Kendo Shiai
Competition is a large part of modern kendo, with tournaments ranging from small intra-club events to the World Kendo Championships and All Japan Kendo Championships. However, the action tends to move very quickly, making it difficult to follow, and the rules governing what constitutes a valid point are pretty specific, often leading spectators to wonder why a point was or was not awarded. So this page is an introduction to the standard rules of competition under the International Kendo Federation (IKF).
Shiaijo - the match court
A kendo match (shiai) is takes place in a court called a shiaijo. It is a rectangle from 9 to 11 meters (30 to 37 feet) on a side, marked by a wide white line. In the exact center of the court is an X 30 centimeters (one foot) across, again in thick white. One meter (three feet) on each side of the center is a 30 centimeter line, marking where each kendoka begins and ends the shiai.
Yukodatotsu - valid strike
In order to earn ippon (one point), a strike must meet several conditions.
The next two conditions are probably the most important but least obvious conditions.
There are a few things which keep a strike meeting the above conditions from earning ippon.
Hansoku - penalties
There are various actions which will earn hansoku. Two hansoku earns the other kendoka ippon. Hansoku include, but are not limited to:
The match will be stopped when someone commits hansoku. However, if one strikes before the match is stopped, one can earn ippon. If ippon is earned, the hansoku is not counted. E.g. if you disarm your opponent then strike him, you get ippon, rather than him getting hansoku and you earning ippon the next time he commits a foul.
Shimpan - the referees
For each match, there will be three shimpan: one head shimpan, who is the only one who gives verbal instructions to the contestants, and two assistant shimpan, who help determine ippon and hansoku. To earn either ippon or hansoku, at least two of the three shimpan must agree. The shimpan indicate their decisions using red and white flags, corresponding to the red or white ribbon worn by each contestant. The flag signals are:
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| Neutral. Both flags held down at sides. | Ippon (for white). Flag raised up and to the side. Also used for hantei (vistory by decision) and announcing the winner. | No ippon/ No hansoku. Flags waved back and forth in front of shimpan. Done when another shimpan indicates ippon or hansoku. |
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| Abstain. Flags held still in front of shimpan. Done when another shimpan indicates ippon or hansoku. | Hansoku (white). Flag held down and to the side. | Ai hansoku (simultaneous fouls). Both flags held down and to the sides. |
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| Matte (suspension of match). Both flags held straight up. | Wakare (separate). Both flags held straight out. | Gogi (conference). Both flags held straight up in the right hand. |
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| Hikiwake (draw). When the match is being decided by referee decision (when tied at the end of the match), the referee considers it an even match. |
Progression of a match
The two kendoka line up just outside of the shiaijo. The entire simultaneously, taking one step forward with the right foot. From here they perform a standing bow to each other, then proceed to the two white lines that mark their starting positions. Ideally, they should take three steps, but it's more important to get to the line. On the third (well, last) step, they each draw their shinai and drop into sonkyo, a squatting position.
It is from here that the match begins, upon the head shimpan shouting "Hajime!" ("Begin!") Earlier, the kendoka would attack each other out of sonkyo, springing forward from the squat. These days, the kendoka must stand up before attacking. However, pressing the attack is seen as a virtue in kendo, and whoever stands up first definitely has an advantage. The kendoka must stand before attacking, but they don't have to wait for the other to stand.
Upon the scoring of the first point, the head shimpan will shout, "Men/Kote/Tsuki ari!" announcing the point scored. The two kendoka will return to their respective starting lines, but will remain standing in chudan no kamae. The match resumes when the head shimpan shouts, "Nihonme!" ("The second point!")
If the second point ends the match (the score is 2-0), the kendoka will return to their starting lines, the head shimpan announces "Shobu ari!" ("There is victory and defeat!") and raises one flag to indicate the winner. The two kendoka return to sonkyo, put away their shinai, and back out of the shiaijo.
If the second point ties the match, it proceeds like after the first point, but the head shimpan announces "Shobu!" ("Victory and defeat!") rather than "Nihonme!"
Upon the the third point, the match ends the same as above.
If, time (usually 5 minutes) runs out and the score is tied, either 0-0 or 1-1, one of two things can happen. The first is the shimpan can decide the winner, voting by raising their flags. This is uncommon. The other is that the head referee will announce an extension period, "Encho!" Encho are always sudden death. If at the end of the encho, the score is still the same, the shimpan may decide for an additional encho, but will usually decide the winner. It is common for the encho in semi-final and final matches to be of unspecified length--the two contestants just keep on fighting until someone finally gets ippon.