Padded STICK. Program: Competition Rules. Starting a. Purpose:

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1 May, 2009 Starting a Padded STICK Program: Competition Rules By Grandmaster Thomas G. Sipin Purpose: Enable a stand alone program, and/or competition format that can be added to any school or community. Structure rules to appeal to many different traditions, both inside and outside of the Filipino Martial Arts. In recent years, there has been an increasing interest in weapons training, and in weapons sparring as a competition format. For example, Chanbarra and the Padded Stick Point Sparring currently being introduced at Sport Karate and Tae Kwon Do tournaments. There has also been an increasing interest in the Filipino Martial Arts, a main component of which is competitive stick fighting. Current options in FMA competition consist of: 1. WEKAF or domination rules fighting This method of competition requires the use of sticks and extensive safety equipment- helmets, chest protectors, gloves, arm, and leg protection capable of providing protection from live sticks, The equipment requirement can be intimidating, both in cost and appearance. Competent judging requires more training, competitor s need more training to follow the rules, scoring can be hard for spectators to follow and understand. One complaint of this type of practice is that fighters may learn to act unrealistically. Because they may be too well protected, they re willing to absorb damage that in real life would be disabling. 2. Padded stick fighting This method sometimes makes use of makeshift weapons and protection. There are currently many types of rules and formats. There isn t a widely accepted standard for competition. Different scoring options may favor or exclude certain martial arts. There hasn t been a widely accepted equipment package, with regards either to weapons, or protection. 1 Stop, Point scoring is one method of scoring with padded sticks. Many competitors as well as spectators find this slow, often boring, and unrealistic because points, or at least the first point is often scored by a technique that wouldn t have stopped someone, it was just first. A fighter often scores while leaving themselves open to a counter that would have been much more serious to themselves.

2 The rules can and must be consistently applied to everyone. This makes training and competition more open to all styles, as well as no style. The following program has been successfully applied in international competition, by people experienced in the above as well as other types of stick fighting training. It is based on Engagement Rules. In this format, matches are broken down and scored as individual mini-fights, or engagements. Each judge keeps score of how many engagements are won by each fighter. It s easier for most people to score a brief exchange, than keep a running tally of an entire match. This type of scoring also makes for a minimal interruption of the action of the match. At the end of the match, each judge decides their choice by adding the numbers of engagements each fighter won. The following rules are designed to be easily taught, promoted, and understood by competitors. They are based specifically on the use of a stick as an impact weapon, and are not adjusted to use the stick to represent a blade. As such, participation is not restricted to proponents of any particular martial art either by favoritism or exclusion because the sole consideration is the amount of probable damage that would have been caused. Probable Damage is considered not by style or technique, but by how much power actually landed, on how vulnerable a target. It is realistic to actual combat, as well as more realistic to actual combat with a stick. The rules take into consideration that fights may end with one blow, but most fights do not. Even after hard contact a fighter may continue for a short period, and by doing so immediately and effectively they may cause more damage to the other person and actually win the fight. Maintain rules practical to an actual confrontation. Train to those rules. Most competitive environments require compromises for the sake of safety. These compromises often lead the sport to look unrealistic, either by limiting the techniques, or by forcing competitors to somehow signify what they could have done if the match had been a real fight. The following rules make for matches that are exciting for competitors. They are fast. It s exciting for spectators. The scoring criteria and rationale are easy to explain, follow and understand. Further, because of the nature of the equipment used, and the range of techniques and target areas that this equipment safely allows for, the rules not based on what a person could have done, was close enough to do, or would have done if it were a real fight, etc. The fighter demonstrates what they could have done by actually doing it. 2 It requires less equipment to practice, train and compete. More protection can be required or allowed in younger divisions, but the goal in these competitions is to have impact and pain reduction to provide safety from injury, but enough impact that people do not want to stand and absorb useless damage to themselves.

3 Required Equipment Approved Padded Stick Original 24 Action Flex or equivalent for children Action Flex H.I.T. sticks or equivalent for all adult divisions. 28 for adults, 24 for youth divisions (based on height) Padded Head Protection Foam Karate Headgear with a face shield that prevents any contact to the face by strikes or thrust. Full, clear plastic or plexiglass shields offer the best protection and at the same time, will cause less damage to the padded sticks than any type of grid face shield Hockey type throat and neck protectors Mouthguards Groin protection for both males and females, to protect against thrusts (thrusting to the groin is permitted in these rules) Light chest protection for females Additional recommendations for classes or younger divisions Light hand protection, similar to Stinger gloves, TKD gloves, or grappling gloves Light (hand) Forearm-to-elbow protection, similar to Martial Armor Light ankle-to-knee protection, similar to Martial Armor Light chest protection similar to that used for Air Soft training Tennis shoes (Strikes to the feet are allowed) 3

4 Legitimate Target Areas: Strikes will be allowed to specific striking areas this includes from the head to the feet including the arms to the hands, the front, side, and back of the body and head, with the exception of the following: Ground Fighting: If either or both fighters go to the ground with a knee, both knees, etc., the match will continue as long as it appears action will follow. If both fighters fail to force action, the Referree will bring both fighters back to their feet and the action will continue. Note: The Referree should stop the action ANY time that there appears to be a safety concern. Restrictions - Safety Concerns: To be relevant to an actual confrontation, restrictions are kept to a minimum while allowing for safety. With the currently available equipment, the following are the restrictions: 1. No thrusts or strikes with the butt or handle of the weapon. At this time there is insufficient protection on the butt to allow for safe usage in a competitive environment 2. No thrusting above mid-chest. To prevent thrusts from accidentally entering the throat area 3. No thrusting to the spine. 4. No two-handed thrusts. The sticks are designed to allow for a moderate level of contact. The stress behind a two-handed thrust exceeds this and also may damage the weapon. 5. No striking (or thrusts) to the throat. Hockey type neck guards protect against inadvertent strikes or slashes to the neck. They are not sufficient to prevent injury to the throat. Restrictions - Practices to promote dynamic competition: 4 In the interest of continuous competitive action, and to promote the safety of competitors, certain actions are restricted. No striking or attacks with anything except the padded portion of the stick is allowed. No wrestling. This includes using the stick in any way except to strike or block. You can not grab or hold any other part of your opponents clothing or body. Trapping or checking to the opponents hand or arm is allowed, holding is not. The only time you can hold a stick, is to attempt an immediate disarm. Except for a single strike to the (held) hand or arm, you can not hold your opponents stick and strike them. You must immediately release your opponents stick.

5 Engagement Rules Definitions: Disarms: A person may be disarmed by: 1. An immediate pull of their weapon out of their hands 2. A strike to the hand or arm (or any other target area) causing a loss of their grip on the stick 3. They just lose their grip and drop their stick Damage Probability: Target / Scoring considerations in order of vulnerability or injury potential - areas that would be more easily damaged: 1. Head or Groin (including thrusts to the groin) 2. Hand-to-elbow or Ankle-to-knee 3. Shoulders, Ribs, or Thighs 4. Trunk / Hips Power Considerations: If a stick is swung in an arc, the end moves faster, resulting in a higher velocity and higher impact. Generally speaking, strikes with the end of the stick should result in greater damage than hitting with the middle of the stick with the same amount of power. Match: Each match shall be 2 minutes in duration. Competition time will not be stopped for scoring. Competition time will only be stopped for injury or equipment failure, or when necessary for rules clarification. Stunning Damage: A person was struck with sufficient power to a legitimate target area that in the opinion of the Judge or Referee would have damaged them enough to temporarily prevent them from continuing to fight. This could result from either a single strike or a continuous combination of strikes. In otherwords - the recipient would been stunned and would need to recover before being able to continue. Stopping Damage: A fighter is struck with sufficient power to a legitimate target area that, in the opinion of the Judge or Referee, would have caused enough damage to totally take the person out of the fight. In other words, the recipient would be out of the fight, period. KO or TKO. Engagement: An engagement begins with an exchange of blows or strikes involving as a minimum requirement, stunning force. Duration of an Engagement: At the Referee s discretion an engagement may end immediately (such as in the case of stopping damage), or continue for several seconds to a point of conclusion (such as in the case of stunning damage). 5

6 Referee Considerations: In recognition of the fact that most fights do not end with a single strike or blow, an Engagement will continue until such time as the referee or a judge calls for a score. If there is stunning damage but the recipient fails to immediately counter, then the engagement stops and is scored accordingly. If a fighter immediately counter attacks, the engagement will continue. In this manner, fighters are given the chance to win an engagement by effecting greater damage through an immediate counter attack, as in a real confrontation. In the case of a mutually effective, near simultaneous attack by both opponents, the engagement may be seen as a draw. Scoring: At every engagement, when scoring is called, the judges will mark one of three things on the scorecard: 1. Red Wins the engagement 2. Blue Wins the engagement 3. Draw Neither Red nor Blue won the engagement Value of an Engagement: A fighter will receive one point for each engagement won. Winning an Engagement: When an engagement is called for scoring, the winner of that engagement will be determined by which fighter effects the greatest potential damage to their opponent. Drawn Engagement: When neither fighter effects greater damage than their opponent, the engagement will be scored as a Draw. Disarms: When a fighter is legally disarmed, their opponent will receive a point. It is possible for a fighter to win an engagement while being disarmed, such as in the case of a dropped stick immediately following a strike. A fighter does not have to win an engagement to receive a point for a disarm. Judges will score the disarm in addition to the outcome of an engagement. 6

7 Scoring: Penalties: At the referee s discretion, based on the severity of the infraction, a fighter may receive a penalty of: 1. Verbal Warning 2. One point 3. Two points 4. Immediate Disqualification Penalties will be given for violating the rules of competition, including use of restricted actions, causing injury to their opponent by a restricted action, or other unsportsmanlike conduct. Determining the Winner: At the end of each match, each judge will tally the engagements won by the fighters and deduct points for penalties. Based on this tally, each judge will specify which fighter won the match. The fighter declared the winner by the majority of judges will be declared the winner of the match. This competition format and set of rules were designed by Thomas Sipin, of Four Winds Martial Arts in West Allis, WI and Anthony Sell of Sage Arts Studio in Milwaukee, WI. This work (rules and competition format) is licensed under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License. To view a copy of this license, visit or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. This program was designed to be used with padded sticks, of a quality that will not fail under there recommended usage. Martial Arts training involves some risk of injury. Any type of weapons training or practice increases that risk. It needs to be practiced with all safety precautions and any necessary protective equipment. Any person using this program or competing under this competition format assumes all risk of injury and liability. 7

8 Red Fighter: Blue Fighter: Division: Winner: RED Engagements: Draws: Penalties: Totals: SCORE: BLUE Engagements: Draws: Penalties: Totals: SCORE: Judge s Name: Signature: Red Fighter: Blue Fighter: Division: Winner: RED Engagements: Draws: Penalties: Totals: SCORE: BLUE Engagements: Draws: Penalties: Totals: SCORE: Judge s Name: Signature:

9 May, 2009 Introduction Starting a Padded STICK Program: Basic Curriculum By Grandmaster Thomas G. Sipin The following curriculum is a basic outline of training methods that will effectively prepare competitors for this type of competition. This system is designed to be easily added to any existing Martial Arts program, in any style. The goal of this curriculum is to acclimate participants to the tactics involved in stick fighting. Participants will learn about movement, range, offense and defense, as well as interactive drills designed to help develop reflexes. Basic Concepts - Movement: Fighting is movement. You need the ability to get into range where you can attack, as well as get out of the way of your opponent s attacks 1. Shuffle or step-slide. The easiest way is to move the foot closest to the direction you want to move first, then the other foot follows. You end up keeping the same foot forward. Example: If you re moving forward, the front foot moves first and the rear foot follows. If you re going backwards the back foot moves first and the front foot follows. Moving to the right the right foot moves first. Moving left the left foot moves first. 2. Normal stepping. Going forward, the back foot steps first. Going backward the front foot steps first. Just like normal walking, forward or backward. 3. V-step or triangle step. Most common for weapons training is the front foot moves back level with the back foot, and the original back foot steps forward. Usually done at an angle, this allows you to get out of range, and then back into range at a different angle or direction. 4. Side stepping. One foot moves in towards the other, and then the second foot moves away. Example: Left foot moves to the right foot without crossing, and the right foot moves further right. This is easily done using several quick steps. This competition format and set of rules were designed by Thomas Sipin, of Four Winds Martial Arts in West Allis, WI. This work (basic curriculum) is licensed under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License. To view a copy of this license, visit or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. This program was designed to be used with padded sticks, of a quality that will not fail under there recommended usage. Martial Arts training involves some risk of injury. Any type of weapons training or practice increases that risk. It needs to be practiced with all safety precautions and any necessary protective equipment. Any person using this program or competing under this competition format assumes all risk of injury and liability.

10 Basic Concepts: Offense Before working on defense, you practice your common attacking moves. This gives you a better understanding of what you would be trying to defend against. Fights are not won by defending. Prioritize the skills needed to stop your opponent, not delay them. 1. Hit or Strike. Strike the target and then retract. You can strike level, down, or at an angle down. Considerations: If you strike into a target using fluid shock, letting the impact soak into the target area, there is much greater effect. However if you do not cause enough immediate disruption to the opponent, you will be more open to their counter-attack. 2. Slash. Striking a target and continuing through it in an arc. You can slash level, down, or at an angle down or up. This provides for quicker recovery but the damage potential isn t as great as with fluid shock. Consideration must be made to differentiate between a blade type slash which is more useful in cutting but doesn t impart as much force on the target, and an impact slash which is more effective with a stick. 3. Thrusts. Directed into the target with the end of the stick, a thrust may be performed straight, or at an angle to the inside or outside. For safety when practicing with contact, thrusts should be performed level, below midchest, except when thrusting upward to the groin-abdomen area. 4. Other Attacks. There are other angles and techniques that may be used by a practiced fighter, including curving strikes like an Abaniko (fan movement) or Witiks. (wrist flip) These attacks may, and should all be performed on an opponent to become proficient Starting with light, touch contact, then progressing with the use of light or heavier protection. The target-opponent should start open and stationary, then changing positions, and then adding movement. 2

11 Basic Concepts: Defense: 1. Move or Avoid. The best way to block is don t be there (if possible). Move your head away from a swing, then back, without stepping. (Continual movement away just keeps your opponent moving forward) Sway back from swings at your waist or hips. Evacuate your waist temporarily, without stepping. Lean from a diagonal slash or figure 8. First lean away with your chest facing their stick, then lean away with your back towards their stick, without stepping. Inside a decreasing area, your opponent moves toward you while attacking, while you lean, move or step away to avoid their attacks. 2. Check their attack. When your opponent swings, move inside and check their hand or their stick close to their hand, to stop their attack. When your opponent swings, move inside use one hand to check their hand, while you check their stick with your other hand. After performing either of the above, push or pass their stick away from you. You may push their stick past you, but be careful not to push it through you. If your opponent s attack is a thrust, you must angle or lean away to avoid while checking. 3. Block their attack. When your opponent swings, use your stick to block their attack. Perpendicular blocks are the safest. Think of using your stick as you would angle your arms to block an attack. You may use your other hand to reinforce your blocks. After using your stick to block their attack, you may use your other hand to pass their stick away from you. 4. Strike into their attack. 3 When your opponent swings at you, use your stick to strike into their arm or hand. This works not only to block their attack, but also to damage your attacker and decrease their ability to attack further. Take away their ability to hold and use their weapon.

12 Introductory and Familiarization Exercises: 1. Your partner swings level at your head or upper body. You do a perpendicular reinforced block, check and strike back. If you re blocking to your left, you strike back towards your right. If you block towards your right, you strike them back towards your left. Later, repeat the above but counter 2 times instead of once. 2. Stick in right hand, right foot forward. Your partner swings down at your head or into you from your left side. You block to your left, with your hand over your head and your stick angling down to the left. As soon as you block, (or block and check their stick or hand) you strike down in a circular motion. Keep repeating. 3. Combine exercises #1 and #2. Your stick is in your right hand, your right foot is forward. Your partner swings level at the left side of your head or upper body. You block left with your stick pointed up, check and counter twiceswinging towards your right and left. Your partner then swings level at the right side of your head or upper body. You block right with your stick pointed up, check and counter twice, swinging left and right. Your partner thrusts straight at your waist. You parry block left with your stick pointed down as in #2 above, then check and swing down at your partner. Perform the above as one drill, and keep repeating. 4. Swing, wing, down, thrust (This exercise needs to be demonstrated and corrected in person.) Competitive Game The following will help develop and improve ability, coordination, reflexes, and is fun. It follows the same idea as is shown at the beginning of Enter the dragon with Bruce Lee. 1. You and your partner stand in range where you can reach each other sticks with a bent checking hand. Both people check each other s sticks. The sticks may be crossed, apart, and moving slightly and slowly. The first person suddenly attempts to land one clean attack. If successful, return to the starting position, then try to land 2 clean attacks. Each time the attacker is successful, you return to the starting position and try to add one more successful attack. If the attacker is unsuccessful because one of their attacks does not land clean, then the other person takes over as the attacker Both parties take 2 steps forward and backward, in time with each other so the distance remains constant. At any time while stepping, do the above.

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