Section 5: Rules of Play
Match Structure
The Promoter determines the number of rounds per match, with no match exceeding ten (10) rounds. Each round consists of one exchange in which each participant takes a turn as Striker and Defender. A coin toss (or alternative seeding method) determines which participant strikes first in Round 1.
Permitted Defensive Position
Before receiving a strike, the Defender must establish the Permitted Defensive Position:
- Standing parallel with the Power Slap Table, shoulders square, feet grounded, facing the Striker
- Feet aligned next to each other, substantially parallel to shoulders, with at least a portion of each foot within the Defender's designated box
- Holding the Power Slap Stick (or towel) behind their back with both hands, arms extended toward the ground
- Chin lined up with the edge of the Power Slap Table
- Shoulders must not be raised; head, neck, and chin cannot be tucked to obscure the Permitted Target Area
The Permitted Slap
A Permitted Slap is a flat, open-handed strike of the palmar side of the hand to the Permitted Target Area. The palm and fingers must make contact and impact simultaneously, with the palm (above the heel of the hand) landing in the Permitted Target Area. The heel of the hand (carpal bones) must land on or past the chin but not deeper. Strikers may not make first impact with the heel of hand or strike outside the Permitted Target Area. Fingers may be open or closed and may incidentally contact anywhere on the Defender's face or head (other than facial orifices). Strikers may not form a "cup" shape with their hand. Either hand may be used, and hands may be switched during the match.
The Permitted Target Area
The Permitted Target Area is limited to the vertical plane on the side of the Defender's face, starting above the point of the chin and ending at the eye-line. The target area excludes the eyes, ears, mouth, and temples, as well as the horizontal plane under the mandible.
The Wind-Up Rule
Before completing a Permitted Slap, the Striker must verbally announce and confirm with the referee:
- Which hand they will use to strike
- A number — 1, 2, or 3 — indicating when the strike will land:
- "1": No wind-up; line-up is permitted but not required, then strike
- "2": Line up, one practice motion, then strike on 2
- "3": Line up, two practice motions, then strike on 3
Practice motions must be executed at substantially similar pace with the announced striking hand. The hand may touch the face for alignment before or during wind-up. The Striker cannot use wind-ups to intentionally induce a flinching foul (first violation: warning; subsequent violations: penalty).
Defender Recovery
After a clean strike, the 60-second Defender recovery clock begins. The Defender must return to their box, establish fitness to continue, and be declared "Recovered" by the referee before the clock expires. The roles then switch and the new Striker must announce their wind-up and execute without material delay.
Knockdowns
If the Defender is knocked down (any body part other than feet contacts the ground) and does not immediately return to their feet (flash knockdown), the referee conducts a verbal 10-count. The Defender must rise within the count and establish fitness to continue or the Striker wins by KO/TKO. The 10-count does not toll the 60-second recovery clock, though the clock may be paused for physician examination.