How to Be a Good Judge (KickFEST Standard)
1) Be Fair and Impartial
- Judge the performance in front of you, not the person you know.
- Don’t “carry over” opinions from a prior event (good or bad).
- Do not coach, correct, or “help” a competitor during their performance (Tiny Tigers are the only exception—if you help, be consistent and score accordingly).
2) Be Consistent (Same Standard for Everyone)
- Decide what you value before the event starts and apply it evenly:
- Forms/Weapons: effort + expression + control + flow/unified motion
- Techniques: textbook + flow (You-Won-Hwa)
- Don’t score one kid on “flow” and another kid on “hands” and another on “power.” Consistency of criteria is what makes judging feel fair.
3) Safety First, Always
- Your #1 job is a safe, controlled ring.
- Stop unsafe behavior early (especially in sparring): wild techniques, excessive contact, escalating emotion, uncontrolled kids drifting into danger.
- Use warnings confidently. Friendly sparring is not fighting.
4) Run the Ring Efficiently (Keep It Moving)
- The goal is momentum: minimal dead time, clear direction.
- Talk less, act more. Short commands. Quick restarts.
- Coordinate with your Timekeeper and Scorekeeper so the ring never “waits on the judges.”
5) Communicate Clearly (Strong Voice, Simple Scripts)
- Be loud, calm, and predictable.
- Use the same phrases each match/event so kids know what to do.
- Your confidence lowers competitor anxiety and reduces chaos.
6) Professional Demeanor
- No slouching, bored posture, side conversations, or watching another ring.
- No phones.
- Be upbeat. Kids remember how you made them feel as much as what medal they got.
7) Protect Accuracy and Paperwork
- Make sure the Scorekeeper is recording the correct competitor and correct scores.
- Double check their scores
- Side Judge – keep score keepers moving and watch for mistakes – head off problems
Center Judge must review results, handle ties, and sign the sheet before it leaves the ring.

Juniors/Youth

Tiny Tigers & Lil’Dragons/ASC


KickFEST Judge Rule List (Quick Reference)
A) General Ring Rules
- Only judges/helpers/competitors inside ring area.
- Forms/Weapons: no boundary deductions for stepping outside tape. (Boundary is for sparring only.)
- Judging begins at the bow-in: etiquette and attitude matter.
B) Forms Scoring Guidelines
- 9.0 = forgot form / very poor etiquette / major breakdown, weapon drop.
- 9.1-9.2 = left out parts, big mistakes, poor movements
- 9.3–9.4 = shows knowlege of form – needs a lot of work (might/might not pass testing
- 9.5 = Basically correct – would pass testing, but still some small errors or missing things like great stances, kihaps and good precision
- 9.6-9.7 = excellent form with one or two good points: strong stances, power, control, great flow, strong kihaps, and/or minimal mistakes
- 9.8+ = Strong athletic form, with no real mistakes. Kihap, flow, control, power are all there.
- General weighting:
- ~50% physical effort + expression (stances, power, presence)
- ~50% unified motion / control / timing / flow
- A powerful, exciting performance with minor mistakes should generally beat a “technically correct” performance with weak stances/energy.
C) Weapons Deductions / No-Score Rules
- Weapon drop: automatic “no score” per traditional rule set
- (For KickFEST Julbohng training divisions you noted a “9.0 / last place” approach—use one standard for the event and brief judges before starting.)
- Hit floor or body WITH disruption: each judge deduct 0.1 per occurrence (reasonable max)
- No deduction if belt/uniform is struck without breaking flow
D) Techniques (Partner) Judging
- Score on:
- Textbook (correct technique, control, positions, finish)
- Flow / You-Won-Hwa (timing, connection, confidence, continuous motion)
- Partner safety and realism matter; no reckless throws.
E) Tie Break Rules
- Tie #1: Center Judge score breaks
- Tie #2: highest side judge score breaks
- repeat if all scores the same e.g. all 9.0
Sparring Judge Protocol + Rules (Center Judge)
Pre-match
- Confirm bracket/bye sheet is correct (and approved).
- Gear check: headgear (optional face shield), hand/foot pads, mouthpiece (required), groin cup for males (required).
Start script
- “Bow to judges. Bow to each other. Touch gloves
- ” Toe on the line, not over.”
- “Timer ready? Scorekeeper ready? Side judges ready?”
- “SHEJAHK!”
During match
- “Break!” → return to starting marks.
- “Judges call!” → judges signal without looking at each other.
- Call clearly: “One point Red/Blue” / “Two points Red/Blue” / “No point” / “Illegal” / “Warning Red/Blue.”
- Train scorekeeper to repeat it back to you
- Restart fast: “Sparrers ready… SHEJAHK!”
Targets / Non-targets
- Legal: front/side body, front/side helmet area
- No points / illegal: eyes, nose, mouth, top/back of head, back of body, below belt
Scoring
- 1 point: verified hand strike or body kick
- 2 points: controlled head kick
- Medieval sparring variants: all strikes 1 point (per your note)
Penalties
- Out of bounds (both feet out) = foul unless pushed
- 3 fouls = 1 point to opponent (additional fouls escalate)
- No sweeps, throws, takedowns, locks, or dangerous contact
Warnings / DQ
- 1st warning = caution
- 2nd warning = opponent gains 1 point
- 3rd warning = disqualification
- Immediate DQ for malicious conduct, profanity, blood, hard strikes, or extreme excessive contact
End
- End signal (beanbag/horn) → verify with Scorekeeper → announce winner
- 1st point wins in sudden death – if scores are tied
- Confirm with SCORE KEEPER – make sure it makes sense
- Bow to each other, bow to judges, shake hands
- Raise winner’s hand