# A beginner’s guide to high school score keeping!.

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A beginner’s guide to high school score keeping!

 Two types of matches:  Varsity with three 2 minute time periods  Junior Varsity with two 2 minute periods and one 1 minute period  Between the first and second, and the second and third periods there will be a coin flip to determine which athlete is in control.

 Referees will use four basic hand signals to convey what score to record. They are:  Takedown  Reversal  Nearfall  Escape

 When the referee flips a coin to determine control, there are four options an athlete can choose. They are:  Up  Down  Neutral  Defer  *A deferral can only happen between the first and second periods, and means that the winner of the coin toss allows the other athlete to choose.

BASIC POINT VALUES  Takedown= 2 points  Reversal= 2 points  Nearfall= 2 or 3 points  Escape= 1 point  The referee will specify how much they are awarding a nearfall!

 After the referee has thrown the score, record it on the athlete’s side like this: Takedown Reversal Nearfall Escape T 2 R 2 N or N 2 3 E 1

 Teams earn points when a wrestler wins his or her match. A point value is awarded depending on the way a wrestler wins. This score is separate from a Final Score, and is called the Running Score. At the end of a meet or tourney, it is added up to make the Team Score, which determines the team’s standing.

 Win by Fall- Also called a Pin, earns the wrestler 6 Team Points  Technical Win- When a wrestler is up by 15 or more points, earns the wrestler 5 Team Points  Major Decision- When a wrestler wins by 8 or more points, earns the wrestler 4 Team Points  Minor Decision- When a wrestler wins by 7 or less points, earns the wrester 3 Team Points

 Now that you know the basics, get out there and put your skills as a statistician to the test!