Tie-Up Playbook
Mat Manual companion guide to "The Tie-Up Game: Collar, Drag, and Two-on-One." Print it. The article teaches the tie-up as the first position. This book drills it: a tie-and-clear card for every grip, drag progressions,…
| Art | Catch Wrestling |
|---|---|
| Family | Wrestling |
| Level | beginner |
| Format | playbook |
| Topics | gripping, throws, fundamentals, training-plans |
Mat Manual companion guide to "The Tie-Up Game: Collar, Drag, and Two-on-One." Print it. The article teaches the tie-up as the first position. This book drills it: a tie-and-clear card for every grip, drag progressions, two-on-one finish maps, and live games where a takedown counts only after a tie is held.
Name: ______________________________ Gym: ______________________________ Coach: ______________________________
BEFORE ANYTHING: THE STANDING AGREEMENTS ☐ Hands fight at the agreed pace. A drill at half speed stays at half speed until both partners and the coach raise it. ☐ No grip is held by force against a partner who is clearing it in drilling. The clear is part of the drill, not a contest to win inside the rep. ☐ Head contact is pressure, never a butt, a snap, or a drive through the neck. A tie that needs the head as a weapon is re-set. ☐ Any tap, verbal call, or coach call in live games ends the exchange at once. The score never outranks the call, pass/fail. ☐ Fingers are not grabbed one at a time, wrists are not cranked, and no tie is finished by yanking an arm. A rep that needs any of those fails, however it ended. ☐ Partners state size, injury, and experience limits before live games. The smaller or newer wrestler's limits set the pace, pass/fail.
Part 1: How to Use This Book
The book runs in the order a standing exchange runs. First the base and the ties themselves, each with its clear on the same card, because a tie taught without its clear is half a technique. Then the drag, then the two-on-one with its finish maps, then the games that test the whole game under a scoring rule built for this material.
| Block | Parts | What it builds |
|---|---|---|
| Base and ties | 2 to 9 | Stance, hand readiness, one card per grip, clears and re-ties |
| The drag | 10 to 14 | Mechanics, progressions, both doors, counters |
| The two-on-one | 15 to 20 | The position, its control standards, three finish maps, its defence |
| The whole game | 21 to 24 | Footwork, live games, scoring, faults |
| The record | 25 to 28 | Terms, class plans, review, partner agreements |
Dose rule. A card is learned at its printed pass mark, on both sides, on two partners, on two days. Write the dates on the card.
Side rule. Every card is drilled left and right, the second side starting one stage easier. A wrestler with one good side has half a game.
Tie-Up Playbook
Mat Manual companion guide to "The Tie-Up Game: Collar, Drag, and Two-on-One." Print it. The article teaches the tie-up as the first position. This book drills it: a tie-and-clear card for every grip, drag progressions, two-on-one finish maps, and live games where a takedown counts only after a tie is held.
What's Inside
- Part 1: How to Use This Book
- Part 2: Stance and Hand Readiness Standards
- Part 3: Card 1, the Collar Tie and Its Clear
- Part 4: Card 2, the Inside Tie and the Pummel
- Part 5: Card 3, Wrist Control and What It Is For
- Part 6: Card 4, the Underhook and the Whizzer Answer
- …and 22 more sections
The full guide is a paid Mat Manual product. Checkout is not connected yet — no payment is taken on this page.
Free companion article: The Tie-Up Game: Collar, Drag, and Two-on-One — the full article, free in full.