OVERVIEW

This is the official competition ruleset for all events at the 2026 USA Shaolin Open and 15th Denver National Chinese Martial Arts Competition.

DIVISION LEVELS

• Novice/First-Timer: 0-1 years of experience

• Beginner: 1-2 years of experience

• Intermediate: 2-4 years of experience

• Advanced: 4-10 years of experience

• Advanced Plus: 10+ years of experience

AGE BRACKETS

• Under 5 years old

• 6 - 9 years old

• 10 - 13 years old

• 14 - 17 years old

• 18 - 39 years old

• 40 - 54 years old

• 55+ years old

TAOLU/FORM RULES

Traditional Kung Fu, Contemporary Wushu, Wing Chun, Tai Chi and Internal Kung Fu events will be judged and scored based on the IWUF 2019 Traditional Wushu Competition Rules.

PROTOCOLS

Entering the Ring:

When the athlete’s name is called, they will proceed to the center back of the ring facing the judges table and bow to the Head Judge. Once the Head Judge makes eye contact and bows back to the athlete, they may enter any part of the ring where they need to start their form.

Completion of form:

The athlete will bow to the judges where they are standing to signify completion of the form. The athlete will then move to the outside of the ring where they have entered and wait for their score. Once the Head Judge announces their score, the athlete bows one more time and will leave the area for the next athlete to start.

Uniforms

All athletes must wear traditional-style martial arts pants, a kung fu/tai chi top or recognizable school T-shirt, and a sash or belt (tai chi excluded). Athletes must wear athletic shoes or kung fu/wushu shoes. Failure to comply may result in a score deduction.

Weapon Standards

Before the start of each weapon event, athletes will line up and have their weapons checked by the judges.

• Short Weapons: Straight Swords, Broad Swords, Daggers, Guai-zi (Chinese Tonfa), etc.

• Long Weapons: Staff, Spears, Guan Dao, Ma Dao, Pu Dao, etc.

• Open Weapons: Any other Chinese Martial Art Weapon, including 3 Section Staff, Chain Whip, Rope Dart, Monkey Staff, etc.

Weapon breakage/malfunction during the athlete’s routine will result in a disqualification.

CONTEMPORARY WUSHU

There is a clear definition between wushu (contemporary) and traditional forms, thus no wushu competitors can compete with their wushu forms in the traditional divisions or vice versa.

• No nandu sheet is required for submission.

• Difficulty will not be scored. For example: a 360 vs 540 vs 720 degrees tornado jump will all be scored the same; an aerial vs a cartwheel will be scored the same.

• Forms containing difficulty greater than 360° jumps or advanced nandu movements, will be excluded from Traditional divisions.

SHAOLIN

Songshan Shaolin forms must be recognized, named forms from Shaolin Temple on Songshan. For a more comprehensive list of forms, see the 2023 North American Shaolin Kung Fu Games ruleset.

Songshan Empty Hand divisions will be broken up thusly:

Group A: Lian Han Quan, Xiao Hong Quan, Wu Bu Quan, Luohan Shi Ba Shou

Group B: Da Hong Quan, Qi Xing Quan, Pao Quan, Tong Bi Quan

Group C: Zhao Yang Quan, Chang Hu Xin Yi Men, Taizu Changquan

Group D: Guiding Quan, Mei Hua Quan, Da Luohan Quan, Xiao Luohan Quan

Additionally, contemporary Songshan forms are limited to 2 wushu style jumps. Difficulty will not be scored. For example: a 360 vs 540 vs 720 degrees tornado jump will all be scored the same; an aerial vs a cartwheel will be scored the same.

GRAND CHAMPION

There will be 4 Grand Champions competitions: Traditional, Wushu, Internal, and SongShan Shaolin.

• The athlete competes in at least 3 events and placed 1st in at least 2 events (Fighting sets and Group forms do not count).

• The three events must have one empty hand division and 2 different weapon divisions (ie. Long + Short, Long + Open, etc.).

• Athletes are eligible for multiple Grand Champion titles but must qualify in those categories.

Once all taolu/forms events are finished, athletes who are eligible to qualify for the Grand Champion title in each division will be announced. Grand Champion divisions are open-format and will combine age, gender, and experience levels.

Grand Champion finalists will select any form within the category to compete with and judges will award 1st place as Grand Champion.

SPARRING (REACTION) EVENT RULES

All sparring athletes MUST weigh in at the check-in desk on the day of the competition. Brackets will be announced once athletes have submitted their weight.

LIGHT CONTACT SPARRING RULES

Groups & Brackets

Athletes will be divided primarily by weight, then by experience:

Group A – Advanced (4+ years fighting experience)

Group B – Intermediate (2-4 years fighting experience)

Group C – Beginner (<2 years fighting experience)

• Athletes under twelve (12) will be placed in Light Contact Sparring by Default.

• Athletes will be kept within 5kg of one another.

• Any match with a difference larger than 5kg will be considered an exhibition.

Required Safety Gear

Athletes must provide their own gear.

• Boxing gloves 14oz

• Mouth guard

• Shin guard with instep

• Headgear

• Chest guard

• Groin cup (if appropriate)

Time & Format

• Elimination matches will be a single 2 minute round.

• Semifinal matches will be two 1 minute 30 seconds rounds with a 30 second break.

• Gold matches will be three 1 minute 30 second rounds with a 45 second break.

• Exhibition matches will be two 1 minute 30 seconds rounds with a 30 second break.

• Time will not be stopped when athletes have to reset mid-ground for any reason except an injury or an athlete is outside of the ring.

Legal Target Areas:

• Padded side and front part of the headgear

• Chest and front of the abdomen

• Front resting leg beneath the knee and above the ankle, but only to the back of the calf and not the front part of the leg

Illegal Target Areas:

• Unprotected part of the face and throat

• Back of the head, neck, spine or backside of the abdomen

• Front part of the legs

• The groin

• No knees or elbows

• No throws or takedowns

Sweeps:

• A front or rear sweep to sweep the front leg only and only to the back of the leg 2 - 4 inches from the floor.

• Athletes can lightly kick the back part of the calf.

• It is prohibited to punch or kick the opponent if they have been swept or taken down.

• The athlete MUST stand back after the technique has been done.

Scoring:

Judging is done on the grounds of which athlete showcased an overall performance with better offense and defense during the match. Scoring will be done by 4 judges, with the Head Judge acting as arbiter in ties.

Disqualification:

• Excessive force such as snapping of the opponent’s head upon impact, opponent bending over from being punched/kicked in the chest/abdomen area due to intensity of the strike will result in a final warning before disqualification.

• Any exhibition of unsportsmanlike conduct will result in immediate disqualification by the Head Judge.

SANDA-STYLE SPARRING RULES

Groups & Brackets

Athletes will be divided primarily by weight, then by experience:

Group A – Advanced (4+ years fighting experience)

Group B – Intermediate (2-4 years fighting experience)

Group C – Beginner (<2 years fighting experience)

• Athletes age 13+ will be placed in Sanda-Style sparring by default.

• Athletes will be kept within 5kg of one another.

• Any match with a difference larger than 5kg will be considered an exhibition.

Required Safety Gear

Athletes must provide their own gear.

• Boxing gloves 14oz

• Mouth guard

• Shin guard with instep

• Headgear

• Chest guard

• Groin cup (if appropriate)

Time & Format

• Elimination matches will be a single 2 minute round.

• Semifinal matches will be two 1 minute 30 seconds rounds with a 30 second break.

• Gold matches will be three 1 minute 30 second rounds with a 45 second break.

• Exhibition matches will be two 1 minute 30 seconds rounds with a 30 second break.

• Time will not be stopped when athletes have to reset mid-ground for any reason except an injury or an athlete is outside of the ring.

Point System

Points for every bout are awarded to the athlete in control. They will receive point(s) on their single highest scoring strike. ie; if they land ten leg kicks and one head kick, they will only receive 2 points for the head kick. Strikes considered excessive in force or unsportsmanly will not receive point(s).

1 Point Strike Zones

• Controlled light punches to the front or sides of the face or head.

• Any strikes to the front and sides of the torso.

• GROUP A and B - Any strikes to the sides of the thighs: inside and outside of either leg. GROUP C - No strikes on the inside of either legs.

2 Point Strikes Zones

• GROUP A and B - Controlled light kicks to the front or side of the head. GROUP C - No Kicks to the head.

Successfully striking while simultaneously dodging. ie, landing a hook while ducking a strike.

1 Point Take Downs

• Completes any throw that results in their opponent touching the ground with 3 or more points of contact within the time limit.

• Please note for GROUP C - There must be contact at all times during the execution of the throw. Only front sweep executed is allowed.

2 Point Take Downs

• Completes a throw with no contact with their opponent after the throw has been executed skillfully within the time limit. In the event that athletes execute a 2 point take down but also have three points of contact with the ground; the amount of points awarded will be up to the Head Judge.

Time Limit On Throws

Athletes will be allowed a three count to execute a throw. An additional three count will be allotted if the athlete in control or the defending athlete meaningfully repositions themself. It will be upon the referee’s discretion whether to extend the three count if the athlete’s wrestling is safe and skillful. It will also be upon the referee’s discretion to shorten a three count if the athlete’s wrestling is considered dangerous or unskillful. At the end of a three count, the judge will call a break and have the fighters separate. Time will not be stopped while the fighters reset.

Illegal Techniques

Any illegal actions can result in an instant loss of the round. It will be upon the Head Judge’s discretion, how many warnings the athlete receives until they lose the round. It will also be upon their discretion to disqualify athletes in the event of a flagrant disregard of safety, rules and/or decorum.

• Any strike to the groin

• Any strike to the back of torso

• Any strike to the back of head

• Straight kicks to knees

• Excessive force to the head or face

• Excessive force to the body

• Full suplex or any throwing technique used that throws the athlete onto their head (only T bone suplex is legal)

• Any throw that applies pressure against a hyper extended joint

No Contest & Disqualifications

No contests are called in the event that one athlete clearly outclasses their opponent. In the event of a no contest, one athlete will be awarded that round.

• If an athlete leaves the ring three times in a round, they will lose that round.

• If an athlete performs three undefended two point takedowns in a row, they will win that round.

• If an athlete does not defend themself, they will receive a warning. If they continue to not defend themselves, that round will be awarded to the opponent. This occurs most often when one athlete is ineffective protecting their head.

• If an athlete does not initiate any bouts, they will receive a warning. If they continue to not meet their opponent in a mutual contest, the round will be awarded to the opponent. This occurs most often when one athlete is continuously retreating or running from their opponent.

• An athlete using excessive force will receive one warning. If they continue depending on the severity of the excessive force, the judges will decide if they may lose the round or be disqualified.

• Any athlete who cannot fight after a 10 count will be considered disqualified. In the event that an athlete is injured, the final judgment will move to arbitration and be decided by the judge panel.

• Any exhibition of unsportsmanlike conduct will result in immediate disqualification by the Head Judge.

FIXED STEP PUSH HANDS RULES

Time & Format

• Matches will consist of two (2) 90-second rounds with a 30-second rest period between rounds.

• The two contestants will meet in the center of the ring and touch the back of their wrists and the forward elbow area. They will perform 3 circles, pushing and receiving, and then after the 3 rotations, the bout begins.

• The first round will begin with the left foot forward, the second with the right.

• The forward foot is not permitted any movement during Fixed Step matches.

• In the event of a tie, a third 90 second round will be allowed to break the tie. A tie after the third round will be decided by the judges' majority vote.

• Note that Fixed Step Push Hands is not a wrestling or shoving match. Judges will stop matches that are not following Tai Chi principles and the athlete may be disqualified.

FREE-STYLE PUSH HANDS RULES

Article 1: Competition Area

The designated match area shall be a circle measuring between 10 feet in diameter.

All bouts are conducted under single-elimination format. In divisions with exactly three (3) competitors, a round-robin format shall be used instead.

Article 2: Match Format and Conduct

2.1 Foundational Principles

All competitors must demonstrate adherence to the classical Tai Ji Quan precepts of nian, lian, tie, sui (sticking, connecting, adhering, and following), the principle of yielding to overcome force, and the primacy of refined technique over muscular effort. Only orthodox Tai Ji Quan methods, including but not limited to peng, lü, ji, an (ward off, rollback, press, and push), may be employed to unbalance an opponent. Wrestling, striking with fists or feet, and aggressive sweeping are not permitted.

2.2 Round Structure

Each bout consists of a minimum of two (2) rounds. Each round runs for two (2) minutes, followed by a one (1) minute rest interval. The competitor who accumulates the greater number of points within a round wins that round. The first competitor to win two (2) rounds is declared the winner of the bout. Should the competitors split the first two rounds, a third decisive round shall be held.

2.3 Overtime

If no winner can be determined after three (3) rounds, the referee shall declare a draw and initiate one (1) sudden-death overtime round of one (1) minute. The winner of the overtime round wins the bout. If the overtime round also produces no decisive result, the competitor with fewer accumulated fouls and warnings shall be declared the winner. Should this also be equal, the panel of judges, in consultation with the Chief Arbitrator, will deliberate and render a verdict based on each competitor's demonstrated mastery of Tai Ji Quan pushing hands principles. The Chief Judge's ruling is final and binding.

2.4 Point of Contact

Upon entering the center of the arena, each competitor must place their left palm lightly against the opponent's right elbow, while pressing their right forearm against the opponent's forearm near the wrist. Continuous upper-limb contact with the opponent must be maintained throughout each round as a prerequisite for initiating or countering any technique.

2.5 Delivery of Technique

Force may only be released while physical contact with the opponent's body is maintained. Projecting force through a fist or open palm from a distance, without contact is strictly forbidden.

2.6 Injury Protocol

Should a competitor sustain an injury during a bout, a medical timeout of up to five (5) minutes may be granted. If the injured competitor cannot resume, their opponent shall be declared the winner. Exception: a competitor will not be awarded the win if the injury was the direct result of an intentional foul (see Article 4.15).

2.7 Eligibility

The Free-Style Pushing Hands event is open to Advanced Tai Ji Quan practitioners only.

Article 3: Scoring

3.1 Scoring Principle

Points are awarded when a competitor successfully disrupts the opponent's balance through a valid Tai Ji Quan technique. The technique must cause the opponent to stagger, become partially unbalanced, or be fully uprooted — either within or outside the boundary circle. Raw muscular shoving or pushing without technique will not be recognized for scoring purposes.

3.2 Point Values

• Outcome points awarded opponent rendered off-balance by a valid Tai Ji technique (1 point)

• Opponent discharged outside the boundary circle (2 points)

• Opponent's hand or knee contacts the floor inside the circle (2 points)

• Opponent discharged outside the circle with hand or knee contacting the floor (3 points)

3.3 Scoring Restrictions

If a foul is committed during the execution of a technique that unbalances an opponent, no points shall be awarded for that action, and points may be deducted from the offending competitor.

• No points will be awarded when an opponent is forced out of bounds through brute force, grappling, or grasping, with no discernible Tai Ji technique applied.

• No points will be awarded when both competitors devolve into mutual grappling or shoving.

• No points will be awarded when a competitor drags or pulls an opponent to the floor while themselves falling.

• Competitors who persistently disregard Tai Ji Quan principles may be removed from the event entirely.

Article 4: Prohibited Actions and Penalties

The following constitute fouls and are subject to penalty:

4.1 Initiating contact or launching a technique without first establishing contact with the opponent (surprise attacks).

4.2 Directing techniques above the shoulder line or below the waist.

4.3 Using fingertips or similar extremities to poke, jab, or prod any part of the opponent's body.

4.4 Using the feet to hook, step on, or interfere with any part of the opponent's body.

4.5 Using the palm to push, choke, or apply force to the opponent's neck or chin.

4.6 Wrapping around the opponent's back, reaching under the opponent's armpit, or reaching over the opponent's side waist for more than three (3) seconds.

4.7 Grabbing, clutching, or pulling the opponent's clothing.

4.8 Intentionally lifting or manipulating the opponent's clothing to create body contact through a sweeping or agitating motion.

4.9 Seizing or grasping the opponent's feet or legs.

4.10 After successfully executing a plucking (cai) technique, the competitor must release the grip immediately.

4.11 Spitting on or biting the opponent are absolutely prohibited.

4.12 Employing brute grappling or wrestling. Grappling is considered to have occurred when one or both arms are extended outward from the body in a manner consistent with a hugging or clinching posture.

4.13 Positioning an arm beneath the opponent's armpit for more than three (3) seconds while failing to execute a valid Tai Ji Quan technique, this will result in a warning.

4.14 Leaning the head, shoulders, or neck into the opponent.

4.15 Repeated or egregious disregard for Tai Ji Quan principles, or deliberate use of illegal techniques, will result in immediate disqualification and suspension from the tournament.

4.16 Actively avoiding contact with the opponent for more than ten (10) continuous seconds will result in a warning; a second such warning carries a one (1) point deduction.

Penalty Structure:

First warning: Verbal warning only; no point deduction

Second warning: 1 point deducted

First foul: 1 point deducted

Second foul: 1 point deducted

Third foul: Automatic disqualification

Serious fouI: Immediate disqualification

Chief Judge's Authority:

• If one competitor leads by more than fifteen (15) points at any time, the Chief Judge may declare that competitor the winner by decisive advantage.

• If a competitor accumulates six (6) or more points in deductions (from warnings and fouls combined), the Chief Judge may declare that competitor the loser.

This event is reserved for Advanced-level Tai Ji Quan practitioners. All participants are expected to embody the spirit and principles of traditional Tai Ji Quan throughout the competition.

CHI SAO RULES

Required Safety Gear

Athletes must provide their own gear.

• Mouth guard

• Headgear

• Kung fu pants

• Martial arts shoes

For safety and injury prevention, all dangling clothing, strings, and exposed jewelry are strictly prohibited during sparring. All items must be removed or securely taped before entering the ring.

Time & Format

• The designated match area shall be in an 8′ x 8′ ring.

• The judge will lead competitors in three (3) sequences of rolling. The match begins after the third roll.

• Matches will consist of two 1 minute rounds with a 30 second break.

• Judges will look for good techniques directed at legal targets.

• In the event of a tie, a third 1 minute round will be allowed to break the tie.

• The match will be stopped for uniform\equipment issues or to seek medical advice.

Scoring Techniques:

• Striking and adhering

• Bridging and trapping

• Stable Stance with bridging

• Clean blocking\intercepting\attacking techniques

Legal Target Areas:

• Torso

• Light contact to covered portion of the head

Illegal Techniques (Warnings):

• Contact to the Face

• Kicking (above the knee)

• Shoving

• Joint Locks

• No strikes or grabs to the neck

• No strikes to the groin

• Striking after the Judge calls a halt

• Intentionally stepping out of bounds

• Coaching from the sidelines

Disqualification:

• Accumulation of 3 warnings

• Excessive use of force to the face or head

• Unsportsmanlike conduct

SHUAI JIAO RULES

Shuai Jiao events will be governed by the 2017 United States Shuai Chiao Association Ruleset.

LION DANCE RULES

1. TRADITIONAL LION DANCE

Emphasis on Traditional Southern Lion performance.

Each team must perform the routine based on how their routine is described in the registration as judges will evaluate based on that information.

One lion per routine with no limit on crew size for setting up and instruments.

Teams must include at least:

• One (1) lion head performer and one (1) lion tail performer

• One (1) drummer

• One (1) gong player

• Two (2) cymbals players

Optional props teams may use include:

• Chairs

• Benches

• Wine tables

• Traditional platforms

• Ground-level obstacles

Evaluation emphasizes:

• Traditional movement

• Expression

• Rhythm with instruments

• Storytelling and cai qing (plucking the greens)

Acrobatics and stacks are allowed but not the main focus.

2. EXPERIENCE LEVELS

2.1 Beginner (0-2 years of experience)

The team must be able to demonstrate during their routine:

• Execute each Stances: Ma Bu and Gong Bu

• Execute a minimum of 1 basic stacks/lifts: Stationary lift, clapping feet lift, split kick lift, 180 degree spin lift, and double-leg stack. Maximum of stacks/lifts allowed is 5.

• Core plot structure where the Spirit of the Lion is present

• Music has varied tempo and dynamics

2.2 Intermediate (2-4 years of experience)

The team must be able to demonstrate during their routine:

• Execute each Stances: Ma Bu, Gong Bu, Xu Bu, Du Li Bu, and Pu Bu

• Execute a minimum of 2 stacks/lifts: Stationary lift, clapping feet lift, split kick lift, 180/360 degree spin lift, running lift, double-leg stack, single- leg stack, swing, and head stack. Maximum of stacks/lifts allowed is 5.

• Core plot structure where the Spirit of the Lion is present

• Musicality displays dynamics and flow together to enhance the performance

• Props are utilised in storytelling and are cleanly executed

• Execute emotions such as happiness, anger, sleepiness, curiosity, etc.

2.3 Advanced (5+ years of experience)

The team must be able to demonstrate during their routine:

• Execute a minimum of 3 stacks/lifts: Stationary lift, clapping feet lift, split kick lift, 180/360 degree spin lift, running lift, double-leg stack, single- leg stack, swing, head stack, and shoulder stack. Maximum of stacks/lifts allowed is 5.

• Core plot structure where the Spirit of the Lion is present

• Musicality displays dynamics and flow together to enhance the performance

• Props are utilised in storytelling and are cleanly executed

• Execute emotions such as happiness, anger, sleepiness, curiosity, etc.

3. PERFORMANCE TIME LIMITATION

Routine duration:

• Minimum time: 7 minutes

• Maximum time: 10 minutes

The time begins when the first drum click or instrument sound starts.

The time ends when the final instrument sound stops after the lion performs its final bow.

Failure to perform within the minimum and maximum duration will result in a score deduction of –0.25.

4. SET UP AND DISASSEMBLY

Immediately after the opening ceremony, all teams must present their equipment to be quality checked by trained staff.

Each team will be allocated 10 minutes total for:

• Prop setup 5 minutes

• Prop disassembly 5 minutes

Set up and disassembly will be a part of the final score to encourage efficiency, accountability, and safety.

• Every team will be responsible for providing equipment needed for the routine.

• Props must be cleared safely to provide a clean area for the next team to set up.

• A team will be disqualified if they exceed disassembly time by more than 30 seconds.

5. JUDGING CRITERIA

Beginner Score Range: 6.5 to 7.5, Intermediate Score Range: 7.5 to 8.5, Advance Score Range: 8.5 to 9.5.

5.1 Lion Movement

• Clear and precise movements

• Proper lion expressions

• Synchronization between head and tail

• Traditional mannerisms

• Clear plot transitions

• Clear Footwork and stance transition

5.2 Music & Rhythm

• Drum strength and clarity

• Cymbal and gong coordination

• Synchronization with lion movements

• Rhythm consistency

• Musical expression and energy

5.3 Difficulty & Technique

• Technical difficulty

• Balance control

• Stability on props

• Acrobactics execution

• The required number of stacks/lifts and stances for each difficulty level is executed

5.4 Choreography & Creativity

• Routine structure

• Creativity

• Storytelling

• Innovative use of props

• Overall performance flow

5.5 Overall Presentation

• Team coordination

• Confidence

• Energy

• Audience engagement

• Professionalism

• Uniformity of team members

Deductions may include:

• Minor trip or stumble –0.10

• Failed execution of stacks/lifts –0.20

• Fall from prop/jong –0.25

• Tail exposure –0.10

• Dropping the cai qing prize –0.50

• Poor synchronization will be judges’ discretion

• Time violation –0.25

Failed Attempt

A failed attempt is defined by loss of balance, incomplete move, and/or stepping down to reset.

For safety and fairness:

• Three (3) failed attempts on props = Disqualification

• Three (3) failed attempts at stacks or head sitters = Disqualification

6. DISQUALIFICATION (DQ) AND DID NOT FINISH (DNF)

Teams will be disqualified for:

• Using audio recording for music

• Exceeding 3 failed attempts

• Equipment failure preventing continuation

• Costume malfunction preventing continuation

• Unsafe conduct

• Team fails to check in 15 minutes before performance

• Exceeding disassembly time by 30 seconds

A team may receive DNF if:

• Injury occurs

• Unexpected circumstances prevent completion

• Depending on the circumstances, the judges panel will decide if the team will receive a score only on the completed portion of the routine.

7. ROLE SWITCHING

Switching lion roles (head/tail) during performance is permitted.

Execution shall remain smooth and the transitions shall not disrupt flow.

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