the

MARTIAL ARTS

EXPLORER

 

KENDO
TERMINOLOGY

Age-kote - when the kote is held above the pit of the stomach
while executing a strike.

Aiuchi - when both opponents make datotsu simultaneously.

Bassoku - a penalty for an infraction or foul.

Bogu - kendo equipment.

Chudan-no-kamae - the basic ready position with the shinai pointed
at the opponents mid-upper section.

Chui - a warning. The first chui is without penalty, afterwards
they shall be considered penalties.

Chuken - the third contestant in a team match.

Chusen - a winner selected by lot among the judge(s) or referees.

Chusen gachi, shobu-ari - a winner by lot (draw).

Daihyoshu-sen - playoff by representatives in a team match.

Do - the torso protector. Can be made of bamboo or other material.

Encho - an overtime or extension round in a match. Used to determine
a winner when no points are scored during the normal match time period.

Fukusho - the fourth contestant in a team match.

Fusei-shinai shiyo - the use of an illegal shinai for a match.

Fusen-gachi - a winner as the result of a "no-show."

Fuho-koi-shobu-ari - a winner resulting from a player's illegal act.

Gogi - a consultation by the referees. Generally made when a time out is
called during a match.

Go-No-Waza (Datotsu) - a parry to a valid datotsu made from Tsuba-zeri-ai.

Hajime - the command to start a match.

Hakama - the pleated pantaloons or skirt.

Hantei - a decision made by the judge or referee for a winner.

Hantei gachi, shobu-ari - a winner by decision.

Hansoku - a foul play or illegal act.

Hansokus are the following

ashi-kake or ashi-barai - tripping or sweeping an opponent
off their feet.

kosei-o-gaisuru-koi - an illegal act or move.

jyogai - stepping outside the court line.

oshidashi or tsukidashi
- unfair pushing or shoving an
opponent out of bounds.

shinair hanashi - dropping a shinai.

Tsuba-zeri-ai - stalling at tsuba-zeri-ai without any
intention of executing a datotsu.

 

Hasso-no-kamae - the ready position with the shinai held
vertically by the right shoulder.

Hikiwake - a draw decision in a match.

Igi - a protest; generally done by a team manager immediately
after the match in quesiton.

Ippon gachi, shobu-ari - a winner by a single point in a match.

Jiho - the second contestant in a team match.

Jikaku-mushi - an insult made to a player or referee.

Jodan-no-kamae - the ready position with the shinai held over the head.


Jogai - stepping out of bounds during a match.

Kamae - the basic forward standing guard position.

Kakari - the court staff consisting of:

keiji gakari - scoreboard recorder.

kiroku gakari - score recorder.

Senshu gakari - court announcer.

Tokei gakari - time keeper.
Keikogi - the cotton jacket worn under the do.

Kendo-gu - the equipment used and worn by a kendoist.
Also referred to as Bogu.

Kote - fencing gloves.

Men - the head gear or "helmet/mask."

Nihon me - the command to restart a match for the second match point.

Nito - using two shinai, short and long.

Nito-no-kamae - the ready position when using two shinai.

Rei - a bow.

Ritsu-rei - a bow at the standing position.

San-Bon-Shobu - three point scoring in a normal shiai or match.

Sageto - holding the shinai at the left side of the body.

Senpo - the first contestant in a team match.

Shiai-funo - a winner when one of the opponents cannot continue the match.

Shiai-kyohi - a match winner called when there is a
refusal or discontinuation of the match.

Shinai - a four piece bamboo or fiberglas sword used for
practise and shiai. It must meet minimum weight and length
specifications as noted for age and class group.

Chigiri - the metal spacer in the shinai's hilt
which keeps the four bamboo staves from slipping
forward or backward.

Datotsu-bu - the tip portion of the shinai which
must make contact for a valid point or yuko datotsu.

- ken-sen - the front "tip" of a shinai.

- jin-bu - the portion from the tsuba to the front tip
of the shinai.

- nakayui - the leather wrap at the front third of a
shinai. It keeps the bamboos stave from separating.

- saki-gawa - the leather covering at the tip of the shinai.

- shin - the rubber spacer placed at the inside
front tip of a shinai.

- tsuka - the handle portion of the shinai.

- tsuka-gashira - the bottom or handle end of a shinai.

- tsuba - the hilt guard on the shinai. May be made
of leather, rubber or synthetic. It must not
pass over the Tsuka-gawa or leather handle.

- tsuru - the string or "himo" that holds the nakayui
and tuska-gawa together and keeps the four bamboo staves tight.

Shinai-hanashi - dropping a shinai during a match.

Shinpan - a referee.

Shinpancho - the chief judge overseeing all court actions.

Shinpan Shunin - the chief court judge who assists the
chief judge during a match.

Shinpan-in - the team of referees in a court. The team
consists of the Shu-shin (the chief referee) and two
Fuku-shin (subreferees).

Shobu - the command to restart a match for the match point.

Shobu-ari - announces a winner in a match.
Son-kyo - the crouching position taken just before and after a match.

Sosai - an offset when two players commit a foul as the
same time and the fouls are offset - no penalty.

Tabi - footwear.

Taisho - the last contestant in a team match.

Taito - holding the shinai at waist level.

Tare - the waist protector.

Tsuki - the throat thrust or hit.

Tsuki-tare - the throat protector on the men.

Wakki-gakame - ready position with the shinai downward
and near the right foot.

Yame - the command to stop.

Yuko Datotsu - a valid strike or point. Must combine
correct call, execution and follow through.

Zan-shin - the follow through of a strike, a state of energy,
execution, and alertness against an opponent.

Zekken - the name tag, made of cloth or leather and attached to the Tare.


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

The Concept of Kendo

The concept of Kendo is to discipline the human character through
the application of the principles of the Katana.

The purpose of Kendo is:
To mold the mind and body,
To cultivate a vigorous spirit,
And through correct and rigid training,
To strive for improvement in the art of Kendo;
To hold in esteem human courtesy and honor,
To associate with others with sincerity,
And to forever pursue the cultivation of oneself.

Thus will one be able
To love his country and society,
To contribute to the development of culture,
And to promote peace and prosperity among all peoples.

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 for
decisions. 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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