Illustrated key art: two athletes locked in a pull at the table, wrists strapped, as two referees watch.

League

Official Rules

Every TAWF format, in one place. Find your format, see the three side by side, then read the rules every match shares.

Find your format

One ladder, three formats

TAWF is built as a three-tier ladder, and an athlete can start at the bottom and climb. Find the event you are entering. That is your page.

Amateur

No Elimination

Entering on your own.

An individual, open tournament with no knockout. Newcomers and experienced pullers compete side by side, and nobody is knocked out of their pulls.

Read the No Elimination rules

Semi-Pro

3v3 Team Showdown

Your club is sending a team of three.

A local TAWF team tournament for clubs, with the strategy and point system of the pro game. Teams compete for the pot.

Read the 3v3 rules

Full Pro

8v8

On a franchise roster.

The Official 8v8 Franchise Game: city-versus-city play between eight franchises, with managers and the complete point system.

Read the 8v8 rules

The 3v3 Team Showdown and the No Elimination Tournament are local TAWF events, and they often run on the same day, so the amateur and semi-pro tiers run side by side.

Women. Women compete in the No Elimination Tournament, and in the Women's Division of the 8v8: each league team has three women on its roster, who pull a women's 3v3 league game before the men's 8v8 game.

The three formats side by side
Competes as
No Elimination
Individual
3v3 Team Showdown
Team of 3
8v8
Team of 8 per game, from a roster of 12
Matches per game
No Elimination
Everyone in your group pulls everyone; the count depends on group size
3v3 Team Showdown
12 matches, 4 rounds of 3
8v8
32 matches, 4 rounds of 8
Weight classes
No Elimination
Men
  • 0–160 lbs
  • 161–180 lbs
  • 181–200 lbs
  • 201–220 lbs
  • 221+ lbs
Women
  • 0–160 lbs
  • 161–180 lbs
  • 181+ lbs
3v3 Team Showdown
Men
  • Lightweight 0–180 lbs
  • Middleweight 181–210 lbs
  • Heavyweight 211+ lbs
Women
  • Lightweight 0–160 lbs
  • Middleweight 161–180 lbs
  • Heavyweight 181+ lbs
8v8
Men
  • Lightweight 0–175 lbs
  • Middleweight 176–205 lbs
  • Heavyweight 206–245 lbs
  • Superheavy 246+ lbs
Who picks who pulls
No Elimination
Nobody
3v3 Team Showdown
The Team
8v8
The Manager
Captain win
No Elimination
Not used
3v3 Team Showdown
+1 point
8v8
+1 point
Gambles and timeouts
No Elimination
Not used
3v3 Team Showdown
  • 1 gamble
  • 2 timeouts of 2 minutes
8v8
  • 2 gambles
  • 2 timeouts of 2 minutes
Who calls gambles and timeouts
No Elimination
Not used
3v3 Team Showdown
The Team
8v8
The Manager
Challenging a call
No Elimination
No. The Head Referee's call is final
3v3 Team Showdown
No. The Head Referee's call is final
8v8
Forced review by the Manager. If the call stands, the team loses a timeout
Pulling Up
All formats
+1 point per class above your own
Shutout
No Elimination
Not used
3v3 Team Showdown
+5 points for all 4 matches in one class, both arms
8v8
+5 points for all 4 matches in one class and arm
"Look at your hand"
No Elimination
Given once, then a Position foul if not corrected
3v3 Team Showdown
Awareness only. No foul
8v8
Awareness only. No foul
Flagrant foul
No Elimination
Loss of the match. The athlete is out: later matches are +5 wins for the opponent, no ranking, no medal
3v3 Team Showdown
Loss of the match. The offender is out: later matches are +5 wins for the opponent
8v8
Loss of the match. The Head Referee may eject; the league reviews every one
A game is won by
No Elimination
No games: every match counts toward your group total
3v3 Team Showdown
First to 100 points, or most points after 12 matches
8v8
First to 100 points, or most points after 32 matches
A tied game
No Elimination
Not used
3v3 Team Showdown
The Silver Bullet
8v8
Extra rounds until a team reaches 100
Standings order
No Elimination
  • 1. Points in your group
  • 2. Head-to-head
  • 3. Win-loss
  • 4. Fewest fouls
  • 5. A deciding pull
3v3 Team Showdown
  • 1. Win-loss
  • 2. Point differential
  • 3. Head-to-head
  • 4. Total points
8v8
  • 1. Win-loss
  • 2. Total points
The tournament is won by
No Elimination
  • Winning your group.
  • Two groups: the group winners pull a 3-match battle for 1st, the runners-up for 3rd.
  • More than two: the winners pull a Group Battle.
  • Medals per class and arm.
3v3 Team Showdown
The top four after two qualifying rounds go to the finals: 1st v 2nd for the Championship, 3rd v 4th for Third Place
8v8
A season: the top team in each conference meets in the Grand Final

Same in every format

Every TAWF match

These rules hold in every format, from a first No Elimination pull to an 8v8 game. Where a format does something differently, the rule says so, and the detail is on that format's page.

The MAC Table and the red border

Every TAWF match is pulled on the MAC Table. Ian Carnegie created it and named it after his promotion, MAC (Major Armwrestling Championships). TAWF was co-developed with MAC. The table is best understood as a table and a rule set together, with one goal: matches that start fair and consistent, and end on pins, not fouls.

The signature feature is the elbow pad: a 9.5 inch by 10 inch black interior pad with a 1 inch raised red border on three sides, and a recessed center. The back of the pad has no border: the pad simply ends at the edge of the table. The pad is larger than a standard pad, so the elbow has more room to travel during a pull, and the red border turns a judgment call into a line everyone can see.

  • The black is the legal zone. An elbow anywhere on the black is clean.
  • Riding the red is legal. Touching or riding the red border is not a foul. It is a visual warning, shared by both athletes, that the elbow has reached the edge.
  • Crossing the red is the foul. The moment the elbow goes past the red border, on any of its three sides, it is an elbow foul. No judgment call is needed.

The referee judges elbow position by angle and motion at the line. Because the line is physical and color-coded, and both athletes and the referee can see it, the call is consistent.

The MAC Table elbow pad from above: a black 9.5 by 10 inch legal zone inside a 1 inch red border on three sides, open at the back. Marked: an elbow on the black is legal, riding the red is legal, past the red is an elbow foul.
The MAC Table elbow pad. A 9.5 by 10 inch black pad with a 1 inch raised red border on three sides. The back of the pad has no border. An elbow on the black, or riding the red, is legal. An elbow past the red is an elbow foul.
The MAC Table on video: a thirty-second clip from the league's walkthrough, on the table itself. The rest of that video predates these rules; the pages here are the current ones.

The set grip and the start

The referee sets the grip for both athletes. Webbing and palms come together, the referee holds the fingers so they point toward the opponent's chin, and both elbows stay firmly on the pad through the set.

  1. “Close your thumbs. No loading.” Both athletes close their thumbs and secure the webbing. Once the thumbs are down, the referee closes both athletes' fingers at the same time, holding the backs of both hands. No back pressure or side pressure during the set.
  2. “Don't move.” With the hands closed, the referee holds and squeezes the backs of both hands to settle the grip. The referee decides how long. Nobody moves until released.
  3. “Go!” The referee lets go and the match is live.
  • False start: any movement of the hand, wrist or arm before the referee says “Go.” It is a stop foul.
  • Loading: back pressure or side pressure before “Go,” moving the opponent off-center. It is also a foul.

The match and the pin

Each match is a single pull, and only the winner scores.

  • Pin: the winner touches the pin pad with any part of the opponent's hand, from the wrist to the fingertips.
  • Parallel pin: any part of the opponent's wrist to fingertips breaks the pin line on the winning side of the table.
  • Flash pin: a pin within 0.5 seconds of “Go,” verified by the Head Referee. Worth a +1 bonus.

Stop fouls

Every foul is a stop foul. There are no warnings. The instant a foul happens, the action stops and the foul is called. Three fouls in one match is an automatic loss of that match.

Covering

Covering the opponent's thumb knuckle when closing hands.

False start

Moving the hand, wrist or arm before the referee says "Go."

Touching

Touching the chin, shoulder or head to the competing hand.

Elbow foul

The elbow crossing past the red border of the pad.

Foot contact

Intentional foot contact with the opponent.

Peg

Losing contact with the peg using the non-competing hand.

Loading

Back pressure or side pressure before "Go," moving the opponent off-center.

King's move

Dropping the competing shoulder below the elbow pad in a losing position.

Shoulder

The shoulder crossing the center circle, or making contact with the hand.

Late

Not at the table before the clock reaches 0:00. See Late to the table.

Late to the table

Between matches, the clock runs 30 seconds, in every format.

If an athlete is not at the table when the clock reaches 0:00, it is a foul, and the clock resets to 30 seconds.

  • An athlete may take a late foul on purpose to rest. Each one adds a foul and another 30-second reset.
  • Because three fouls is an automatic loss, an athlete can take at most two late fouls and still win the match, and carries those fouls.
  • Being late is a foul, never a forfeit. A match is forfeited when the athlete is not present when it is called. In the 3v3 and No Elimination, an athlete who cannot continue after an injury also forfeits that match. In the 8v8, the opponent takes that match and scores it as it stood: the win points plus any fouls and bonuses already earned. From the next match, the Manager covers that spot with a substitution from the team's 8 athletes in that game.

Points

Only the winner of a match scores, and these points count the same way in every format. Every match pulled at any TAWF event is recorded: the winner's points go into the athlete's stats and standings on the league platform.

Points in every format
Points in every format
ResultPointsNotes
Win+5To the winner of the match.
Loss0Only the winner scores.
Loser's foul+1 per foulAdded to the winner for each foul the loser commits.
Winner's foul-1 per foulTaken from the winner for each foul the winner commits.
Flash pin+1A pin within 0.5 seconds of "Go."
Forfeit+5 flatTo the present opponent. No bonuses and no foul swing.

Weigh-in

These weigh-in rules apply in every format.

  • Weigh in at the designated time. There are no early weigh-ins.
  • You get unlimited attempts to make weight.
  • Weight limits are strictly enforced. An athlete who does not make weight will not be allowed to compete.
  • There is no clothing allowance.
  • Wear appropriate clothing: shoes, pants or shorts, and a team jersey. The referee may ask for changes.

Your weight sets your class. Each format has its own classes, and all of them follow one pattern: a class runs up to the .9 of its top pound, and the next class starts on the whole pound. Decimals never move you up a class. The class table for each format is on its page.

Minors

A minor may enter with a guardian consent signed in advance. Once entered, a minor competes on identical terms to every other athlete: the same rules, the same safety meeting, the same officiating, the same weight class and the same foul standard. There is no age-based restriction inside a format and no extra referee protection for a minor. The guardian's signature is the condition of entry, not a different standard of competition.

Athlete responsibility

Arm wrestling is a combat sport. Referees enforce the rules and watch for danger, but athletes are responsible for their own safety and compete at their own risk. By taking part, athletes accept the risks that come with the sport.

Referees cannot prevent injury in this sport. Position is taught, not policed, and every athlete is responsible for their own position at the table.

Referees, injury and conduct

These rules apply in every format, except where a rule below names its formats.

Referee roles

  • Enforcing the rules. The Head Referee is the final authority on any dispute during a match.
  • Monitoring safety. Referees may stop a match if an athlete is in danger or is not following the rules.
  • Making fair calls. Referees stay impartial and call fouls and outcomes from the rule book.
  • Handling disputes. Only the Head Referee makes the final decision. In the 8v8, a Manager may challenge a call, but only within the rules for challenges (the forced review). In No Elimination and the 3v3, the Head Referee's call is final and cannot be reviewed.

Injury protocols

  • Immediate response. On an injury, the referee stops the match at once, and the medical team assesses if needed.
  • Injury timeout (3v3 and 8v8). One per match, 2 minutes, for immediate attention. It is not for rest. There is no injury timeout in No Elimination. If the injury cannot be treated in time, the athlete forfeits that match.
  • Documentation. Injuries are recorded for league records, noting the nature of the injury and whether the athlete can continue.
  • Return to play. An injured athlete must be cleared by the medical team before returning. An athlete who cannot continue forfeits that match in the 3v3 and No Elimination; in the 8v8 the opponent takes the match as it stood and the Manager fills the spot from the next match (see Late to the table).

Code of conduct

  • Athletes: respect opponents and officials, and compete honestly and fairly. An athlete may ask a referee for clarification during setup, but may not argue with or challenge a call.
  • Managers (8v8): set the standard for professionalism. They are the only team members who may challenge calls, and they do it respectfully.
  • Fans: cheer. Harassment or disruptive behavior is not tolerated and may lead to removal.

Breaking the code of conduct can bring fouls and penalties, removal from the event, or loss of prize eligibility, depending on how serious it is. Arguing with the referee can also be called as a flagrant foul.

Questions every format shares

Which rules apply to my event?+

Find the event you are entering. Entering on your own: No Elimination. Your club is sending a team of three: 3v3 Team Showdown. On a franchise roster: 8v8. The shared rules on this page apply to all three.

How many fouls before you lose a match?+

Three, in every format. Every foul is a stop foul, there are no warnings, and three fouls in one match is an automatic loss of that match.

What is an elbow foul?+

The elbow crossing past the red border of the MAC Table's elbow pad. The red border runs along three sides of the pad; the back has no border. The black interior is the legal zone, and riding or touching the red is legal: it is a visual warning that the elbow has reached the edge. The foul happens only once the elbow goes past the red. Same in every format.

How does a match start?+

The referee sets the grip: webbing and palms together, fingers pointed toward the opponent's chin, elbows on the pad. Then come three calls: "Close your thumbs. No loading," "Don't move," and "Go!" Any movement before "Go" is a false start, which is a stop foul. Same in every format.

What happens if I'm late to the table, and when is it a forfeit?+

The clock between matches runs 30 seconds in every format. If you are not at the table when it reaches 0:00, that is a late foul, and the clock resets to 30 seconds. You can take at most two late fouls and still win the match, because three fouls is an automatic loss. Being late is a foul, never a forfeit. A match is forfeited when the athlete is not present when it is called, or cannot continue after an injury.

What is a forfeit worth, compared with a foul-out?+

A forfeit pays the present opponent a flat +5, with no bonuses and no foul swing. A foul-out is different: a clean winner scores +8, which is 5 for the win plus 1 for each of the three fouls, less any of the winner's own fouls. Same in every format.

Can minors compete?+

Yes, in every format, with a guardian consent signed in advance. Once entered, a minor competes on identical terms to every other athlete: the same rules, safety meeting, officiating, weight class and foul standard.

Where do women compete?+

In the No Elimination Tournament, and in the Women's Division of the 8v8: each league team has three women on its roster, who pull a women's 3v3 league game on the women's classes before the men's 8v8 game. There are no co-ed or mixed teams at a Showdown.