What's a good wrestling book...

...for someone that teaches all the rules to a layperson. I never wrestled and I want to get a book that explains the whole sport so I understand the scoring and positions when I'm watching a match.

IMO, a great Way to get introduced to the Rules and Basic Concepts of to Wrestling is to go to the local Library and check out a few Books in the Children or Juvenile Section.

Than try to watch some Matches to make the Connections from the Book to the Visual.


Wrestling Drill Book by HumanKinetics

This should help.


Wrestling is arguably the first form of human competition, and is even referenced in cave drawings. Olympic wrestlers were living legends in ancient Greece, and wrestling continues to be a popular Olympic sport. The popular style of wrestling in the United States, known as ?Folklore? or ?Collegiate Style? wrestling, differs from the Olympic styles and is outlined in this guide.
Object of the Game
To simultaneously pin both of an opponent?s shoulders to the mat for two seconds.

The Essentials
Game Length
An individual match can end in a few seconds if a wrestler is immediately pinned. If no wrestler is pinned, a wrestling match consists of three two-minute periods. To break a tie after three periods, a one-minute sudden-death overtime period occurs, and the first wrestler to score a point wins the match. A second 30-second overtime period is wrestled, if necessary.
Start of the game
After shaking hands with the referee and opponent, the wrestlers face each other and start the match standing in the neutral position. At the start of the second period, one wrestler chooses, as determined by a disk toss, to begin in the offensive starting position or defensive starting position of the par terre, the neutral position, or defer the choice to the third period. The other competitor receives the choice at the beginning of the third period.
Wrestling is all about control. The main objective is to establish total domination by pinning an opponent?s shoulders to the mat to earn a fall and victory. If no wrestler can pin his opponent, points are awarded to wrestlers as control changes. The wrestler with the most points at the end of a match is the winner. Establishing control from a neutral position is called a takedown and is worth two points. Almost pinning an opponent scores two, three, or four points and is called a near fall. A wrestler who is able to return to a neutral position after being controlled by an opponent earns one point for an escape. A wrestler who is controlled by an opponent and reverses control earns two points for a reversal. Points are also deducted for infractions of the rules. Points are posted immediately and in plain sight so spectators and wrestlers know the score. In order for the match to end, one athlete must score at least three points. A technical fall occurs and the match is ended when a wrestler establishes a 15-point advantage over the opponent.
A wrestling team may have many members, but only 14 compete in a typical meet, one from each weight class. Weight classes are established to ensure that opponents are approximately the same size and weight. Each weight class represents the maximum pounds a wrestler may weigh to compete in that class and are broken down as follows: 103, 112, 119, 125, 130, 135, 140, 145, 152, 160, 171, 189, 215, and heavyweights under 275 pounds. A random draw determines which weight will wrestle first. Following the first class, the next heaviest class wrestles. For example, if 189 is drawn, the competition progresses as follows: 189, 215, 275, 103, 112, etc.
Team Scoring
Wrestling is a team sport made up of many individual matches. The type of win for each match dictates different team points. The team with the most total points wins the meet. In dual meets, in which two teams face each other, the following point system is used:
Fall: (six points) Wrestler pins opponent?s shoulders to the mat for two seconds.
Forfeit: (six points) Awarded when the opposing wrestler fails to appear for the match.
Default: (six points) Awarded when the opponent is unable to continue wrestling, most frequently awarded after an injury.
Disqualification: (six points) Awarded when the opponent is disqualified for repeated infractions or flagrant misconduct.
Technical fall: (five points) Occurs anytime a 15-point lead is established.
Major decision: (four points) Wrestler wins by at least eight points.
Decision: (three points) Wrestler wins by one to seven points.
In addition to competing in dual meets, wrestling teams often compete in tournaments. In tournaments, as in dual meets, team points are awarded for the outcome of each bout (such as fall, default, forfeit, disqualification, technical fall, and major decision). In addition, wrestlers also earn points for advancement. For example, bonus points are awarded for advancing to the championship or consolation brackets. Points are also awarded for finishing as one of the top wrestlers for each weight class.
Field of Play

Wrestling mats are shock-absorbing to provide a safe surface for wrestling, and have markings on them that have specific functions:
Starting lines: Wrestling begins or resumes here with each opponent behind his starting line and at least one foot on the line.
10-foot circle: Small inner circle on the wrestling mat that wrestlers must attempt to stay within to avoid being penalized for stalling.
Boundary line: A 28-foot circle that marks the boundary. Wrestlers are in-bounds when at least one wrestler has his supporting points inside the outer circle. Control is important when this line is crossed, as it determines the starting position when wrestling resumes. If neither player is in control, wrestlers start at the starting line in the neutral position. However, if one wrestler is in control, he can choose to start in any position: top, bottom, or neutral. Wrestlers choose a position that suits their wrestling style.
Protection area: The border of the mat, extending beyond the wrestling area to prevent injury.

Equipment in wrestling is minimal. A wrestling uniform is a one-piece singlet, usually red for one team and blue for the other. The shoes are light and heelless and are laced tightly to provide firm support for the ankles. A protective ear guard must be worn anytime wrestling takes place, usually of two main styles: traditional and halo. Wrestlers must also bring a piece of cloth to the match to wipe sweat and blood.
Common Referee Signals
The referee uses his hands to signal control and wears wristbands, one green and one red, that correspond to the color of the starting lines of the home and visiting teams. He raises the arm with the appropriate wristband and puts one to five fingers up to indicate the number of points that a wrestler receives as control changes.
Referees also govern action during the match to ensure a fair and safe competition. Immediately following any infraction, the referee tops competition, indicates the type of infraction, and takes the appropriate actions before restarting the match. Referees most commonly enforce penalties against the competitors for illegal holds, technical violations, stalling, unnecessary roughness, unsportsmanlike conduct, and improper equipment. For each of the penalties listed above (except stalling), one point is deducted after the first and second penalty; two points are deducted for the third penalty; and a disqualification results from the fourth penalty. Additionally, when a wrestler commits a false start by starting before the referee?s signal or is in the incorrect starting position, two warnings are given, after which one point is deducted for each occurrence. A severe penalty, called flagrant misconduct, is called for serious violations and results in the disqualification of the wrestler, a two-point team deduction, removal of the wrestler from the premises, and no further wrestling for the remainder of the meet or tournament.
Although less common, referees also penalize coaches, team personnel, and wrestlers who are not currently competing. These penalties include coach misconduct, unsportsmanlike conduct, and flagrant misconduct, all of which usually result in the deduction of team points.
Breakdown: Getting an opponent to the mat on his stomach or side, usually from the offensive starting position. Breakdown moves include the spiral ride, near arm crunch, tight waist to cheap tilt, Iowa ride, and crab ride.
Coach misconduct: Penalty following a conference with the referee to discuss misapplication of the rules when it is determined that the rules were properly applied.
Defensive starting position: Wrestler who is on hands and knees in a par terre. From this position, the wrestler attempts to avoid being pinned, escape, or perform a reversal. Also called bottom position.
Escape: Occurs when a wrestler who is being controlled by his opponent gains a neutral position, creates space, and faces the opponent. Standup and the sit-out are common escapes.
Flagrant misconduct: Called against competitors for such actions as striking, biting, butting, elbowing, or kicking an opponent. Also called against coaches and team personnel for actions that warrant their removal.
Illegal hold: Anytime a wrestler pushes an opponent?s body part past its regular range of motion, uses excessive force, or performs a hold that hampers breathing or circulation.
Injury time: Two injury timeouts are allowed that cannot exceed a total of 90 seconds, in which a wrestler may recover from an injury and resume the match.
Near fall: When one shoulder is touching the mat and the second shoulder is past a 45-degree angle, or if both shoulders are within four inches of the mat. Holding the position for two seconds receives two points, and maintaining the position for five seconds receives three points. One point is added if an injury timeout occurs during the near fall. The half nelson, arm bar, cradle, and tilt leg ride often result in a near fall.
Neutral position: Neither wrestler has control. From this position, wrestlers attempt to takedown their opponents. Wrestlers often tie-up in the neutral position while working on a takedown.
Offensive starting position: Wrestler on top of the par terre who kneels with at least one knee on the mat, one hand on the opponent?s elbow, and the other hand around the opponent?s body. From this position, a wrestler tries to breakdown his opponent. Also called top position.
Pin: Forcing both of the opponent's shoulders to the mat. Pinning moves include the half nelson, quarter nelson, double arm bar, and cradle.
Par terre: Position when one wrestler is in the defensive starting position, on his hands and knees, and one is in the offensive starting position, kneeling beside his opponent. Also called referee?s position.
Reversal: Executing a move from underneath an opponent that shifts control from the opponent to the wrestler. Worth two points. Switches, rolls, and hip heists are popular reversals.
Stalemate: When neither wrestler can improve his position, wrestling resumes from the starting lines.
Stalling: Both wrestlers must constantly make an effort to be assertive (attempt a takedown, escape, pin, etc.) and remain within the 10-foot circle. A warning is given for the first offense, after which penalties are enforced.
Supporting points: The weight-bearing points of the body, including feet, knees, hands, buttocks, etc. The wrestlers are in bounds as long as the supporting points of either wrestler are within the boundary line.
Technical violations: There are seven major technical violations, including incorrect starting postion/false start (warning given), intentionally going out of bounds, grasping an opponent?s clothing or equipment, interlocking/overlapping hands, leaving wrestling area without referee?s permission, improper/illegal equipment, or applying a figure 4 (type of hold) from the neutral position.
Takedown: Dropping the opponent down to the floor from a standing position and gaining control. Takedowns include single legs, double legs, high crotches, headlocks, body-locks, shrugs, fireman's carries, and body throws.
Tie-up: Wrestler grabs the opponent's upper body while standing to gain control. Common tie-ups include the head and arm tie, as well as the double bicep tie.
Unnecessary roughness: Called for actions that are unreasonably aggressive.
Unsportsmanlike conduct: Called for disobeying or arguing with a referee, or other acts of poor sportsmanship such as swearing, spitting, taunting, or throwing equipment.

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Paragraphs please!

Sorry, I just copied and pasted it.

Go to the website and click on wrestling for the above article.

Thank you