League

Official Rules

The TAWF Rulebook is a living document that will evolve as the league grows and new situations arise. This version serves as the foundation for how the TAWF format works. New to arm wrestling? Our Learn Arm Wrestling knowledge base explains the sport's techniques, history, and how other leagues and rule sets compare.

Download Official Rulebook

Full technical rulebook & manual — PDF format

Download PDF

Purpose of TAWF

The Team Arm Wrestling Federation (TAWF) was founded to revolutionize the sport of arm wrestling by creating a unique, team-based competition format that emphasizes strategy, athleticism, and teamwork. TAWF introduces the concept of teams made up of athletes from different weight classes, who compete together in a tournament-style format.

TAWF is dedicated to fostering the growth of arm wrestling as a sport by:

  • Bringing attention to arm wrestling with a new team-based format.
  • Providing a platform for arm wrestlers to showcase their skills, elevate their profiles, and grow their careers.
  • Engaging fans by offering a dynamic, fast-paced competition with high stakes, where strategy can be just as important as individual strength.
  • Building a sustainable ecosystem around arm wrestling, where sponsorships, media rights, and partnerships fuel the growth of the league and the sport itself.

Team Structure

The League

TAWF operates with 8 teams — 4 in the Canadian Conference and 4 in the US Conference. Teams compete within their conference through the regular season and meet across conferences at the championship. The league fields a Men's Open Division and a Women's Division.

Divisions & Weight Classes

Men's Open Division

Roster of 12 athletes, three per weight class.

ClassLimit
LightUnder 175 lbs
MiddleUnder 205 lbs
HeavyUnder 245 lbs
SuperOver 246 lbs

Women's Division (3v3)

Roster of 3 athletes, one per weight class.

ClassLimit
LightUnder 154 lbs
MiddleUnder 176 lbs
HeavyOver 177 lbs

Fielding a Game

  • The Men's Open Division fields 8 athletes per game — two per weight class, one for the left hand and one for the right.
  • The Women's Division fields 3 athletes per game, one per weight class, competing across both hands — 12 matches per game under the same scoring and win conditions as the Men's game.
  • The roster must be finalized 48 hours before the game. No substitutions or roster changes can be made after the lock, and there are no reserves.
  • If an athlete fails to make weight, their team competes without them.

Manager & Captain

The Manager is the team's key decision-maker and holds full control over team choices. The Manager and Captain roles break down as follows:

RoleResponsibility
Team RosterPicks the final roster at the draft and decides who fields each game.
Match DecisionsDecides who competes in each match and when to substitute. Only the Manager may challenge or argue a call.
SubstitutionsDeclared before the match begins; the opposing team then has 30 seconds to respond with its own substitution.
Captain SelectionThe Manager names the Team Captain at the start of each game.
CaptainThe face of the team during competition, with no separate operational duties. A match won as Captain adds +1 to the team's score.

Competition Format

GAME SCHEDULE: Season 1 is a 12-game regular season played over 12 weeks, with one game each Saturday. Teams compete within their own conference during the regular season; the top team from each conference advances to a single Grand Final (see Season Format & Playoffs below).

ROUNDS: Each game consists of 4 rounds, with each round featuring one match for both the left and right hand in each of the 4 weight classes. The match order proceeds as follows:

#Match
1Light Left (LL)
2Light Right (LR)
3Middle Left (ML)
4Middle Right (MR)
5Heavy Left (HL)
6Heavy Right (HR)
7Super Left (SL)
8Super Right (SR)

The match order remains the same in each round to ensure consistency.

WINNING THE GAME: A team wins by being the first to reach 100 points, or by holding the most points after all matches are complete — 32 in the Men's game, 12 in the Women's. There is no early win by point margin.

Match Rules

Pre-Game Setup

  • WEIGH-INS: All athletes must weigh in at the designated time. Early weigh-ins will not be accepted under any circumstance.
  • WEIGHT LIMIT: Strictly enforced. If a competitor does not meet the weight limit for their class, they will not be allowed to compete.
  • ATTEMPTS: Athletes may attempt to weigh in as many times as needed to make weight.
  • ALLOWANCE: TAWF does not allow any clothing allowance.
  • APPROPRIATE CLOTHING: Athletes must wear appropriate clothing to compete, including shoes, pants or shorts, and a team jersey. The referee may request changes if attire is deemed unsuitable.

Starting the Match

Every match begins with the same controlled sequence so both competitors start fair and the table stays still until "Go." The referee sets the grip for both competitors — the webbing and palms are brought together and the competitors' fingers are held pointing toward the opponent's chin — with elbows firmly on the pad throughout the set. The referee then runs the start sequence:

  • "Close your thumbs. No loading." — the competitors close their thumbs and secure webbing. Once the thumbs are down, the referee closes both competitors' fingers at the same time while holding the backs of both hands. No back pressure or side pressure may be applied during the set.
  • "Don't move." — the referee holds and squeezes the backs of both hands to settle the grip. The hold is at the referee's discretion; neither competitor may move until released.
  • "Go!" — the referee releases the hands and the match is live.

Any movement of the hand, wrist, or arm before "Go" is a false start, which is a stop foul. Applying back pressure or side pressure before "Go" is loading, also a foul.

Match Structure

Each match is a single pull. The MAC rule set runs on stop fouls only — there are no warnings. The action halts the instant a foul occurs and the foul is assessed.

  • All fouls are stop fouls — play stops the moment a foul is called.
  • There are no warnings in the MAC rule set.
  • 3 fouls in a match results in an automatic loss.

Scoring System

Points

Only the winner scores points in a match. Every match starts from the base win and adjusts from there:

ResultPointsNotes
Win (base)+5Awarded to the winner of the match.
Loser commits a foul+1Added to the winner's score.
Winner commits a foul−1Subtracted from the winner's score.
Flash Pin+1A pin within 0.5 seconds of "Go."
Captain Win+1Any match won by the designated Team Captain.
Pulling Up+1 / classA lighter athlete winning in a heavier class, per class above their own.
Shutout Win+5Winning all 4 matches in one weight class and arm.
Gamble Win (one team)That match's points are doubled.
Gamble (both teams)If both teams gamble the same match, the points triple.

The Pin

  • A competitor wins by touching the pin pad with any portion of the wrist to fingertips of the opponent's hand.
  • A parallel pin occurs when any portion of the opponent's wrist to fingertips breaks the pin line on the winning side of the table.

Fouls

Fouls occur when a competitor violates the rules of the match. All fouls are stop fouls — the action is immediately halted and a foul is assessed. The foul types are:

Covering

Covering your opponent's thumb knuckle when closing hands.

False Start

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

Touching

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

Elbow Foul

The competing elbow crossing past the red border of the elbow pad.

Foot Contact

Intentional foot contact with the opponent.

Peg

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

Loading

Excessive back pressure — moving the opponent off-center before "Go."

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.

3 fouls result in an automatic loss for the match.

The Red Border

The MAC Table features a 9.5" × 10" black interior pad, surrounded by a 1" red raised border. The black interior is the legal zone — an elbow resting anywhere on the black is clean:

  • Riding the red is legal: Touching or riding the raised red border is not a foul. It is a shared, visible cue to the athlete and referee that the elbow has reached the edge of the legal zone.
  • Crossing the red is the foul: The foul occurs the moment the elbow crosses past the red line. No judgment call is required.

Penalties

These penalties are specific to TAWF and sit on top of the MAC rule set:

PenaltyDetail
Time PenaltyIf an athlete does not report to the table before the game clock reads 0:00, their team receives a 1-point penalty.
Flagrant FoulUnsportsmanlike conduct (arguing with the referee, aggressive actions after the match) carries a 5-point team penalty and possible ejection, at the Head Referee's discretion. Always reviewed by the league.

Manager Strategy Tools

Beyond the points table, the Manager has three tools that shape a game:

ToolDetail
GamblesTwo per game. Calling a Gamble doubles that match's points (2×); if both teams gamble the same match, the points triple (3×).
TimeoutsTwo per game, two minutes each, called at any point while the clock is running.
Forced ReviewThe Manager can have any call reviewed from the footage by the Head Referee. If the original call stands, the team loses one timeout.

Season Format & Playoffs

Regular Season

Season 1 is a 12-game regular season played over 12 weeks, with one game each Saturday. Teams compete within their own conference during the regular season, building the standings that decide who reaches the Grand Final.

  • Each team plays a 12-game schedule within its own conference (Canadian Conference or US Conference).
  • One game is played each Saturday across the 12-week regular season.
  • Total season length is 14 weeks: 12 regular-season weeks, 1 rest week, and the Grand Final.

Standings & The Grand Final

Teams are ranked by their win/loss record, with total points accumulated breaking any ties in the record.

Season 1 concludes with a single Grand Final — there are no semi-finals:

  • The top team from the Canadian Conference faces the top team from the US Conference.
  • The winner of that Canada vs USA Grand Final is the Season Champion.

The format scales with the league: Season 2 expands to 28 regular-season games over 14 weeks with two semi-finals and a Grand Final, and Season 3 grows to 12 teams and 42 regular-season games. These are confirmed ahead of each season.

Safety & Fair Play

Athlete Responsibility

Ensuring safety and fairness is central to the integrity of TAWF. While referees are responsible for ensuring competitors stay within the rules and that safety protocols are followed:

  • Athletes are responsible for their own safety.
  • Arm wrestling is a combat sport — competitors agree to compete at their own risk.
  • By participating, athletes accept the inherent risks involved in the sport and are expected to prioritize their own health and well-being.

Referee Roles & Responsibilities

  • ENFORCING RULES: Referees ensure that the match follows the official TAWF rules. The Head Referee is the final authority on any disputes.
  • MONITORING SAFETY: Referees actively monitor competitors and will stop a match if a competitor is in danger of injury due to non-compliance or unsafe behavior.
  • MAKING FAIR CALLS: Referees must remain impartial, calling fouls, determining match outcomes (pins or stoppages), and enforcing the penalty system.

Frequently Asked Questions

What are the weight classes in TAWF?+

The Men's Open Division has four weight classes: Light (under 175 lbs), Middle (under 205 lbs), Heavy (under 245 lbs), and Super (over 246 lbs). The Women's Division (3v3) uses three: Light (under 154 lbs), Middle (under 176 lbs), and Heavy (over 177 lbs).

How many athletes are on a TAWF team?+

A Men's Open team has a roster of 12 athletes — three per weight class — and fields 8 in a game, with two pullers per weight class (one for the left hand and one for the right). The Women's Division plays 3v3, with a roster of three.

How do you win a TAWF game?+

A team wins by reaching 100 points, or by holding the most points once all matches are complete — 32 in the Men's game, 12 in the Women's. There is no early win by point margin.

How many fouls before you lose a match?+

There are no warnings — the MAC rule set runs on stop fouls only. Three fouls in a match result in an automatic loss.

How many timeouts and gambles does each team get?+

Each team gets two timeouts per game (two minutes each) and two gambles per game. Calling a gamble doubles the points for that match; if both teams gamble the same match, the points triple.

What is an elbow foul?+

An elbow foul is called when the competing elbow crosses the 1-inch red border around the elbow pad. Riding the red is allowed — it is a visible cue that the elbow has reached the edge of the legal zone; the foul occurs only once the elbow crosses past it.

What is the TAWF season format?+

Season 1 is a 12-game regular season played over 12 weeks, with teams competing inside their own conference (Canadian and US). The top team from each conference meets in a single Canada-vs-USA Grand Final — there are no semi-finals in Season 1. With the rest week and the Grand Final, the season spans 14 weeks.

How does a TAWF match start?+

The referee sets the grip — webbing and palms together, with the competitors' fingers pointing toward the opponent's chin — then runs the start sequence: "Close your thumbs. No loading," "Don't move," and "Go!" Any movement before "Go" is a false start, which is a stop foul.