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I.

HISTORY OF ARNIS

In 1975, the National Arnis Association of the Philippines (NARAPHIL) was formed by
Gen. Fabian C. Ver. This organization acted as the first national organization for Arnis in the
Philippines. Its existence however, faded after the radical change and total revamp in the Philippine
government caused by the Philippine Revolution of 1986.

Arnis is otherwise known as eskrima, kali and garrote, and by even more names in different
Filipino regional languages. Although Spanish influence had a pacifying effect on Filipino martial
culture, the original warrior ethos has persisted and remains on the fringes of the art. Arnis “death-
matches” were outlawed as late as 1945 yet, as Mark V. Wiley explains in Filipino Martial Culture,
they still take place in private today.

The Philippine government’s declaration of arnis as the national sport has codified a clear
martial culture. This should begin to develop an accessible story of Filipino cultural heritage that
the outside world can grasp, like Japan did during the Edo period (1603-1868) and as post-cultural
revolution China has done with Wushu.

II. EQUIPMENT AND FACILITIES

COMPETITION AREA

Shall refer to the area by which the conduct of the competition shall be set or held including
the free zone around it.

◦ Dimensions
▪ The playing area is a square measuring 8.0 meters by 8.0 meters with a one (1) meter
free zone around it, and a clear space without any obstruction up to a height of not less
than 5 meters from the playing surface.

◦ Lines of the Playing Area


▪ All lines of the playing surface are 5.08 cm. (2 inches) and must be of different color
from that of the floor and other lines previously drawn for other purposes.

◦ Outside Lines
▪ Four lines mark the outside line of the playing area. The free zone distance measuring
one meter in each side are drawn outside of the playing area.

◦ Match Lines
▪ Two lines of 1.0 meter long and 2.0 meters apart the center mark the horizontal
match line.
▪ The horizontal match lines are drawn 3 meters from the outside lines.
▪ The horizontal match line left is red and the opposite hori zontal match line is blue to
mark the respective line of each player.

◦ Referee Line
▪ A straight line of 1.0 meter long is drawn 2.0 meters from the center of the two players.

◦ Warning Lines
A broken straight line is drawn one (1) meter before the outside line to serve as a
warning to the players.
◦ Playing Surface
▪ The surface must be flat and smooth and must not be elevated from the ground.
▪ The playing surface must be clean and free from foreign objects that may endanger or
cause injury to the players.

◦ Neutral Corner
▪ The corner of the playing area between the two (2) judges within the free zone shall be
designated as the neutral corner. This shall be the consultation area for the referee and
judges.

◦ Temperature
▪ The temperature for the competition shall not be higher than 30 degrees Celsius (86
degrees Fahrenheit) and not lower than 16 degrees (60.8 degrees Fahrenheit).

◦ Lighting
▪ Lighting apparatus is located above free space (rule 1.1) It must not cause any reflection
to the surface and must not affect the vision of the players.

◦ Position of Players
▪ Before the game starts, players must be positioned in the playing area so that the red-
coded player is at the right side of the referee and the blue-coded player is on his left
side.

EQUIPMENT

Shall mean the materials and accessories that are used in the conduct of the competition, all
of which shall conform to the standards set.

 Weapon
◦ The padded stick shall be the official weapon of the player. the specifications of which
shall be in accordance with the i-ARNIS standard. No other similar material will be
allowed to be used in any local, national or international competitions.
◦ Each padded stick shall be properly foam-cushioned and shall have a maximum grip
diameter of not more than 3.81 cm. (1 1/2 inch) and length of 76.20 cm (30 inches for
men and women). The length of padded stick shall be cm (27 inches for boys and girls).
◦ Both padded stick shall be color-coded, one red and the other blue.

 Head Protector
◦ Refers to a pair of protective head gear to include an impact-worthy face mask, the
specifications of which shall be in accordance with the standard.
◦ Both headgears must be color-coded, one red and the other blue, to match the padded
stick of the player.

 Body Protector
◦ Refers to a pair of protective body vest, properly cushioned , the specifications of which
shall be in accordance with the standard.
◦ Male and female player must wear both body vest and groin guard. Body vest and groin
guards specifications shall be in accordance with the standard. Both body vests must be
color coded to match the color of the player.
◦ Forearm and shin guards are compulsory. The specifications shall be in accordance with
standard. Both shin & forearms guards must be color coded to match the color of the
player.

 Scoreboards
◦ A pair of scoreboards, either manually or electronically operated, the specifications of
which shall be in accordance with the standards.

◦ Two score boards per contest area shall be placed at diagonally opposite corners outside
the playing area, inside the competition area within the free zone, right where the judges
are positioned.

 Flags
◦ Two sets of red and blue flags, the size of which is 30 cm by 25 cm, are used by the
judges in declaring decisions or asking for consultations.
◦ One yellow flag, size 30 cm by 25 cm. for timer’s use to signal the start and the end of
each round and to declare a time-out and resumption of the game.

 Other Equipment
◦ Stopwatch is use to keep the two-minutes per round. This excludes interruptions such as
injury, changing of broken padded stick. A gong and mallet or other similar audible
substitutes such as whistle, bell or buzzer shall be provided for the Timer to indicate the
start and end of the round.
◦ A table shall be provided for the Timer and Recorder which shall be situated one (1)
meter in front of the playing area so that time signals are audible enough to both players
and referee.

III. BASIC RULES

General Rules

Competitors are required to bring their own stick.


If there are less than 2 competitors in an age group, the judges reserve the right to combine age
groups.
Mandatory Safety Equipments: helmet with face protector, gloves, chest padding, and groin
protector for men.
Divisions: Male division and Female division; not categorized by weight.
If there are less than 2 competitors in an age group, the judges reserve the right to combine age
groups.
Competitor who is disarmed or drops his/her stick 3 times in one round automatically loses.
Competitors have 5 seconds to execute a disarm. A competitor who is disarmed loses one point
automatically.
No punching, kicking, or takedowns permitted. No contact to the back.
The format of arnis stick fighting is continuous. Referee stops and restarts the fight if one or
both competitors fall on the ground, one or both weapons fall on the ground, or one competitor
grabs the handle and takes away the opponent’s weapon.

Duration of Bout
Each bout is 3 rounds; each round is 60 seconds with 30 seconds break between each round.

Point Scoring

Scoring is a 10 points system.


The winner of a round scores 10 points, while the loser of a round is scored 7-9 points.

Warning

If the competitor disregards the orders and instructions of the referee and the judges.
Disrespecting the referee, judges, or the opponent.
Attacking with excessive force.
Using violent actions.
Using the techniques of kicking, punching, and takedowns.
If the competitor continues to attack his/her opponent after the opponent’s weapon falls down
on the ground.
Using performance-enhancing drugs prior or during the bout.
The referee has the right to disqualify a competitor from the bout or competition if:
The competitor receives 3 or more warnings from the referee.
The competitor engages in unsportsmanlike conducts.
The competitor injures his/her opponent using prohibited techniques or attacks to the no
contact area, depending on the seriousness of the injury.
The referee has the right to stop the contest if:
There is a big gap in the skill level between the 2 competitors. The competitor with the skill
advantage wins the bout.
A competitor is injured as a result of a legal maneuver, depending on the seriousness of the
injury. The opponent wins the bout.
Courtesy Rule: Salute to the judges first and then competitors salute to each other before the
bout begins. After the bout finishes, salute to the judges again and then competitors salute to
each other.

IV. FUNDAMENTAL SKILLS

WHERE TO START

Starting Arnis is like growing up. We start with learning to stand.

 Assume a natural stance with feet one shoulder width apart and feet on a 45 degree angle.
 Knees should be slightly bent and you should grip your cane on opposite sides, palms down, and
resting comfortably in front of you.
 After standing you want to practice moving forward and backward with the cane in your hands.
 Bring the weapon up to your chest like you are being held up (Charged position).

#1 - Striking before blocking

 You need to be as effective as possible as quick as possible so you start with striking before
blocking.
 The first strike is a thrust. You step forward and strike out and back with the middle of the
cane while still holding both ends.
 Your motion is similar to when you push with both hands. Target the head, ribs, knees, etc…
The step is to step so that your side is facing the target, keep your grip on the cane and strike
with the same side forward.
 Once you get the hang of thrusting strikes, we will move on to angled strikes.
 From the charged position step forward and strike with a hooking fashion with the same side
corner of the cane (like doing a hook punch with a stick in your hands)
 Aim at temples, ribs, face, kidneys (There are NO wrong targets).
 All of the strikes up to this point have been with both hands on the cane so the next strike is
meant to introduce you to the can moving in one hand while moving to a new distance.
 You are going to start in the charged position and using the tension of the rear hand you are
going to snap the cane out to the target and back. (This is the way to introduce you to strikes
1, 2 and 10, 11 of modern arnis).
 That should be enough strikes to get you started and to start to condition you to controlling
the cane and to distancing with the weapon.

#2 - Stop, and Block

 Start from the charge position and strike out in a similar fashion to the first attack you are
going to block in a stop sign (octagon) fashion starting high and moving in a clockwise
fashion.
 You can block in any direction with one of the angles for the stop sign.
 You want to strongly thrust out to ensure that you are canceling the force of the attack.
 Aim the middle of your cane at the attacking strike to ensure that you don’t have to worry
about having your hand struck.
 The best place to block is as close to their hand as possible to avoid the most dangerous part
of the cane.
 Step forward as you intercept the strike and keep your arms bent to absorb the strike.

V. OFFICIAL AND OFFICIATING

 The officiating officials in arnis are:


◦ tournament director
◦ timer
◦ screening committee
◦ referees and judges
◦ recorder
◦ tabulators
◦ flag officials

 CONDUCT OF THE TOURNAMENT


◦ The conduct of the competition shall be on two-out-of-threeround system. Each round
shall be held for a maximum of two (2) minutes.
◦ Upon the initial command of ―Handa‖ for each round, the referee shall allow both
players to display artistic Arnis move ments, unique to their styles.
◦ The player must continuously perform artistic Arnis strokes depicting their styles
whenever apart during the game.

 SALUTATION
◦ At close stance, salutation is done by placing the right hand with the weapon pointing
upward over the left chest, while the left arm is at the side and is followed by a Nod.
Upon entering the playing area, playersmust do the salute to the officials together with
the referee. Finally, salute must be given to the opponent. This shall be done before and
after every game.

 MATCHING & PAIRING


◦ Blind matching & pairing of single elimination or knock out system shall be adopted in
most cases where the number of participants will allow it. Otherwise, a round robin
system shall be used. This shall be done at least one day before the tournament.
Representatives from the respective teams concerned shall be invited to witness the
matching & pairing.

 SCORING
◦ A score shall mean a strike or thrust with a padded stick using one hand only, delivered
to a specific body point and is counted upon confirmation by the two (2) or at least one
(1) of the judges, simultaneously recorded on the scoreboard.
◦ A legitimate strike is given a point if it is delivered to a specific body point in correct
form, that is –with power, right timing, with art, distance and intent.
▪ Simultaneous Strike - When the two players deliver strike simultaneously , it will not
be given a point.
▪ Spontaneous strike is allowed, but the judges can only give maximum three (3)
points per encounter per player.
◦ A thrust to body points C and E (abdominal area and leg area) is a point, provided that
the requirements for a legitimate thrust, which are with power, right timing, with art,
distance (at least one arm length) and intent are met.
◦ A disarming execution is awarded a point.
◦ Follow-up strike after a legitimate disarming is given a point.
◦ A score is recorded on the scoreboard by the judges.

 DECLARING A WINNER OF A SPECIFIC ROUND


◦ A player can win a round through the following manner / condition:
▪ By gaining five points ahead.
▪ By disarming the opponent twice.
▪ If his opponent committed a maximum of three fouls.
▪ Winning by knock out.
▪ If none of these conditions are met, and the time allocated for a round had lapsed, the
winner will be based on these particular order:
 Who is ahead in points in general, wins. In case the two judges gave different set
of scores, the player who has the higher points, wins.
 In case of a tie in points, a player can win through the following manner /
conditions.
◦ One who has less disarming penalty, wins.
◦ One who has lesser fouls, wins.
◦ Disarming has a heavier weight than fouls.

 DRAW SCORE
◦ In the event that the scores, disarming and fouls are the same at the end of the round, the
basis for declaring the winner shall be decided through the following: a. superiority or
aggressiveness b. major fatal technique c. artistic delivery
 BODY POINTS
◦ Head and Neck
◦ Arms and collars including hands
◦ Torso (from chest down to waist)
◦ Armpit to thigh
◦ Full length of leg including feet

 PENALTIES
◦ Players are given penalties for violations of the tournament rules and regulations.
▪ Violation of DUTIES and RESPONSIBILITIES of players and delegation officials
shall have the corresponding penalties.
 First Offense - Player will be given a foul in a round.
 Second Offense - Disqualification of player in the game. BODY STRIKE
POINTS
▪ FOULS (PAGLABAG)
 The following violations are considered as FOULS:
◦ Thrust to body point A (head area) and thrust in close quarter (approximately
30 inches or less).
◦ Strike or thrust to the groin and Striking or thrusting using two hands.
◦ Blocking with the use of the arm.
◦ Clinching, spitting, negative remarks as well as other actions inimical to the
rules and regulations a n d code of sportsmanship.
◦ Pushing and Pulling— Any act of pushing and pull ing using hand, head,
body, legs, arm, stick a n d other similar movement. However pushing and
pull ing using of hand that is done within 3 seconds is allowed provided
followed by an application to score or disarm.
◦ A hold to an opponent. However, a hold or a grab on the padded stick or arm
just below the shoulder down to the hand of the opponent that is done within
3 seconds is allowed, provided it is immediately followed by an application
to score or disarm.
◦ A player who steps on the line or goes out of the playing area. However if
cause by pushing using hand by the opponent is not a foul.
◦ Hitting a player at the back area (from the back of the head up to the
buttocks) is considered a foul, unless the opponent intentionally turns his
back.
◦ Delaying the game for more than ten (10) seconds.
◦ Non-combativeness for ten (10) seconds.
◦ Multiple strikes or thrust (three or more) to one body point without changing
the position of the arm.
 A player who commits fouls shall be given F1, F2, F3 as the case may be and
shall be indicated in the scoreboard.
 A player who commits three (3) fouls is automatically declared the loser by the
referee for that particular round.

 DISARMING (LAGLAG)
◦ A player who loses grip of the padded stick and a part of it touches the ground during the
game is considered as disarming. However, if the padded stick was taken away in a split
second by the opponent, it is counted as disarming, even it did not touch the ground.
▪ A disarming violation shall be given D1 for the first disarming and one point is given
to the player who disarmed. D2 for the second disarming, and shall be indicated in
the scoreboard by the judges.
▪ A player who is disarmed twice in a round automatically loses that round.

 KNOCK OUT
◦ A disarmed padded stick used to immediately hit an opponent successfully.

 INJURIES
◦ When an injury occurs during the game and it cannot be continued, the decision of the
judges shall be based on the following grounds :
▪ When an injured player is responsible for the injury, the other player wins.
▪ When the injury is caused by a legal blow, the injured player loses. However, when
the injury is caused by an illegal blow, the injured player wins.
▪ When the responsibility of the injury cannot be determined, the judges decision shall
be based on the score.
▪ Only the medical doctor can determine and make a decision as to the fitness of the
injured player.

 DISQUALIFICATION
◦ A player is disqualified based on the following conditions.
▪ A player who commits a dangerous intentional foul that inflicts injury or not to the
other player is a ground for disqualification.
▪ Butting, kicking, kneeing, elbowing, boxing, sweeping, chop ping, choking and other
action that may inflict injury are grounds for disqualification.
▪ Any disruptive action or behavior of the player, of his teammate and coach which
break the spirit of the sportsmanship , shall mean a disqualification on the player
involved.
▪ If for one reason or another, one of the players is disqualified, the other player shall
be declared the winner.
▪ the player/s, coach/officials or club shall be penalized by i-ARNIS for all the
disqualification violations.

 FORFEITURE
◦ Decision based on forfeiture should be forwarded to the Technical Committee. The
player who forfeits his/her game during a match shall be declared the loser and will be
penalized by i-ARNIS. RULE 20.0 DEFAULT A player who does not appear at the
official’s table after three (3) consecutive calls shall automatically default the game. The
referee shall make the decision upon confirmation by the Technical Committee. The
winner by default in this match shall enter the playing area and do the salute.

 DECLARING A MATCH WINNER


◦ A player who wins two out of three rounds wins the game.
◦ A player wins the match if his opponent forfeits or defaults the game.
◦ A player wins the match if his opponent was disqualified in the game.

 TIME-OUTS
◦ Only the referee may stop the time for the following reasons:
▪ Giving fouls
▪ injury occurs
▪ Declaring winners
▪ Disarming is executed
▪ Judges request for timeouts
▪ Consultation with judges
▪ Fixing or changing of uniform, broken equipment such as headgear, padded stick,
etc.
▪ End of each round

 PROTESTS
◦ Any protests must be made in writing by the COACH addressed to the Technical
Committee and forwarded within ten minutes after the game to the official’s table. Any
action made otherwise shall be nullified. A bond shall be set for protest.
◦ A solidarity meeting shall be set before the tournament. The coach who have not
attended the solidarity meeting shall waive all his rights to protest.

 JUDGEMENT CALL
◦ cannot be protested.

 CONDUCT OF THE TOURNAMENT


◦ The conduct of the competition shall be on two-out-of-threeround system. Each round
shall be held for a maximum of two (2) minutes.
◦ Upon the initial command of ―Handa‖ for each round, the referee shall allow both
players to display artistic Arnis move ments, unique to their styles.
◦ The player must continuously perform artistic Arnis strokes depicting their styles
whenever apart during the game.

 SALUTATION
◦ At close stance, salutation is done by placing the right hand with the weapon pointing
upward over the left chest, while the left arm is at the side and is followed by a Nod.
Upon entering the playing area, playersmust do the salute to the officials together with
the referee. Finally, salute must be given to the opponent. This shall be done before and
after every game.

 MATCHING & PAIRING


◦ Blind matching & pairing of single elimination or knock out system shall be adopted in
most cases where the number of participants will allow it. Otherwise, a round robin
system shall be used. This shall be done at least one day before the tournament.
Representatives from the respective teams concerned shall be invited to witness the
matching & pairing.

 SCORING
◦ A score shall mean a strike or thrust with a padded stick using one hand only, delivered
to a specific body point and is counted upon confirmation by the two (2) or at least one
(1) of the judges, simultaneously recorded on the scoreboard.
◦ A legitimate strike is given a point if it is delivered to a specific body point in correct
form, that is –with power, right timing, with art, distance and intent.
▪ Simultaneous Strike - When the two players deliver strike simultaneously , it will not
be given a point.
▪ Spontaneous strike is allowed, but the judges can only give maximum three (3)
points per encounter per player.

 DECLARING A WINNER OF A SPECIFIC ROUND


◦ A player can win a round through the following manner / condition:
▪ By gaining five points ahead.
▪ By disarming the opponent twice.
▪ If his opponent committed a maximum of three fouls.
▪ Winning by knock out.
▪ If none of these conditions are met, and the time allocated for a round had lapsed, the
winner will be based on these particular order:
 Who is ahead in points in general, wins. In case the two judges gave different set
of scores, the player who has the higher points, wins.
 In case of a tie in points, a player can win through the following manner /
conditions.
◦ One who has less disarming penalty, wins.
◦ One who has lesser fouls, wins.
◦ Disarming has a heavier weight than fouls.

 DRAW SCORE
◦ In the event that the scores, disarming and fouls are the same at the end of the round, the
basis for declaring the winner shall be decided through the following: a. superiority or
aggressiveness b. major fatal technique c. artistic delivery

 BODY POINTS

◦ Head and Neck


◦ Arms and collars including hands
◦ Torso (from chest down to waist)
◦ Armpit to thigh
◦ Full length of leg including feet

 PENALTIES
◦ Players are given penalties for violations of the tournament rules and regulations.
▪ Violation of DUTIES and RESPONSIBILITIES of players and delegation officials
shall have the corresponding penalties.
 First Offense - Player will be given a foul in a round.
 Second Offense - Disqualification of player in the game. BODY STRIKE
POINTS
▪ FOULS (PAGLABAG)
 The following violations are considered as FOULS:
◦ Thrust to body point A (head area) and thrust in close quarter (approximately
30 inches or less).
◦ Strike or thrust to the groin and Striking or thrusting using two hands.
◦ Blocking with the use of the arm.
◦ Clinching, spitting, negative remarks as well as other actions inimical to the
rules and regulations a n d code of sportsmanship.
◦ Pushing and Pulling— Any act of pushing and pull ing using hand, head,
body, legs, arm, stick a n d other similar movement. However pushing and
pull ing using of hand that is done within 3 seconds is allowed provided
followed by an application to score or disarm.
◦ A hold to an opponent. However, a hold or a grab on the padded stick or arm
just below the shoulder down to the hand of the opponent that is done within
3 seconds is allowed, provided it is immediately followed by an application
to score or disarm.
◦ A player who steps on the line or goes out of the playing area. However if
cause by pushing using hand by the opponent is not a foul.
◦ Hitting a player at the back area (from the back of the head up to the
buttocks) is considered a foul, unless the opponent intentionally turns his
back.
◦ Delaying the game for more than ten (10) seconds.
◦ Non-combativeness for ten (10) seconds.
◦ Multiple strikes or thrust (three or more) to one body point without changing
the position of the arm.
◦ Upon the command of hinto or hiwalay, any player who attacks shall be
given a foul. If the attack falls at the same time with the command, it is not
considered a foul.
◦ Non-performance of artistic styles upon the command ―handa‖ and for more
than three (3) seconds during the game.

 DISARMING (LAGLAG)
◦ A player who loses grip of the padded stick and a part of it touches the ground during the
game is considered as disarming. However, if the padded stick was taken away in a split
second by the opponent, it is counted as disarming, even it did not touch the ground.
▪ A disarming violation shall be given D1 for the first disarming and one point is given
to the player who disarmed. D2 for the second disarming, and shall be indicated in
the scoreboard by the judges.
▪ A player who is disarmed twice in a round automatically loses that round.

 KNOCK OUT
◦ A disarmed padded stick used to immediately hit an opponent successfully.

 INJURIES
◦ When an injury occurs during the game and it cannot be continued, the decision of the
judges shall be based on the following grounds :
▪ When an injured player is responsible for the injury, the other player wins.
▪ When the injury is caused by a legal blow, the injured player loses. However, when
the injury is caused by an illegal blow, the injured player wins.
▪ When the responsibility of the injury cannot be determined, the judges decision shall
be based on the score.
▪ Only the medical doctor can determine and make a decision as to the fitness of the
injured player.

 DISQUALIFICATION
◦ A player is disqualified based on the following conditions.
▪ A player who commits a dangerous intentional foul that inflicts injury or not to the
other player is a ground for disqualification.
▪ Butting, kicking, kneeing, elbowing, boxing, sweeping, chop ping, choking and other
action that may inflict injury are grounds for disqualification.
▪ Any disruptive action or behavior of the player, of his teammate and coach which
break the spirit of the sportsmanship , shall mean a disqualification on the player
involved.
▪ If for one reason or another, one of the players is disqualified, the other player shall
be declared the winner.
▪ the player/s, coach/officials or club shall be penalized by i-ARNIS for all the
disqualification violations.

 FORFEITURE
◦ Decision based on forfeiture should be forwarded to the Technical Committee. The
player who forfeits his/her game during a match shall be declared the loser and will be
penalized by i-ARNIS. RULE 20.0 DEFAULT A player who does not appear at the
official’s table after three (3) consecutive calls shall automatically default the game. The
referee shall make the decision upon confirmation by the Technical Committee. The
winner by default in this match shall enter the playing area and do the salute.

 DECLARING A MATCH WINNER

◦ A player who wins two out of three rounds wins the game.
◦ A player wins the match if his opponent forfeits or defaults the game.
◦ A player wins the match if his opponent was disqualified in the game.

 TIME-OUTS
◦ Only the referee may stop the time for the following reasons:
▪ Giving fouls
▪ injury occurs
▪ Declaring winners
▪ Disarming is executed
▪ Judges request for timeouts
▪ Consultation with judges
▪ Fixing or changing of uniform, broken equipment such as headgear, padded stick,
etc.
▪ End of each round

 PROTESTS
◦ Any protests must be made in writing by the COACH addressed to the Technical
Committee and forwarded within ten minutes after the game to the official’s table. Any
action made otherwise shall be nullified. A bond shall be set for protest.
◦ A solidarity meeting shall be set before the tournament. The coach who have not
attended the solidarity meeting shall waive all his rights to protest.

 JUDGEMENT CALL
◦ cannotbe protested.

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