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Companion Guide · Catch Wrestling

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,…

Key Facts
ArtCatch Wrestling
FamilyWrestling
Levelbeginner
Formatplaybook
Topicsgripping, throws, fundamentals, training-plans
PreviewThe opening of the guide

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.

Part 1: How to Use This Book
BlockPartsWhat it builds
Base and ties2 to 9Stance, hand readiness, one card per grip, clears and re-ties
The drag10 to 14Mechanics, progressions, both doors, counters
The two-on-one15 to 20The position, its control standards, three finish maps, its defence
The whole game21 to 24Footwork, live games, scoring, faults
The record25 to 28Terms, 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.

The Companion Guide

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.

Catch Wrestlingbeginnerplaybookgripping, throws, fundamentals, training-plans

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
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Free companion article: The Tie-Up Game: Collar, Drag, and Two-on-One — the full article, free in full.

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