Rules for Viking Løse-tak Glima competitions
Loose-grip Glima (Free-Grip glima)
• The contest is started when both athletes take the Handsal hand-shake.
• In the competition form of Loose-grip (Free-grip) glima, the athlete who manages to make his/her opponent fall to the ground and remain standing, or is the first athlete up on their feet and out of reach, wins.
• In the old Viking Age rules, 3 drops to the knee was enough to win the game, if a full throw could not be implemented.
• A throw is counted as any part of the body above the knee or elbow touches the ground.
• Brøderfall is when both fall at the same time. No win is counted with brøderfall. The win is counted with the first contestant standing and cannot be taken down by the opponent on the floor.
• If you are thrown, don't fall, go after the legs of your opponent. There are many techniques and angles of attack you can use from the ground, including inflicting pain from the ground.
• A competitor can win from the ground by keeping hold of their opponent, forcing them to the ground, then standing up and getting away first.
• The winner is the competitor standing whilst the other competitor is on the ground.
• It is not allowed to strike with fist or head.
• When in doubt, the judge's assessment is final.
Rules for Viking Wrestling Competition – Full Overview
Win by Fall:
The aim of the contest is to win by what is called a fall.
In the Loose-grip type of Viking Wrestling match, a 'fall' is when a competitor is ends up with knees/legs/body on the ground after being thrown, tripped, pulled or pushed.
Win by technical superiority:
From Handsal, hands, feet, knees and shoulders can be used to take an opponent down.
Taking an opponent off balance is key so that a throw, or very fast and clean Glima foot technique, delivers the desired result of sweeping the foot of an opponent, so that the opponent is taken off balance and falls.
If a fall is not achieved by a clean throw or foot sweep, a competitor can win with technical superiority, which means that he has controlled the fight and got his opponent to his knees three times .
If a contestant wins by forcing his opponent down this way, he wins the contest on technical superiority.
Win the judge's decision:
If none of the competitors achieve a clean technique, or technical superiority , the competitor who dominated the game in the referees judgment will be awarded victory.
Win by Injury:
If a competitor is injured and unable to continue, his/her opponent will be awarded the victory. This is also called a medical omission.
The term also includes situations where the competitor becomes ill, has too many injury breaks, or bleeds uncontrollably.
If a competitor is injured due to opponent performing an illegal act, and therefore cannot continue , the opponent is disqualified.
Win by Disqualification :
If a competitor receives three warnings for illegal acts, he/she will be disqualified.
In other circumstances, such as excessive brutality, the fight is stopped immediately and the athlete disqualified for the tournament. This requires a majority decision from the judges.
Team Points in tournaments:
In a team competition, a team consists of competitor/competitors for each weight class and overall points are awarded depending on individual performance .
If a contestant wins his/her weight class, the contestant’s team will receive 10 points. If the contestant comes in tenth place, the team would only receive 1 point. Towards the end of the tournament, each team’s scores will be set together and the team with the most points will win the team competition, with subsequent ranking.
A long contest or challenge is a meeting between teams where contestants compete in specific weight classes. A team receives one point for each victory in a weight class regardless of how the result is achieved. (clean win or decision) The team that gets the most points at the end of the tournament wins the team tournament.
With point similarities between the teams, this can be solved in two ways: One way is to have a best- of - three final competitions. The second way is to judge matches by considering in priority the following:
1 Most victories by adding together the points from the matches
2 Most points for fall, Walk-over, contestant withdraws, or disqualification
3 Most matches won on technical superiority
4 Most rounds won on technical superiority
5 Most technical points in total in tournament
6 Least achieved technical points in the tournament
This works in a similar manner when there are 2 teams or more than two teams in this situation.