Glossary

The language of the sport

Tags show which format a term belongs to. “All” means every format. Where a term means different things in different formats, each meaning is on its own line.

Back pressureAll

Force that pulls the match toward your own body and side of the table.

ByeNo Elim

In an odd-numbered group, the round an athlete sits out. Recorded, not pulled. It scores no points and is not a win. Every athlete byes exactly once.

Captain3v38v8

3v3: Named by the team at the start of each game, for the +1 Captain Win bonus only.

8v8: Chosen by the Manager at the start of each game as the face of the team; earns +1 for each match won.

Center circleAll

The embroidered circle in the exact center of the MAC Table.

CupAll

Bending the wrist to bring the match closer to your own body and arm.

Declaration window3v3

The only time a gamble or timeout can be called: between matches, before the next match starts.

DivisionNo Elim

A competition built by sex, then arm, then weight class. Right-arm and left-arm competitions are separate divisions.

Elbow foulAll

The elbow crossing past the red border of the MAC pad, which runs along three sides of the pad.

False startAll

Moving the hand, wrist or arm before "Go." A stop foul.

Flagrant foul3v38v8No Elim

3v3: Unsportsmanlike conduct. The offender loses the match, which the opponent takes with the points earned in it so far, and is out for the rest of the Showdown: each later match is a forfeit at a flat +5.

8v8: Unsportsmanlike conduct. The opponent takes the match as a +5 win. The Head Referee may eject, and the league reviews every flagrant foul.

No Elim: The athlete is out, like an injury or a forfeit: that match is a normal loss, every later match is a +5 auto win for the opponent, and the athlete is not ranked and takes no medal.

Flash pinAll

A pin within 0.5 seconds of "Go," verified by the Head Referee. Worth +1.

Forced review8v8

A Manager's review of a call, ruled from footage by the Head Referee. A failed review costs a timeout.

ForfeitAll

A match given to the opponent because the athlete is not present when it is called, or, in the 3v3 and No Elimination, cannot continue after an injury. A flat +5 to the present opponent, with no bonuses and no foul swing. In the 8v8, an injured athlete's match is not a forfeit: the opponent takes it and scores it as it stood, and the Manager covers that spot from the team's 8 athletes in that game.

Gamble3v38v8

A team's call to double everything in a match, including the Pulling Up bonus; tripled if both teams gamble the same match.

3v3: One per team per game, called by the athlete who is pulling, before the match starts.

8v8: Two per team per game, called by the Manager.

Game3v38v8

A contest between two teams.

3v3: 4 rounds, 12 matches.

8v8: 4 rounds, 32 matches.

Group BattleNo Elim

The round robin inside a group: every athlete pulls every other athlete, on the fixed-anchor rotation.

HookAll

Bringing the opponent's arm closer while applying biceps force, keeping the match wrist to wrist.

King's moveAll

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

LateAll

Not at the table before the clock reaches 0:00. A foul that resets the clock to 30 seconds.

Lineup3v3

Who pulls in each class. Declared before each game, one lineup for both arms, locked before the game's first match starts.

LoadingAll

Using back pressure or palm side pressure before "Go." A foul.

MAC TableAll

The table every TAWF match is pulled on, created by Ian Carnegie and named after MAC (Major Armwrestling Championships). Its elbow pad has a black legal zone with a raised red border on three sides; the back of the pad has no border.

Manager8v8

The team's key decision-maker. Picks who pulls each match, calls substitutions, and is the only person who may challenge a call.

Parallel pinAll

A win when any part of the opponent's wrist to fingertips breaks the pin line on the winning side of the table.

PinAll

A win, when one athlete forces the opponent's hand (wrist line to fingertips) to the pin pad or below the parallel pin line.

Point differential3v3

Points scored minus points given up, added up across the tournament. The second ranking step at a 3v3 Team Showdown.

Position commandAll

The referee's command "look at your hand."

3v3 and 8v8: For awareness only, never a warning, no foul.

No Elim: Given once; if the position is not corrected, it leads to a Position foul.

Position foulNo Elim

Failing to correct arm or shoulder position after the command "look at your hand." No Elimination only.

PressAll

Using shoulder and upper-arm strength to press down on the opponent's hand, often from a losing position.

PronationAll

Rotating the wrist to compromise the opponent's cup.

Pulling Up3v38v8No Elim

An athlete pulling in a heavier class than their own, for a bonus.

No Elim: Registering in a class heavier than your weight, never a lighter one, set at registration and confirmed at weigh-in; +1 per class above the athlete's own on each win.

3v3: Any number of athletes may pull up, each at or above their own class; +1 per class jumped on each win.

8v8: The Manager's pick; +1 per class above the athlete's own on each win.

RiserAll

Force applied to push your pointer knuckle higher than the opponent's.

Round8v83v3No Elim

8v8: A part of a game that runs one match per arm for each weight class, 8 matches.

3v3: A quarter of a game: 3 matches, one per class, on one arm. Also one of the two qualifying rounds of a 3v3 Team Showdown.

No Elim: One turn of the Group Battle rotation, with its matches pulled side by side.

Set gripAll

The way the referee sets the hands before the start, followed by "Close your thumbs. No loading," "Don't move," and "Go!"

Shutout3v38v8

A team sweep of a weight class, worth a flat +5 that is never multiplied by a gamble.

3v3: All 4 matches in one class, both arms.

8v8: All four matches in one class and arm.

Side pressureAll

Force that pushes the match toward your pin pad and winning side.

Silver Bullet3v3

The tiebreak for a 3v3 game tied after 12 matches: a 13th match. After a coin toss, the winner picks the weight class and the loser picks the arm. The athlete who holds that class in the locked lineup pulls it, and the result is added to the final score and decides the game.

SpineAll

TAWF's three-tier ladder: No Elimination (Amateur), 3v3 Team Showdown (Semi-Pro), and the Official 8v8 Franchise Game (Full Pro).

Standby team3v3

A team that enters a 3v3 Team Showdown when registration closes on an odd number, so no team takes a bye.

Stop foulAll

Every foul. The action stops the instant it happens, with no warning.

StrapAll

A device connecting both wrists to prevent slipping, applied after a slip or by mutual agreement.

SupinationAll

Rotating the wrist to compromise the opponent's pronation.

Timeout3v38v8

Injury timeout, 3v3 and 8v8: One per match, 2 minutes, for treatment, not rest. No Elimination has no timeouts.

3v3: Two timeouts of 2 minutes per game, called by any team member before the match starts.

8v8: Two timeouts of 2 minutes per game, called by the Manager for strategy, injury or a regroup.

Top rollAll

Applying pressure to the opponent's hand and wrist to roll it back into a weak position.