Draw
In kumdo (kendo), a draw (비김, bigim) is a match result in which no winner is decided within the match time. The referees show it by holding both flags crossed in front and above, and stopping.
How to say it
- Korean
- 비김bigim
- Spanish
- Empate
- English
- Draw
- Japanese
- 引き分けひきわけhikiwake
Draw (Korean 비김, bigim) is a result in a kumdo (kendo) match in which no winner is decided within the match time (시합, sihap).
- Rule basis: according to the kumdo refereeing rules circulated in Korean sources, if no winner is decided within the time, an extension (연장전, yeonjangjeon) is held and the first to score a point (한판, hanpan) wins. The result may instead be decided by the referees' decision (판정, panjeong) or by drawing lots (추첨, chucheom), or the match may be declared a draw. An English-language source says the choice among these depends on the tournament.
- When it happens: a general explainer says a draw is called when neither player lands a valid strike (유효격자, yuhyogyeokja) within the time, or when each player has scored one point. The same source says individual matches basically have no draw and go to an extension or a referees' decision.
- Team matches: a Korean community wiki says that in certain team positions (선봉전, 차봉전, 중견전 and 부장전: seonbongjeon, chabongjeon, jung-gyeonjeon, bujangjeon) a tie is recorded as a draw without an extension.
- Flag signal: the Korean rules give crossing both flags (기, gi) in front and above, and holding them still, as the draw signal. When a result is decided by the referees' decision (판정), a draw or abstention cannot be shown.
- Referees: a chief referee (주심, jusim) and two sub-referees (부심, busim) officiate, with equal authority to judge a valid strike.
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