A Wise Athlete Sport and education. Both.

Learnt with a coach

Judo at home

A soft carpet for judo games and movement at home; falls, throws and holds on a mat with a coach.

3 cards at home 6 for the club

What should we practise today?

Tell us where you are and who is playing. You get one card and the reason.

Where are you?
Who is playing?

Start a session

New to judo? The game in a minute

Read this once before the first card.
The sport in short

Two players, each in a thick cotton jacket, grip each other and try to throw the other onto their back, or to pin them on their back on the mat. There is no punching or kicking. Learning to fall safely comes before anything else.

How a contest is won

A clean, strong throw that lands the opponent on their back scores ippon and wins at once. A throw that is not quite clean scores waza-ari; two waza-ari win. Holding an opponent on their back for 20 seconds is also ippon, and 10 seconds is waza-ari. A contest lasts 4 minutes for adults; if nobody has scored, the next score wins (golden score).

Penalties

Not attacking, stepping out or illegal grips earn a penalty, called shido; three shido lose the contest. A dangerous move loses at once.

Rules children break first
  • Bow when stepping on and off the mat and to every partner.
  • Stop the moment the coach says "mate".
  • Tap twice to give up, and let go at once when your partner taps.
  • No falls or throws at home: those are learnt on a mat with a coach.
At home you play judo games

Tail tag, the mirror game, animal walks, a rocking roll on a soft mattress, the bows, the belt and the judo words. Falls, throws and holds are at a club.

Words you will hear (28, in plain language)
Dojo
The training hall.
Tatami
The firm padded mat judo is done on.
Judogi
The judo jacket and trousers.
Obi
The belt; its colour shows the grade.
Zori
Sandals worn off the mat.
Judoka
A person who does judo.
Rei
Bow.
Hajime
"begin" and "stop".
Seiza
Kneeling with the bottom on the heels, big toes crossed, knees a fist apart.
Tori
Tori does the throw or hold; uke receives it and falls.
Ukemi
The safe ways of falling: back fall, side fall and forward roll fall.
Tap
Tapping the mat or partner twice means "I give up"; the partner lets go at once.
Natural posture
Standing upright with feet a little apart, or wide and low to stay hard to throw.
Kumi-kata
How a judoka holds the partner's jacket, usually one hand on the sleeve and one on the collar.
Knee wheel
First throws where the partner falls low, by blocking their knee or foot as they step.
Body drop
Throws over the hip or a blocking leg.
Big outer reap
Throws that sweep the partner's leg from the outside or inside.
Shoulder throw
Turning in and throwing the partner over the shoulder.
Hold-down
Keeping the partner on their back on the mat.
Scarf hold
Three hold-downs: from the side with an arm round the neck; from the side across the chest; from above the head across the chest.
Escape
Getting out of a hold-down.
Randori
Free practice, where both partners try their throws at a light, safe pace.
Kata
A fixed set of techniques shown in a formal order; Nage-no-kata is the throwing kata and Katame-no-kata the holding kata.
Joint lock
Techniques that bend an elbow or press the neck; not applied by juniors.
Ippon
The full winning score, and the half score.
Golden score
Extra time where the first score wins.
Shido
A penalty, and disqualification.
Kyu
The grades: kyu grades are coloured belts; dan grades are black belts.

Try it, nothing to buy

Mark the space once. Every card starts from it.

The cards, level by level

Nobody is late. A beginner of any age starts at Basic.
Basic 4 cards · show· hide The movement base, listening, the rules of the dojo (bow, belt, mat) and the first falls and holds at a club. Falls (ukemi) come first, then a few throws per grade, holds and escapes; belt colours differ by federation.
Intermediate 3 cards · show· hide More throws (osoto-gari, o-goshi, seoi-nage, kouchi-gari and others), combinations and counters, groundwork transitions, and light randori of 2 to 4 minutes. Joint locks and strangles come only at higher grades, and juniors under 16 do not apply them to the point of submission (a common junior rule).
Advanced 2 cards · show· hide The top kyu grades and dan: more throws, strangles and holds, kata (Nage-no-kata or Katame-no-kata), competition tactics and coaching or refereeing knowledge. Examinations for dan grades are set by national federations.

Teaching this at home

Contact, falls, weapons or heights. At home only games and knowledge; the skill is taught at a club.

You do not need to know the sport. Each card tells you where to stand, what to say and what to look at. Pick one thing to say in a session and say only that. The first week looks messy; that is normal. End every session on one that works.

Cards marked At a club are taught by a coach. They tell you what the coach teaches, what is safe at home, and what to ask the club before your child joins.

How to warm up before playing is at workonfitness.com. The rules of the game are at sportsmaze.com.

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