- [Conference Seeding for Unreported Event Results]: the highest seed a player can obtain in the finals will be a #3 seed where complete event results are not submitted by conference director
- [4 Corners Sparring Rules]: [A] 2 Minutes, 4 individual players (no less than 2 players) compete simultaneously and stationed at each corner of the squared ring [B] Regular point sparring rules apply. [c] player(s) with the most points at the end of regulation time wins or proceeds onto the next round. Placings will be dependent upon how many points scored in the final four championship round. [d] ties will be broken with all four players still in play. First player to score amongst the tied competitors wins the tie breaker. Only ties for first place will constitute a tie breaker runoff. Ties for 2nd & 3rd place will result in multiple winners for that placing.
- [Doubles Team Sparring Injury]: [a] If an injury is caused by an infraction from the opposing team (contact, misconduct, late hit, etc) and the injured player cannot continue, then the 2nd player may fill in for the injured player for the remaining amount of time left in that round. [b] If a player is injured and cannot continue with time still left in the round and no infraction was identified by the judges by the opposing team, then the team with the injured player forfeits the matchup and the opposing team wins due to forfeit.
- [Grand Champion Regulation Time]: All Grand Champion Final Round Sparring matches will be one 2-minute round w/ a 10 point spread rule in effect.
- [Regulation Time for Point Sparring in Regular Season Specialty Elimination Events]: Regulation time in regular season league sanctioned events that feature single elimination format will remain at 2 minutes per round. Regulation time in regular season events that feature Round Robin, Double Elimination, 3 match minimum elimination formats will be adjusted to 1:30 rounds.
- [Exit Rule]: There are no forward attacking exit penalties. Exit penalties only apply to lateral or retreating or evasion movement.
- [Elimination of Kata Introduction Presentations]: [A] all kata introduction presentations in all kata divisions (presenting judges competitor name, coach, team/dojo, style, etc) will not be permitted. All special performance requests (stepping out of the ring, weapon inspections, etc) will be made at the divisional bow in. [b] When it is a players turn to perform, they will bow into the ring and locate their starting point where they will announce the name of their kata and proceed to execute their kata performance. [c] if a player executes a kata introduction, they will be marked .01 points off of each judges scorecard
- [Continuous Scoring Elements]: A judge must score one fighter 10 and one fighter 9. A judge may not score a 9-9 round. Judges will consider Ring Generalship (the fighter who controls the action/pace and enforces his will and style) and Defense (How well the fighter is slipping, parrying, blocking; skillfully incorporating defensive maneuvers) to determine a round winner.
- [Breaking Kata Ties in regular season]: [a] Kata ties will be broken for 1st place only. Any ties for 2nd or 3rd place will result in multiple winners for that placing. [b] If there is a second tie for 1st place, judges will immediately use the flag system and choose the winner
- [Required elements in extreme katas]:
Creative Extreme and Musical Extreme Kata performances must contain one of the following: (1) Jump Spin Kick (2) Invert Move (3) Three Jump Kicks. Failure to include at least one of these elements will result in a base score.
Extreme weapon and musical extreme weapon performances must contain one of the following: (1) Jump Spin Kick (2) Three Jump Kicks (3) Invert Move (4) a Weapon Release & Catch. Failure to include at least one of these elements will result in a base score.
- [Revised Kata Scoring Elements]: