Wrestling Basics

Wrestling Scoring Guide

Everything you need to know about points, pins, and how matches are decided.

πŸ“– 12 min readβ€’Last updated: December 2025

⚑ Quick Reference

Common Scoring

  • 2 pts β€” Takedown
  • 1 pt β€” Escape
  • 2 pts β€” Reversal
  • 2-4 pts β€” Near Fall

Ways to Win

  • πŸ† Pin (Fall) β€” instant win
  • πŸ† Technical Fall β€” 15+ point lead
  • πŸ† Major Decision β€” 8-14 point lead
  • πŸ† Decision β€” 1-7 point lead

Scoring Moves

Wrestling scoring rewards control and dominance. Points are earned by taking your opponent down, escaping from the bottom position, reversing control, or nearly pinning your opponent.

2

Takedown

A takedown is scored when a wrestler brings their opponent from the standing (neutral) position down to the mat and establishes control. This is the most common way to score in wrestling.

Key requirement: The attacking wrestler must establish control on the mat. Simply knocking someone down isn't enoughβ€”you need to be in a position of advantage (typically behind or on top).

1

Escape

An escape is scored when the bottom wrestler gets away from the top wrestler's control and returns to a neutral (standing) position.

Why only 1 point? Escapes return wrestlers to neutral rather than establishing dominance. It's defensive, not offensive scoring.

2

Reversal

A reversal is scored when the bottom wrestler not only escapes but immediately gains control of the top wrestler. It's essentially an escape + establishing control in one move.

Pro tip: Reversals are higher-value than escapes because you go from being controlled to being in controlβ€”a complete swing in momentum.

2-4

Near Fall (Back Points)

Near fall points are awarded when you expose your opponent's back to the mat at a 45-degree angle or less. The longer you hold them in this dangerous position, the more points you earn.

2 points
2-4 seconds
3 points
5+ seconds
4 points
Near pin (varies)

Watch for: The referee will raise their arm and count when a near fall situation occurs. This is often the most exciting part of a match!

Match Structure

Wrestling matches are divided into periods. The structure varies by level:

🏫 High School (Folkstyle)

  • 3 periods
  • Period 1: 2 minutes
  • Period 2: 2 minutes
  • Period 3: 2 minutes
  • Total: 6 minutes of wrestling

πŸŽ“ College (Folkstyle)

  • 3 periods
  • Period 1: 3 minutes
  • Period 2: 2 minutes
  • Period 3: 2 minutes
  • Total: 7 minutes of wrestling

⏱️ Overtime Rules

If the match is tied after regulation, overtime periods determine the winner:

  • Sudden Victory: 1-minute period, first to score wins
  • Tiebreakers: 30-second periods with one wrestler starting on bottom
  • Ultimate Tiebreaker: Coin flip determines starting position, must score or lose

Starting Positions

πŸ§β€β™‚οΈπŸ§

Neutral

Both wrestlers standing, facing each other. This is how every match starts in Period 1.

⬆️

Top (Referee's Position)

The controlling wrestler, positioned behind and on top. Goal: turn opponent for back points or pin.

⬇️

Bottom (Referee's Position)

The defensive wrestler, on hands and knees. Goal: escape or reverse to score points.

🎯 Position Choice

At the start of the 2nd and 3rd periods, one wrestler gets to choose their starting position:

  • Choose Top: Good if you're strong at turning opponents
  • Choose Bottom: Good if you're quick at escaping
  • Choose Neutral: Good if you're confident in your takedowns
  • Defer: Let your opponent choose now, you choose next period

πŸ’‘ MatMetrics' MatchIQ includes a Position Choice Advisor that recommends the optimal choice based on wrestler tendencies!

Ways to Win a Match

There are several ways a wrestling match can end. They're ranked here by how "dominant" the victory isβ€”this matters for team scoring in duals and tournaments.

πŸ†

Pin (Fall)

6 team points β€’ Instant win

The ultimate victory. A pin occurs when you hold both of your opponent's shoulder blades to the mat for a specified time (usually 1-2 seconds in high school). The match ends immediately, regardless of the score.

πŸ’ͺ

Technical Fall

5 team points β€’ 15+ point lead

When a wrestler builds a 15-point lead (or more in some rule sets), the match ends automatically. This is a dominant performance just short of a pin.

πŸ“ˆ

Major Decision

4 team points β€’ 8-14 point margin

Winning by 8-14 points shows clear superiority without reaching tech fall territory. It earns bonus team points in duals.

βœ“

Decision

3 team points β€’ 1-7 point margin

The most common outcome. Whoever has more points at the end of regulation wins. Close decisions (1-2 points) are often the most exciting matches to watch!

Forfeit (FF)

One wrestler doesn't show up or can't compete. 6 team points to the winner.

Default (DQ)

Match ends due to injury or disqualification. 6 team points.

Medical Forfeit (MFF)

Wrestler can't continue due to injury. Opponent wins.

Disqualification (DQ)

Wrestler removed for flagrant misconduct or excessive penalties.

Penalties & Cautions

Wrestlers can be penalized for various infractions. Penalties give points to the opponent.

Stalling (1 point)

Not making an effort to wrestle or avoiding contact. Warnings are given first, then points are awarded to the opponent.

Illegal Hold (1-2 points)

Using a prohibited technique like a full nelson, slam, or headlock without an arm. Points go to the opponent; flagrant violations can result in disqualification.

Unsportsmanlike Conduct (1-2 points)

Taunting, excessive celebration, or disrespecting officials. Can also apply to coaches.

Locked Hands (1 point)

The top wrestler in referee's position cannot lock hands around the bottom wrestler's body unless they're in a near fall situation.

Technical Violation (1 point)

Starting before the whistle, incorrect starting position, grabbing clothing, etc.

Reading the Scoreboard

At a wrestling match, you'll see a scoreboard showing individual match scores and often team scores:

RED
8
SMITH
Period
2
1:23
GREEN
5
JONES
Team Score: Tigers 24 - Lions 18

What You'll See

  • Individual Score: Points each wrestler has earned this match
  • Period: Which period (1, 2, or 3) and time remaining
  • Team Score: Combined points from all matches in a dual meet
  • Riding Time: Some scoreboards show accumulated riding time
  • Penalty Indicators: Warnings or cautions for each wrestler

Riding Time (Folkstyle Only)

In folkstyle (high school and college) wrestling, riding time tracks how much longer one wrestler controls the other in the top position.

How It Works

  • A clock tracks net time advantage for control
  • If you have 1+ minute more riding time than your opponent at the end of the match...
  • ...you earn 1 bonus point

Strategy note: Some wrestlers intentionally ride their opponent to build riding time, while others prefer quick escapes to stay on their feet. This is part of what defines wrestling archetypes!

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