Wrestling score counter · Free · No sign-up
Wrestling Score Counter
A wrestling score counter adds each wrestler’s points on a period clock. This one knows the style: a 3-point takedown and near falls of 2 to 4 in folkstyle, riding time in college, a technical fall at 15 points (10 in freestyle, 8 in Greco-Roman), overtime, and the criteria that break a level freestyle bout.
Free, no sign-up, works offline, and nothing leaves this browser.
Red 0 – 0 Green
Tap Start at the whistle. The clock runs through scores; tap Stop when the referee stops the match. A 15-point lead ends it.
If regulation ended now: level, so sudden victory.
Position: neutral.
High school (NFHS) folkstyle: three 2-minute periods; takedown 3, near fall 2 to 4; a 15-point lead is a technical fall
| Time | Wrestler | What | Score |
|---|---|---|---|
| Nothing yet: points, penalties and period ends appear here with the period and the clock. | |||
Tap Start at the whistle and Stop when the referee stops the match: the clock keeps running through scores, as a wrestling clock does. In folkstyle, set who is on top with the position keys at the start of each period; a takedown or reversal puts the scorer on top and an escape returns to neutral by themselves, and the counter only offers the scores possible from the position (a takedown from neutral, a near fall from on top). At 0:00, tap any points scored at the buzzer, then End period. Under UWW rules, tap Caution, Activity or Passivity under the wrestler at fault: the points go to the other. Ctrl+Z undoes.
This keeps the score; it does not referee. It cannot see a near fall, count the seconds of a pin or judge a throw’s amplitude: the points are whatever you tap. It does not model injury, blood or recovery time, the extra near-fall point for an injury, an injury default, the NCAA’s separate ladder for unsportsmanlike conduct, team-point deductions, flagrant misconduct, video review, or the UWW cautions that carry 2 points in freestyle (fleeing the mat from danger). A freestyle activity period still running when a period ends carries into the next, paused with the clock; the rules do not say otherwise, and your referee’s practice governs. Built for folkstyle under the NCAA rules of 2025-27 and the NFHS rules from 2024-25, and for freestyle and Greco-Roman under the UWW rules of December 2025. It is not an official scoreboard.
Adding up is the easy part. A wrestling scoreboard has to know which style it is keeping: that a takedown is 3 points in high school and college and 2 in freestyle, that a 15-point lead ends a folkstyle match and 10 or 8 a UWW bout, how a college match counts riding time, how overtime runs, and how a level freestyle bout is decided. This counter does.
Amateur wrestling is the grappling sport of two wrestlers trying to pin each other’s shoulders to the mat. It has three main styles: folkstyle, the American high school and college style, and freestyle and Greco-Roman, the Olympic styles governed by United World Wrestling. A bout is won by a fall, by a lead big enough to end it, or on points.
- No sign-up
- No ads
- Counts never leave your browser
- Works offline
- Unlimited counters
Key facts
| Detail | Answer |
|---|---|
| Price | Free, no sign-up, no ads |
| Styles | High school and college folkstyle; freestyle, women’s and Greco-Roman |
| Folkstyle points | Takedown 3, escape 1, reversal 2, near fall 2, 3 or 4 |
| UWW points | 1, 2, 4 and 5-point actions, cautions, passivity and lost challenges |
| Periods | NFHS 2-2-2, NCAA 3-2-2, UWW 3+3 or 2+2 minutes, counting down |
| Ending margin | 15 in folkstyle, 10 in freestyle, 8 in Greco-Roman, ended by itself |
| Riding time | College: kept from the position, a point at a net 1:00 |
| Overtime | Sudden victory, tiebreakers, and the NFHS ultimate tiebreaker |
| Level UWW bout | Highest-value hold, more of them, fewer cautions, last technical point |
| Penalties | Stalling and penalty ladders; three cautions lose |
| Where data goes | Nowhere. Local storage in this browser only |
| Official record | No. It records what you tap and does not referee |
How to keep score in wrestling with the counter
Pick the style once, then tap what the referee gives.
Pick the style
High school or college folkstyle, or freestyle or Greco-Roman, for seniors or for U15, U17 and veterans. Name the wrestlers if you like.
Tap Start
At the whistle. The clock counts down and runs through scores; tap Stop when the referee stops the match.
Set the position
In folkstyle, tap who is on top at the start of each period. Takedowns, reversals and escapes move it by themselves.
Tap each score
Under the wrestler who scored. A lead of 15, 10 or 8 ends the bout, and so does Fall.
Tap the penalties
Stalling, Penalty, Caution, Activity or Passivity under the wrestler at fault: the points go to the other.
End each period
At 0:00 add any points at the buzzer, then tap End period. A level folkstyle match goes into overtime by itself.
Where a wrestling score counter gets used
Any mat with no electronic board, and anyone who wants the result explained.
School and club duals
The score, the period clock and the team points of each result, kept on a phone at the mat side.
Coaches
How far a wrestler is from a major decision or a technical fall, and how much riding time they have.
Practice matches
Live wrestling scored to the real rules, with the overtime and the penalty ladders.
Freestyle and Greco-Roman clubs
The UWW values, the activity clock and who would win a level bout on criteria.
Parents and spectators
Why a 1–1 freestyle bout went to the wrestler who scored second, or a match ended at 15.
Referees in training
A second record of the score, cautions and stalling calls to check the official one against.
Wrestling points by style: folkstyle, freestyle and Greco-Roman
The same move scores differently in each style. A takedown is 3 points in an American high school or college match and 2 in an Olympic-style bout; an escape scores in folkstyle and not at all in freestyle; a reversal is 2 in folkstyle and 1 under the UWW rules. That is why the counter asks for the style first.
| Action | High school (NFHS) | College (NCAA) | Freestyle and Greco-Roman (UWW) |
|---|---|---|---|
| Takedown | 3 | 3 | 2; 4 if it takes the opponent straight into danger |
| Escape | 1 | 1 | Not scored |
| Reversal | 2 | 2 | 1 |
| Near fall or exposure | 2, 3 or 4 for 2, 3 or 4 seconds | 2, 3 or 4 for 2, 3 or 4 seconds | 2 for turning the back past 90 degrees |
| Throws | Scored as the takedown and any near fall | Scored as the takedown and any near fall | 4, or 5 for a grand-amplitude throw into danger |
| Stepping out | No point; fleeing is a technical violation | No point; fleeing is a technical violation | 1 to the opponent |
| Riding time | Not kept | 1 point for a net minute or more | Not kept |
| Fall (pin) | Shoulders held 2 seconds | Shoulders held 1 second | Held until the referee and mat chairman confirm control |
| Lead that ends the bout | 15: technical fall | 15: technical fall | 10 in freestyle, 8 in Greco-Roman: technical superiority |
Greco-Roman scores the same actions as freestyle, but no hold may be taken below the hips or with the legs, and a caution costs 2 points instead of 1. Women’s wrestling is freestyle.
What changed, and what the answers still say
College wrestling raised the takedown from 2 points to 3 for the 2023-24 season, approved by the NCAA’s Playing Rules Oversight Panel in June 2023, and added a 3-point near fall between the old 2 and 4. High school followed for 2024-25: the NFHS made the takedown 3 and tied the near fall to the seconds held, 2 for two seconds, 3 for three and 4 for four, with a fifth point if the defender is injured or bleeding after the four-point criteria. The NCAA book for 2025-26 and 2026-27 reads the same: takedown 3, escape 1, reversal 2, near fall 2, 3 or 4 (Rules 4.5 and 4.6).
Checked on 2026-10-18, the search summary for the difference between folkstyle and freestyle still said “folkstyle gives a flat 2 points per takedown”, said freestyle takedowns are “worth one to five points based on difficulty”, and could not decide whether a reversal is 2 points in both styles. Under the UWW rules a takedown is 2, the 4 and 5 are throws into danger, and a reversal, a counterattack from underneath that passes behind, is 1 point (Article 38). ScoreCounter’s wrestling board adds one point a click with no style setting; its FAQ says it does not end a bout on technical superiority, and its article mentions riding time the board does not keep.
How a bout ends: fall, technical fall, major decision and team points
A bout ends early by a fall, by the technical-fall margin, by disqualification or injury; otherwise it is won on points at the end of regulation, and the size of the margin names the win. In a dual meet each kind of win is worth a different number of team points.
| Result | How | Team points |
|---|---|---|
| Fall, forfeit, default, disqualification | Shoulders pinned, or the opponent cannot or may not continue | 6 |
| Technical fall | A 15-point lead, which ends the match | 5 |
| Major decision | Won by 8 to 14 points | 4 |
| Decision | Won by fewer than 8, including in overtime | 3 |
Two details decide close cases. Points awarded at the end of a match, a near fall when time runs out or the riding time point, count at the same moment as everything else, so a riding time point can turn a 14-point lead into a technical fall (NCAA 2.3.6, 4.5.13). And in high school since 2025-26, a near fall that builds the 15-point lead does not stop the match at once: wrestling goes on until the near-fall criteria are no longer met, and then it ends (NFHS 5-11-2c and 5-11-4b).
| Score after 3 periods | Net riding time | Final | Result |
|---|---|---|---|
| 7–3 | Red 0:48 | 7–3 | Red by decision: under a minute, no point |
| 12–5 | Red 1:22 | 13–5 | Red by major decision: the point makes the margin 8 |
| 14–0 | Red 2:10 | 15–0 | Red by technical fall |
| 4–5 | Red 1:05 | 5–5 | Level: sudden victory |
The UWW ranks results by classification points rather than team points. The winner of a bout ended early by a fall, injury, three cautions or disqualification takes 5 and the loser 0; technical superiority is 4 to 0, or 4 to 1 if the loser scored; a win on points is 3 to 0, or 3 to 1 if the loser scored (Article 41). Technical superiority is declared once the wrestlers are back in neutral after the action that made the gap (Articles 27 and 43).
| Victory | Code | Winner | Loser |
|---|---|---|---|
| By fall | VFA | 5 | 0 |
| By three cautions | VCA | 5 | 0 |
| Technical superiority, loser scoreless | VSU | 4 | 0 |
| Technical superiority, loser scored | VSU1 | 4 | 1 |
| On points, loser scoreless | VPO | 3 | 0 |
| On points, loser scored | VPO1 | 3 | 1 |
The counter names the result as the bout ends: the kind of win and, in folkstyle, the team points; under UWW rules, the classification code.
Ties: folkstyle overtime and the freestyle criteria
Folkstyle breaks a tie by wrestling on; the UWW styles break it on paper. Neither ever needs a judges’ vote, which is why the counter can call the result itself.
| Step | College (NCAA 3.16-3.17) | High school (NFHS) |
|---|---|---|
| Sudden victory | 2 minutes from neutral; the first points win | 1 minute from neutral; the first points win |
| Tiebreakers | Two 30-second periods from top and bottom, all points scored; riding time kept afresh | Two 30-second periods from top and bottom, scored as in a match |
| Still level | One second or more of net riding time in the tiebreakers wins | An ultimate tiebreaker of 30 seconds: the first score wins, and with no score the wrestler on top wins |
| After that | Another round: 1 minute of sudden victory, two tiebreakers, until someone wins | Decided |
| Who chooses top or bottom | The wrestler who scored first in regulation, not counting escapes and penalty points; otherwise a disc toss | Given by the referee under the NFHS rules; set it on the counter with the position keys |
Riding time from regulation does not carry into overtime in college (NCAA 3.15.1), so the counter starts it again for each round of tiebreakers.
A level freestyle or Greco-Roman bout
Under the UWW rules a bout level on points after two periods goes, in order, to (Article 29):
| Step | Criterion | Example |
|---|---|---|
| 1 | The action or hold of the highest value | A 4-point throw beats two 2-point takedowns |
| 2 | The most actions of that highest value | Two takedowns beat one takedown and two step-outs |
| 3 | The fewest cautions | One caution beats two |
| 4 | The last technical point scored | A step-out late in the 2nd period |
| 4.1 | No technical point at all: the first point scored | 1–1 from two passivity points: the first wins |
Step 2 is the one most explanations leave out: the usual summary goes from the highest-value hold straight to cautions. Step 4 also has a rule behind it. A technical point comes from a hold, an action or a step-out; a point for the opponent’s passivity, caution or lost challenge is not one. So in a 1–1 bout a technical point beats a passivity point whichever came first, and two passivity points go to the first. The rulebook’s own examples:
| Red | Blue | Winner |
|---|---|---|
| 1, 1, 1 (step-outs) | 1, 1, 1, last point Blue’s | Blue: the last technical point |
| 1, 2 (a takedown) | 1, 1, 1 | Red: the highest-value hold |
| 3 points, 2 cautions | 3 points, 1 caution | Blue: fewer cautions |
| 1 (passivity, first) | 1 (passivity) | Red: the first point |
| 1 (passivity, first) | 1 (technical) | Blue: the technical point |
Greco-Roman tested a different rule during 2025, a 1–1 decided by the first technical point; the December 2025 rulebook’s Greco-Roman examples keep the last technical point, as above. The counter applies the order as you tap, so the line under the score always says who would win a level bout and why.
Stalling, penalties, cautions and passivity
Folkstyle punishes with points on a ladder that grows with each offence; the UWW styles with cautions that give the opponent points, and with a clock for the passive wrestler.
| Offence | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| Stalling | Warning | 1 point | 1 point | 2 points | Disqualified |
| Illegal hold, technical violation, unnecessary roughness | 1 point | 1 point | 2 points | Disqualified | — |
The points go to the opponent. The NFHS chart counts illegal holds, technical violations and unnecessary roughness on one progressive ladder, and so does the counter’s Penalty key. In high school the fourth stalling call also stops the match and gives the opponent choice of position. Fleeing the mat, grasping clothing and locking hands are technical violations, and in high school unsportsmanlike conduct during the match is on the same ladder; in college it has its own (1 point, then disqualification). Tap Stalling or Penalty under the wrestler called for it: the counter keeps both ladders and disqualifies on the last step.
| Call | Freestyle and women’s | Greco-Roman |
|---|---|---|
| Caution (fleeing a hold, negative wrestling, illegal hold) | Caution and 1 point to the opponent | Caution and 2 points to the opponent |
| Third caution | The bout is lost | The bout is lost |
| Passivity | A verbal warning, then a 30-second activity period: score, or the opponent gets 1 point | 1 point to the opponent for the first and second calls, none from the third; the opponent chooses par terre or standing |
| 0–0 after 2:00 of the 1st period | The referee must name one wrestler passive (after 1:00 for U15, U17 and veterans) | Passivity is called on the passive wrestler |
| Lost challenge | 1 point to the opponent | 1 point to the opponent |
In freestyle, the opponent gets the activity point “even if he scores point(s) during that period”: only the passive wrestler scoring ends it (Article 46). The counter runs the 30 seconds on the bout clock, pauses them when you stop it, cancels them when the passive wrestler scores and gives the point when they run out.
Sources: the NCAA Men’s Wrestling Rules 2025-26 and 2026-27; United World Wrestling, International Wrestling Rules, December 2025; the NFHS rules changes for 2024-25, the 2025-26 changes and the 2024-25 penalty chart; and the NCAA’s announcement of the 3-point takedown, June 2023.
Online counter vs a clicker, an app, paper and a spreadsheet
Every counting method trades something away. This is what each one actually costs you.
| Feature | This online counter | Handheld clicker | Counter phone app | Pen and paper | Spreadsheet |
|---|---|---|---|---|---|
| Cost | Free | $5–$15 | Free with ads, or paid | Cost of paper | Subscription |
| Anything to install | No | Buy the device | App store download | No | Yes, or a web login |
| Several counts at once | Unlimited | One per device | Usually limited | Yes, messy | Yes |
| Fix a miscount | Undo and redo | Start over | Sometimes | Cross it out | Edit the cell |
| Counts by more than one | Any step size | One at a time | Sometimes | Manual maths | Yes |
| Below zero | Yes | No | Rarely | Yes | Yes |
| Keeps the count if you close it | Saves automatically | Until you reset the dial | Yes | If you keep the paper | Yes |
| Works with no signal | Yes, after first load | Yes | Yes | Yes | Often not |
| Keyboard and shortcuts | Full | None | None | None | Partial |
| Sends your data anywhere | Never | Never | Often, for accounts and ads | Never | Yes, to the cloud |
Other counter types
The same counter, set up and explained for a specific job. Your counters are shared across all of them.
Everyday7
The general-purpose counters: one number, many numbers, or counting on a timer.
Online counter
The all-purpose counter. Any step size, any number of counters, negative values allowed.
Open online counter →Tally counter
Tally marks in groups of five for surveys, stock takes and wildlife counts.
Open tally counter →Click counter
A browser clicker that replaces the handheld thumb counter for door headcounts.
Open click counter →Multi counter
Run as many counters as you like at once, side by side in a grid.
Open multi counter →Auto counter
Counts on its own from every 0.1 seconds to once an hour, and stops at your limit.
Open auto counter →Yes/No counter
Two options, a live percentage, and the sample size and caveats the percentage needs.
Open yes/no counter →Sticker album counter
Stickers you have and spares to swap, missing lists to copy, and the packs still to go from your count.
Open sticker album counter →
Sport & scores43
Scoreboards that know the rules of their game, not just two numbers that go up.
Score counter
A scoreboard for cards, darts and board games. One counter per player, negatives allowed.
Open score counter →Pitch counter
Count pitches, then get the rest days owed and the next eligible date.
Open pitch counter →Golf scorecard
Strokes per hole with the course handicap allocated by stroke index, net and Stableford.
Open golf scorecard →Badminton score counter
Rally scoring with the service court and doubles positions, for 3x21 and the 2027 3x15 system.
Open badminton score counter →Pickleball score counter
The 0-0-2 call with the right server and side, in side-out or 2026 rally scoring.
Open pickleball score counter →Squash score counter
Point-a-rally to 11 with the server, the service box, hand out and lets.
Open squash score counter →Penalty shootout counter
Five kicks each that stop the moment a team cannot catch up, then sudden death.
Open penalty shootout counter →Basketball score counter
Points by period with team fouls and the bonus as FIBA, NBA, NCAA or high school count them.
Open basketball score counter →Baseball score counter
Balls, strikes, outs and the line score, with foul bunts, dropped third strikes and walk-offs.
Open baseball score counter →Cricket score counter
Runs, wickets and overs by legal balls, with wides, no-balls, free hits and the chase.
Open cricket score counter →American football score counter
Touchdowns and the try at each level, with NFL, college and high school overtime rules.
Open american football score counter →Boxing score counter
Three judges' 10-point must cards and the verdict they give, split and majority draws included.
Open boxing score counter →Hockey score counter
Ice hockey goals and shots by period, with each league's overtime, shootout and standings points.
Open hockey score counter →Pool score counter
Straight pool with the breaking foul and three-foul penalties, and 8-ball, 9-ball and 10-ball races.
Open pool score counter →Rugby score counter
Union, sevens and league points, conversions tied to tries, golden point and bonus points.
Open rugby score counter →Soccer score counter
Goals by minute, five subs in three windows, second yellows, extra time and aggregate.
Open soccer score counter →Table tennis score counter
Games to 11 with the server named, doubles order, the swap at 5 and the expedite system.
Open table tennis score counter →Tennis score counter
Love to game with the server's court, every change of ends, tie-breaks and doubles order.
Open tennis score counter →Padel score counter
The 2026 Star Point, golden point or advantage, who serves and receives, and every change of sides.
Open padel score counter →Volleyball score counter
Rally scoring with the six-position rotation, the next server, time-outs, subs and beach mode.
Open volleyball score counter →Americano padel score counter
Rotating partners for 4 to 16 players, matches to a points total, and every player's running total.
Open americano padel score counter →Field hockey score counter
Goals by minute, a clock that stops, card timers in playing time, the 2026 card rules and shoot-outs.
Open field hockey score counter →Free throw counter
Make or miss, the percentage with its likely range, runs of makes, sets and make-50 goals.
Open free throw counter →Futsal score counter
Accumulated fouls per half with the 10 m kick, timeouts, a stopped clock and the red card timer.
Open futsal score counter →Handball score counter
2-minute suspensions a goal does not end, the third a red card, three warnings and team time-outs.
Open handball score counter →Judo score counter
The 2026 IJF rules: yuko back, a hold timer that scores itself, shido that never decide, golden score.
Open judo score counter →Kabaddi score counter
Players on court kept for you: revival in order, all outs, the bonus line, super tackle, do-or-die.
Open kabaddi score counter →Karate score counter
WKF kumite 2026: senshu kept for you and lost in the last 15 s, the 8-point lead, chui to hansoku.
Open karate score counter →Lacrosse score counter
Penalty timers that know which one a goal releases, by code: high school, NCAA, PLL, box and sixes.
Open lacrosse score counter →Netball score counter
Whose centre pass is next, kept through every break, plus the Super Shot and extra time.
Open netball score counter →Roundnet score counter
Who serves to whom under the 2026 IRF equal serving or the classic rules, with every rotation.
Open roundnet score counter →Cornhole score counter
Cancellation scoring bag by bag, who pitches first next round, ACO Skins and house-rule busts.
Open cornhole score counter →Water polo score counter
Exclusions a goal or the ball won ends early, personal fouls by cap, the possession clock, shootout.
Open water polo score counter →Curling score counter
Points by end, the hammer next end, the mixed doubles decision, and the club scoreboard drawn for you.
Open curling score counter →Fencing score counter
Hits on a bout clock in fencing time, the priority minute, cards by group and the 2026-27 P-cards.
Open fencing score counter →Gaelic football score counter
Goals, two-pointers and points by the 2026 rules, a 45 valued by code, extra time, and the scorers line.
Open gaelic football score counter →Spades score counter
Bids and tricks per player, bags to the bag-out, nil and blind nil, and the disputed house rules as settings.
Open spades score counter →Taekwondo score counter
WT kyorugi 2026: 6 for a turning head kick, best of three rounds, the 15-point gap and the round tiebreak.
Open taekwondo score counter →Cribbage board counter
A peg board for 2, 3 or 4: the play, then each hand in counting order to 121 or 61, with skunks and muggins.
Open cribbage board counter →Euchre score counter
Who called, alone or not, and the tricks: loners, euchres and the disputed house rules, plus a progressive tally.
Open euchre score counter →500 score counter
The bid and the tricks, scored by the Avondale table: misère, slams and how a game is won as settings.
Open 500 score counter →Gin rummy score counter
Who went down and both deadwood counts: undercuts, gin, boxes and shutouts, plus Hollywood and Oklahoma.
Open gin rummy score counter →Hearts score counter
Hearts and the queen per hand, refused until it adds to 26: five moon rules, the jack of diamonds, Black Maria.
Open hearts score counter →
Fitness & health7
Reps, laps, breaths and daily habits, where the count is part of the activity.
Lap counter
Count pool lengths, track laps and treadmill intervals without losing your place.
Open lap counter →Rep counter
Track reps and sets during a lifting session, with a step size for supersets.
Open rep counter →Click speed test
Measure your clicks per second over 1 to 60 seconds, with your personal best kept on-device.
Open click speed test →Habit counter
Count toward a daily target and keep the streak, with a day boundary you choose.
Open habit counter →Breath counter
Count breaths one to ten for meditation, with lost count recorded, or time breaths per minute.
Open breath counter →Craving tracker
Time each urge, rate it 1 to 10, and log whether you rode it out or acted on it.
Open craving tracker →Water intake counter
Drinks logged in ml or oz by the cup you used, against a goal or a fluid limit, paced over your day.
Open water intake counter →
Work & field5
Counting that produces a record someone else relies on: stock, occupancy, lab work.
Differential counter
Six keys for a manual white cell differential, with an auto-stop and live percentages.
Open differential counter →People counter
In and out at a door, with live occupancy against a capacity and a fix for drift.
Open people counter →Bird counter
A row per species recording the high count, so a circling flock is not counted twice.
Open bird counter →Inventory counter
A count sheet holding the book quantity beside the counted one, with the variance per line.
Open inventory counter →Knitting counter
Rows, pattern repeats and a shaping schedule that names the increase rows and then ends.
Open knitting counter →
Faith9
Counts with their own rules about when a day turns over and what completes a set.
Tasbeeh counter
A digital dhikr counter that stops at 33, 99 or 100 and keeps each dhikr separate.
Open tasbeeh counter →Omer counter
The 49 days of Sefirat HaOmer, in days and weeks, with the blessing state tracked.
Open omer counter →Mala counter
108 beads to a round, credited as 100 or 108, with dorje and bell counter strings and a bell.
Open mala counter →Rosary counter
Prayer by prayer through the decades, with the day's mysteries by the 2002 or the older schedule.
Open rosary counter →Divine Mercy chaplet counter
The chaplet in Diary 476's order, a tap a prayer, with the novena from Good Friday kept day by day.
Open divine mercy chaplet counter →St Michael chaplet counter
The nine salutations in the Raccolta's order, a tap a prayer, with the Michaelmas novena kept.
Open st michael chaplet counter →Prayer rope counter
A knot a tap on any chotki, services in Jesus Prayers, and the Optina 500 with its prostrations.
Open prayer rope counter →Seven Sorrows rosary counter
Seven sorrows of seven Hail Marys, a tap a prayer, the three for Mary's tears where your card puts them.
Open seven sorrows rosary counter →Franciscan Crown counter
Seven joys of ten Hail Marys and two to make 72, a tap a prayer, with the Pope's prayers and Lent's sorrows.
Open franciscan crown counter →
Frequently asked questions
How many points is a takedown in wrestling?
It depends on the style. In American high school (NFHS) and college (NCAA) folkstyle a takedown is worth 3 points: college raised it from 2 for the 2023-24 season and high school for 2024-25. In freestyle and Greco-Roman under the UWW rules a takedown is 2 points, or 4 if it takes the opponent straight into a danger position.
How is wrestling scored?
Wrestlers score points for controlling the opponent: takedowns, escapes, reversals and near falls in folkstyle; takedowns, exposures, throws and step-outs in freestyle and Greco-Roman. Penalties give the opponent points. A fall, holding both shoulders to the mat, ends the bout at once, as does a big enough lead; otherwise the wrestler with more points at the end wins.
What is a technical fall in wrestling?
A technical fall ends a folkstyle match when one wrestler leads by 15 points; in college it is worth 5 team points in a dual meet. Freestyle and Greco-Roman call it technical superiority, at 10 points in freestyle and 8 in Greco-Roman, declared once the wrestlers return to neutral after the scoring action. A riding time point counts towards the 15.
What is the difference between folkstyle and freestyle wrestling scoring?
Folkstyle rewards control: a takedown is 3, an escape 1, a reversal 2, near falls 2 to 4 by the seconds held, and college adds riding time. Freestyle rewards exposure and throws: a takedown is 2, exposure 2, throws 4 or 5, a step-out 1, a reversal 1, and escapes score nothing. A folkstyle match ends at a 15-point lead, a freestyle bout at 10.
How are near fall points awarded in wrestling?
In folkstyle, by the seconds the near-fall criteria are held: 2 points for two seconds, 3 for three and 4 for four, in both high school and college. A fifth point is added if the defender is injured or bleeding after the four-point criteria are met. The criteria are a high bridge or both elbows, one shoulder down and the other at 45 degrees or less, or both shoulders within four inches of the mat.
How does a tie get decided in freestyle wrestling?
By criteria, in order: the wrestler with the highest-value hold wins; if equal, the one with more holds of that value; then the one with fewer cautions; then the one who scored the last technical point. If neither scored a technical point, as in a 1–1 from two passivity points, the first point wins (UWW Article 29). Greco-Roman uses the same order.
What is riding time in wrestling?
Riding time is the time a college wrestler spends in control on top. Each wrestler’s is recorded, and if one has a net advantage of a minute or more at the end of the third period, they get 1 point (NCAA 4.5.13). It counts towards a technical fall and decides a tie after the tiebreakers. High school and the UWW styles do not keep it.
How does overtime work in high school wrestling?
A one-minute sudden victory period from neutral, where the first points win. If no one scores, two 30-second tiebreakers follow, one wrestler starting on top in each, scored as in a match. If it is still level, a 30-second ultimate tiebreaker: the first score wins, and if there is none the wrestler on top wins. College gives two minutes of sudden victory and uses riding time instead.
What is a major decision in wrestling?
A major decision is a folkstyle win by 8 to 14 points at the end of the match. It is worth 4 team points in a dual meet, against 3 for a decision by fewer than 8, 5 for a technical fall at 15 and 6 for a fall. The UWW styles have no major decision; a win on points earns 3 classification points.
Is this an official wrestling scoreboard?
No. It is a score counter for schools, clubs, coaches and anyone following a match. It keeps the score, the clock, riding time, the penalties and overtime in this browser and sends nothing anywhere. It cannot see a near fall or count a pin, and it records whatever you tap, so the referee’s call is always the one that counts.
Counting guides
Longer answers to the questions behind the counting.
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