I get asked a lot what Sambo is and how it is different from other martial arts, in particular Jiu Jitsu and Judo. My answer is usually that Sport Sambo is essentially the half way point between Jiu Jitsu and Judo. Unlike Jiu Jitsu, Sambo places the bulk of it emphasis on throwing, but allows a wider range of attacks and more time for submissions on the ground than Judo. The rules of Sambo allow for the high amplitude throws of Judo without any of the gripping restrictions, as well as the impressive submission victories of Jiu Jitsu without any of the stalling. In many ways it is the best of both worlds. Combat Sambo is follows the same blueprint as Sport Sambo but allows striking and a wider variety of submissions.
There are four ways to win a Sport Sambo match.
Have the most points at the end of the five minute match.
Achieve an eight point lead at any point during the match.
Perform a perfect throw. (See below)
Submit your opponent with a painful hold.
You may also win if your opponent is disqualified for passivity or another foul.
The first thing to understand about Sambo is how points are scored. Sambo sets itself apart by scoring points based on the quality of the throw. This is unlike Jiu Jitsu or Submission Wrestling which view all throws as equal. It is also different than Judo in that throws are scored in six different categories rather than three.
In Sambo two factors determine the score of a throw. First, did the fighter performing the throw remain standing, and second, which part of the body did the fighter being thrown land on. Remaining on your feet and throwing your opponent directly to their back is the highest scoring action. This is deemed a perfect throw or Total Victory and immediately wins the match. A throw in which you drop to your own knees and your opponent lands only on their butt is the lowest scoring throw earning a single point. In Sambo we can also score points for turnovers as long as the action brings the downed opponent over the height of the attackers hip. The last way that points can be scored in Sambo is through pins. If an attacker can acquire chest to chest contact on a downed opponent for 10 seconds they earn two points, an additional 10 seconds will earn another two points. No more than four points (as a single four point pin or a pair of two point pins) may be awarded to a fighter in a match.
Here is a simple chart to for calculating the value of a throw, turnover, or pin. (Note that the rules have changed in recent years, the twelve point margin of victory has been reduced to eight.)
Once a throw is performed and one or both fighters hit the ground, the referee will allow around five to seven seconds to enter into a pin or a painful hold, ie submission. If neither of these is achieved the fighters will be returned to standing. If a pinned fighter can get their shoulder 90 degrees to the mat but sitting up or turning over the pin time will be stopped. If a fighter moves from a pinning position to a painful hold the referee will immediately stop counting pin time and begin counting painful hold time. Painful hold time gives the attacking fighter one minute to finish the submission or the defender one minute to escape. It is important to note that you cannot return to pin time after moving to a submission. Get your pin points first!
Sport sambo allows for a variety of submission holds on the arms, shoulders, and legs. It does not allow chokes of any kind, small joint locks including wrist locks, or twisting leg locks including heelhooks and toeholds. Armbars, kneebars, ankle locks, slicers, and shoulder locks (other than hammer locks) are all legal. Reaping of the knee is also legal. Combat Sambo allows striking and choke holds with and without the jacket.
Here are two videos to offer examples of the above. The first is a general over view of the rules and scoring, the second is a more in depth look at illegal techniques.
The last thing to understand about Sambo is that it is all about action. In Sambo stalling penalties are handed out liberally if a fighter is not engaging. If you drop to your knees to avoid a throw without attempting a counter, if you take more than two steps backward without a grip on your opponent, or if you flee out of bounds you will be given a penalty. This along with the almost complete lack of guard passing due to the time restrictions make for a fast paced and exciting sport to both watch and practice.
For a the full rules as issued by FIAS, the governing body for international Sambo, click here.
I hope this clears things up. Let me know if you have any questions.