or a synthetic
material than can substitute bamboo. The shinai shall not include any
other articles than the SHIN which is stuffed inside the point cover or
the CHIGIRI that is added inside the end of hilt.
Article 4. The following table establishes shinai weight and length.
USER JR. HIGH SR. HIGH COLLEGE - ADULT
Length Male/Female 114 cm max 117 cm max 120 cm max
Shinai Male 425 gr. min 470 gr. min 500 gr. min
Wt. Female 400 gr. min 410 gr. min 420 gr. min
The length refers to the total length including accessories, and the
weight to the total weight of the SHINAI, including all accessories excluding
the TSUBA.
Shinai Construction
Article 5. Shown are the parts and names of a SHINAI:
Fig. 2
sakigawa nakayui tsuru(string) tsuba tsuka-gawa
\______|___________|___________|_______/
ken-sen> <______||______________________|_______ ]-tsuka-gashira
|^ \ jin or ha |
datotsu-bu
|<---------------Jin-Bu-------->< tsuka>
DATOTSU-BU refers to the point (about one-third the length) of the JIN-BU
from the KEN-SEN.
TSUBA
Article 6. The TSUBA is round in shape and made of leather or a synthetic
material. It shall not exceed 8cm in diameter and be fixed at the specific
position on the shinai.
EQUIPMENT & CLOTHING
Article 7. KENDOGU or BOGU (equipment) refers to the MEN (head gear),
KOTE (gloves), DO (body), TARE (waist protector) as a set and the kendo
costume consisting of the KEIKOGI (jacket) and HAKAMA (skirt).
a. The match player shall wear a folded ribbon, red or white,worn at the
crossing point of the DO laces (HIMO) on the contestants back.
The contestant shall also wear a cloth name tag (ZEKKEN) on the center
piece of the TARE, showing the contestant's name and dojo.
Chapter 4 - Match Type/Styles
Article 8. INDIVIDUAL match winners shall be decided in the following
manner:
a. The individual match shall be decided by SAN-BON-SHOBU (three point
scoring) as a rule.
b. In SAN-BON-SHOBU, the contestant who scores two points within the given
time shall be the winner. However, if only one competitor scores a point
within the match period, they shall be declared the winner of the match.
c. If neither player scores a point within the match period, a match extension(s)
(ENCHO) may be allowed until a point is scored. The person scoring the
point shall be declared the winner. Or, the match may be decided by a
referee's judgment (HANTEI) or by lot (CHUSEN), or be declared a draw
(HIKIWAKE).
d. If a match is decided by a referee's decision or by lot, the winner
shall be given one point.
e. Referee's decisions shall be based on the following overall points:
1. Posture and manner
2. Skill
3. Fouls
Article 9. A TEAM match shall be carried out as follows:
a. Individual's matches shall be carried out in a pre-determined order.
b. The TEAM match may have a majority winner and a successive winner.
c. A majority winner means that in the individual matches, the team with
the highest number of winners shall be declared the winner.
If both teams have an equal number of winners, the team that scores the
highest number of points shall be declared the winner.
If the number of points happens to come to a draw, two individuals from
each team shall fight until a winner is declared.
d. A successive winner means that a player of a team continues to fight
against
opponents, as long as the individual keeps winning.
The team which beats the last player on a team shall be declared the winner.
Chapter 5 - Match Start/Time outs/Finish
Article 10. The contestants shall step into the court, place themselves
approximately nine steps apart and exchange REI (bow). Then, move three
steps forward, take the SONKYO (knee bend squat) at the same time drawing
the SHINAI with the tips about one inch apart and getting into the KAMAE
(ready position). At the HAJIME (start) command from the Chief Referee
they shall stand up and begin fighting.
Article 11. A match "time out" can be called by any court referee.
The match can only be resumed by a command form the Chief Referee.
Article 12. A match is ended upon a win (two or one points) or a draw
as indicated by the Chief Referee. The contestants will stand at KAMAE
on CHUDAN (ready position) after the match has been halted by the Chief
Referee.
The Chief Referee will then identify the winner.
The contestants will take the SONKYO position, replace their SHINAI, stand
up, take
five steps backward and bow and leave the court.
Chapter 6 - Match Time
Article 13. The standard match time period is five (5) minutes after
the Chief Referee has commenced the match.
Article 14. The standard extension (overtime) shall be three (3) minutes.
Article 15. The time required to complete the following shall not be
counted as match time:
a. The time from the moment the Chief Referee announces a valid YUKO
DATOTSU (point or strike)until the match is resumed.
b. The time from the calling of a time our (suspension) until the match
is resumed by the Chief Referee.
Chapter 7 - DATOTSU (valid strikes/hits)
Article 16. The valid strike points on the body shall be the following:
a. MEN (head). The forehead and the left and right areas above the temple.
The forehead is the cushion part of the MEN and not the metal screen.
However, the screen may become a valid strike point if player throws their
head back.
b. KOTE (hand). The area on the forearm covered by the round patterned
covering. Generally the right forearm, the left forearm can also be a
valid point during
CHUDAN-NO-KAMAE (left hand forward holding the sword); JODAN-NO KAMAE
(a KAMAE where the SHINAI is held over the head); WAKI-KAMAE (a KAMAE
where the SHINAI is held downward by the right foot);
NITO-NO-KAMAE (KAMAE using two SHINAI); AGE-KOTE
(where the KOTE is held above the pit of the stomach, except when executing
DATOTSU); and KAMAE variations from CHUDAN. The top of the hand is not
a valid DATOTSU.
c. DO (torso). The left and right sides of the DO.
d. TSUKI (throat). The TSUKI-TARE (throat flap on the MEN) and the breast
section of the DO when JODAN-NO KAMAE and NITO-NO-KAMAE are used.
Article 17. YUKO DATOTSU is defined as the accurate striking or thrusting
made to DATOTSU spots with the SHINAI at its DATOTSU-BU edge with KIAI
(spirit and positive voice), the right posture, and ZANSHIN (mental and
physical alertness against the opponents attack; positive follow through
of attack and strike),
a. One handed DATOTSU and DATOTSU in retreat, however, must be executed
after a clear positive strike.
b. GO-NO-WAZA (DATOTSU countering an opponent's DATOTSU) as a counter
or parry to TSUBA-ZERIAI (when both opponents establish contact with TSUBA)
must be clear and precise.
2. An accurate DATOTSU in the following instances shall be valid:
a. When a DATOTSU is made immediately after a player loses their grip
on the SHINAI or drops it.
b. DATOTSU made simultaneously when the opponent steps out of bounds (court).
c. DATOTSU made simultaneously when the match is
signaled as ended.
3. DATOTSU in the following cases will not be considered valid:
a. AIUCHI (valid DATOTSU made mutually and simultaneously by both opponents).
b. DATOTSU made to an opponent who is parrying his opponent effectively.
Chapter 8 - HANSOKU (Match Fouls/Penalty)
Article 18. Actions made by a contestant as defined in Articles 19, 20,
and 21 shall be considered foul actions:
Article 19. An insult to an opponent or referee.
Article 20. Use of a SHINAI which has not been inspected and approved
or which contains foreign materials.
Article 21. The following actions by a contestant:
a. JOGAI (stepping out of bounds during the match) except when the competitor's
YUKO DATOTSU is taken and then canceled.
JOGAI includes the following:
1. Placing one foot totally outside the court line.
2. Bracing the body with a part of the body or SHINAI outside the court
line.
3. Falling on the floor with part of the body crossing the court line.
b. Unfair shoving or pushing an opponent out of bounds. In this case,
the player
pushed out of bounds shall be free from JOGAI HANSOKU.
c. Losing the grip of the SHINAI and being unable to use it.
No foul of SHINAI-HANASHI will be made, unless the opponent makes YUKO
DATOTSU immediately upon the player who has lost the SHINAI.
d. TSUBA-ZERI-AI (TSUBA to TSUBA contact) without intention of making
DATOTSU.
e. Tripping or sweeping an opponent off their feet intentionally.
f. The following unacceptable actions:
1. TSUBA-ZERI-AI in an unacceptable form.
2. Intentionally pushing an opponent with the tip of the SHINAI to break
TSUBA-ZERI-AI contact.
3. Intentionally grabbing or holding an opponent.
4. Grabbing an opponent's SHINAI or grabbing one's own SHINAI beyond the
TSUBA.
5. Calling "Time" without good reason.
6. Using unnecessary force on an opponent.
7. When falling to the floor, falling and lying "face down"
without trying to counter the opponent's moves.
8. Intentionally wasting time.
9. Any other acts or actions considered to impeded or hinder
fair competition.
Chapter 9 - BASSOKU (Penalty)
Article 22. The competitor that commits the foul in Article 19 shall
lose the match and leave the court. The opponent will be given two points.
If the player committing the foul has scored up to this point, the points
shall be forfeited completely.
Article 23. The player that commits a foul in Article 20 will receive
the following penalties:
a. In the case of an individual match, the player committing the foul
shall lose the match by giving two points to the opponent and shall have
their points or score forfeited.
b. In the case of a team match, the team belonging to the player who committed
the foul shall lose the match by giving two point to each member of the
opponents team and shall
forfeit all points or scores gained up to that point
c. If the foul is committed during championship tournament, neither the
individual committing the foul nor that individual's team may stay in
the event after discovery of the foul or violation.d. Items a and b shall
not apply to matches where the player participated, prior to the discovery
of the foul. Nonetheless, in the case of league matches, player or their
team shall lose all matches concerned.
Article 24. In the case of Article 21, item a, where one player steps
out of bounds, followed by their opponent, only the former shall be penalized.
However, when two players step out simultaneously, both shall be penalized
for stepping out of bounds.
Article 25. In the case of Article 21, item d, the player committing
the foul shall be given CHUI (a warning) once and shall receive a penalty
at the second occurrence of the action.
Article 26. In Article 21, the person committing item d the second time
shall get a penalty and the opponent shall receive one point for the violator's
two penalties.
Article 27. The number of Article 21 penalties shall be cumulative during
the match of any player committing this foul.
SOSAI - (offset)
Article 28. In the case of an extension or when both players have scored
one point each, when a second foul is committed by both players simultaneously,
the fouls shall be offset and neither player penalized.
Chapter 10 - Injury or Accident
Article 29. Request to stop a match. A contestant may request a time
out during a match when they are unable to continue do to an accident.
Article 30. Inability to continue. In the case where a contestant cannot
continue the match due to an accident, if the opponent is responsible
for the accident, whether intentionally or unintentional, that opponent
shall lose the match.
If the cause of the accident cannot be ascertain, the incapacitated player
shall lose the match.
Article 31. The player who cannot continue a match due to an accident
or requests an end to a match shall become the loser of the match.
Article 32. Time out due to an accident. The court referees shall spend
no more than five (5) minutes in handling an accident. The shall decide,
after conference, on continuance of the match. and may also seek counsel
of a doctor to do the same.
Article 33. Reinstatement of an injured player. Where a team match is
concerned, the player who sought an end to a match in accordance with
Article 30 and 31 shall not be permitted to reinstate themselves in the
remaining part of the match.
Article 34. Points made during injury. The player fighting the injured
competitor, in accordance with Articles 30 and 31, shall be given two
(2) points. The injured player may retain one point if already given.
In the case of an extension, however, the uninjured player shall be given
one point only.
Chapter 11 - IGI (Protests)
Article 35. No one shall have the right to protest against the referee's
decisions.
Article 35. A competitor's manager may file a protest with the court
judge or the chief judge against the aforementioned rule regarding a specific
match BEFORE another match begins.
Chapter 12 - SHINPAN (Judging)
Article 37. SHINPANCHO (Chief Judge) is entrusted will all the needed
powers to see that a match is performed in a fair and proper manner.
Article 38. SHINPAN SHUNIN (court judge) shall be appointed when two
or more courts are used. A court judge shall be appointed per court as
an assistant to the Chief Judge.
The court judge shall be held responsible to the Chief Judge for the judging
(refereeing) at their respective court.
Article 39. SHINPAN-IN (court referees) A team of one SHU-SHIN (chief
referee) and two FUKU-SHIN (subreferees) shall decide on YUKO-DATOTSU
and HANSOKU. They shall have equal rights fordecisions. The chief referee
shall, in coordination with the subreferees, see that a match proceeds
and shall announce all court actions. The subreferees shall serve as assistants
to the chief referee.
Chapter 13 - KAKARI (Court Staff)
Article 40. TOKEI GAKARI (Time Keeper). There shall be, in principle,
one head time keeper and two or more subkeepers per court who shall keep
track of each match. These time keepers will signal the end of a match
at the end of the stipulated time period.
Article 41. KEIJI GAKARI (Score Board Recorder). There shall be, in principle,
one head recorder and two or more subrecorders per court who shall mark
the referee's decisions on the score board correctly.
Article 42. KIROKU GAKARI (Score Recorder). There shall be, in principle,
one head score recorder and two or more subrecorders per court who shall
keep track of scores, points of YUKO DATOTSU, match time, HANSOKU, etc.
Article 43. SENSHU GAKARI (Court Announcer). There shall be, in principle,
one head court announcer and two or more subannouncers per court who shall
call players and inspect their equipment in order to get a match to proceed
without undue delays.
Chapter 14 Flag & Ribbon usage.
Article 44. The specifications for the referee flags and others shall
be as indicated in Fig. 4. The handles of these flags shall be 1.5 cm
in diameter.
Article 45. Contestant's ribbons. The contestant's ribbon shall be 70
cm long and 5 cm wide, either red or white.
III. REGULATIONS: KENDO REFEREES
Chapter 1 - Decisions: Victory/defeat.
Article 1. The victory/defeat decision of a match shall be decided by
referees in accordance with the rules herein set forth.
Chapter 2. SHINPAN (Referee)
Article 2. Court referees shall consist of a Chief Judge, Court Judges
(appointed when there are two courts or more) and referees. In general,
a match is judged by a team of a
Chief Referee and two subreferees.
Article 3. The Chief Referee shall, with the overall authority to administer
a match, assign to any other judge to motion and announce, by the use
of referee flags,
YUKO DATOTSU and HANSOKU; and motion and announce victory or draw
at the end of a match.
Article 4. Subreferees shall have equal authority and responsibility
to those of the Chief Referee in motioning
YUKO DATOTSU and HASOKU and shall assist the Chief Referee in administering
a match.
A subreferee has authority to stop a match in the event of an emergency,
foul, or end of time, etc.
Chapter 3 - YUKO DATOTSU
Article 5. A DATOTSU shall become valid with one (1) point in scoring
in the following cases:a. When two or three referees make the motion of
YUKO DATOTSU.b. When one referee makes a motion of YUKO DATOTSU and the
other two show agreement.
WITHDRAWAL OF YUKO DATOTSU CALL
Article 6. YUKO DATOTSU without ZANSHIN (spirit and completeness) may,
regardless of the prior announcement, be withdrawn and canceled upon a
referees consultation.
Chapter 4 - Major Points in Refereeing.
Article 7. Referees shall observe the following points in refereeing:
a. The Chief Referee shall announce "HAJIME (Start)" when the
two contestants are in a ready stance after taking the SONKYO position
in KAMAE.
b. As soon as one referee motions YUKO DATOTSU or HANSOKU, the other two
shall respond with their motions.
c. The Chief Referee shall, as soon as YUKO DATOTSU is called, announce
it and get the contestants back to center court.
d. In case of a court consultation, the Chief Referee will announce GOGI
(consultation) and consultant with the subreferees at center court. The
contestants will stop and remain away from the center of the court.
e. Referees shall, upon seeing a HANSOKU, stop the match, consult with
one another, and announce HANSOKU.
Referees may, if a HANSOKU is obvious, save GOGI and motion it with flags.
f. The Chief Referee shall, at a player's request, stop the match and
question the reason.
g. The Chief Referee shall, after a match is stopped, bring the contestants
back to center court prior to resuming play.
h. The Chief Referee shall, in the following cases, stop the match if
a contestant does not give DATOTSU immediately and bring both players
to center court to resume the bout:
1. When a player falls on the court.
2. When a player lets go of their SHINAI.
I. Referees shall handle TSUBA-ZERI-AI that is prolonged without intention
of DATOTSU in the following manner:
1. The Chief Referee shall stop the match (TSUBA-ZERI-AI may be allowed
for 20 seconds) when there is not indication of DATOTSU.
2. The Chief Referee shall indicate with a flag which contestant is guilty
of the infraction.
3. Subreferees shall indicate either, neither, or both players are guilty
of the infraction.
4. The Chief Referee shall, after acknowledging the subreferee's responses,
bring the contestants back to center court and announce CHUI to the responsible
player(s).
On a second violation, however, that player shall receive a HANSOKU penalty.
j. The Chief Referee shall handle OFFSET or HANSOKU in the following manner:
1. In the first instance of OFFSET, the Chief Referee shall first announce
HANSOKU to the red-ribboned player and to the white-ribboned player, in
that order and then
announce SOSAI (offset) while using the flag.
2. At the second OFFSET, the Chief Referee shall immediately announce
SOSA
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