Throughout the match, wrestlers are awarded for the following moves: takedown, escape, reversal, and near fall.
Takedown 2 points
Escape 1 point
Reversal 2 points
Near Fall 2 or 3 points


Signals
Wrestling Dictionary
Decision If no fall occurs in three periods, the contestant scoring the greater number of points will be declared the winner
Default One of the wrestlers is unable to continue wrestling for any reason
Disqualification A wrestler is banned from competition for flagrant misconduct, greasy substance on skin, objectionable pads and braces, illegal equipment, or illegal costume. After the third penalty for illegal holds, technical violations, stalling, or unnecessary roughness
Escape When the defensive wrestler gains a neutral position and the offensive wrestler has lost control
Fall Any part of both shoulders or area of both scapulas held in contact with the mat for one second. Shoulders must not be out-of-bounds
Flagrant Misconduct Determined by the referee to be flagrant. Two team points are deducted.
Forfeit Received by a wrestler when his opponent, for any reason, fails to appear for the match. Wrestler receiving a forfeit must be dressed to wrestle at mat-side.
Interlocking Hands A wrestler in the advantage position may not lock or overlap his hands, fingers, or arms around his opponent's body or both legs unless the opponent has all of his weight supported on his feet or has him in a pinning situation.
Reversal When the defensive wrestler comes from underneath and gains control of his opponent, either on the mat or standing. Supporting points must be within the wrestling area.
Stalling When a contestant does not make an honest attempt to stay in the circle and wrestle aggressively. A penalty is preceded by only one warning
Stalemate A position other than a pinning situation in which neither wrestler can improve his position
Takedown From a neutral position, a contestant gains control and places his opponent's supporting points down on the mat and holds there beyond reaction time. Supporting points of either wrestler must be within the wrestling area
Technical Fall 15-point advantage.
Three-Point Near Fall When the near-fall criteria have been met uninterrupted for five full seconds. Only the wrestler with the advantage may score a near-fall