UNIQUE RDOJO SAMBO RULES

Though there have been several variations, the most accepted rules for Sambo competition are those used by FIAS, the largest international governing body for Sambo. As we are unbeholden to that organization, and because they have not taken widespread hold of the US grappling scene, we feel that this is an opportunity to modify the traditional Sambo rules for the better. We do not undertake this task lightly. Through years of high level competition experience in Sport Sambo, as well as a significant amount of competition experience in Submission Grappling, Freestlye Sambo, Combat Sambo, Judo, Jiu-Jitsu, and Mixed Martial Arts, the Rdojo team feels there is a way to maintain the key elements of the art while simultaneously increasing its accessibility and effectiveness.

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Like Combat Sambo and Freestyle Sambo, the Rdojo rules include chokes of all kinds. Another important deviation from traditional Sport Sambo rules is the replacement of the 'total victory' throw with an 8-point throw. However, because of the 8-point tech fall, it is still possible for a single throw to win the match if the opponent has a lower score on the board. To allow for more experienced athletes to test their skills further, twisting leg locks were allowed in play-off events.

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To the right is a basic rundown of the point system. Other match rules are as follows.



​MATCH LENGTH: 4 Minutes​

GROUND TIME:

If an athlete has not achieved a pin nor begun a submission within roughly 7 seconds of landing on the ground, both athletes will be returned to their feet.

If an athlete has begun a submission, he/she will be allowed 1 minute to attempt to finish the submission before both athletes are stood up.

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PINNING LIMIT:

An athlete can score no more than 4 points

from pinning in a single match.



LIFTING ESCAPES:

If an athlete can pick up his/her opponent off the ground while being attacked with an arm lock or choke, then that is considered an escape and both athletes are reset standing.



ADVANTAGES:

Advantages will be awarded for starting a pin or for forcing someone to their knees while the attacker remains standing. Advantages can be used to resolve ties.



TIE BREAKERS:

The winner of a tie will be decided in the following order:

1 minute overtime. Who has more Advantages. Who has fewer Warnings.



PENALTIES:

First Offense - Warning

Second Offense - Warning and 1 Point

Third Offense - Warning and 2 Points

Fourth Offense - Disqualification

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UNIFORM:

A jacket, belt, and shorts are required.

A Sambo Jacket (kurtka), matching shorts, and Sambo shoes are preferred.

However, to allow for athletes new to Sambo to participate, a gi top, non-matching shorts, and wrestling shoes will be permitted. Each athlete should have a red and blue kurtka whenever possible. If they do not, red and blue belts will be provided for scoring purposes.