
Grappling Rules
INTRODUCTION
Grappling is a close-range fighting technique used in a variety of martial arts, emphasizing grabbing and holding an opponent. It incorporates elements such as clinch fighting, throws, takedowns, and ground fighting. Grappling serves as a fundamental skill in martial arts, offering applications in self-defense and competitive sports.
The sport integrates techniques and features from multiple combat disciplines, including but not limited to: Judo, Sumo, Sambo, Ju-Jitsu, Brazilian Jiu-Jitsu (BJJ), Wrestling (Freestyle and Greco-Roman), Submission Grappling, Luta Livre
This rulebook establishes the rules, guidelines, and standards for official AJP-affiliated grappling competitions, ensuring fairness, safety, and professionalism across all events.
1. JUDGING AND REFEREEING FORMAT
1.1. All matches will be evaluated and scored by Judge(s) who shall evaluate the contest from a location outside the fighting area, following the agreed rules of the commission.
1.2. The contests will be refereed by AJP International Referees and the Judge Committee, adhering to the Grappling rules in accordance with the Refereeing Rules of the AJP.
1.3. The organizers of the tournament may opt to appoint three judges for a final match or whenever they deem it necessary.
1.4. The referee is the sole arbiter of a contest and is the only individual authorized to stop a contest.
1.5. The referees may take advice from the matside physician and/or the Commission regarding the decision to stop a contest.
1.6. The referees and the matside physician are the only individuals authorized to enter the fighting area at any time during competition, except during rest periods and after the contest ends.
1.7. Only a referee can assess a foul. If the referee does not call the foul, judges shall not make that assessment on their own and cannot factor such into their scoring calculations.
1.8 It is a referee’s duty to make sure the athletes fulfill their obligation to compete within the combat area.
-When an athlete has a submission hold in place in the outlying safety area, the referee should not
interrupt the match
-When an athlete has a submission hold in place and the opponent defends by moving to outside
the outlying safety area, the referee should stop the match and restart the match at the center of
the match area with the athletes standing
-When an athlete deliberately flees the match area to avoid submiting to a submission hold aplied by
their opponent it will result in disqualification from the match.
-When an athlete deliberately runs away from the match area to avoid an inferior position, the referee will issue a warning for the first offense. For the second offense of the same nature, a point will be deducted.
2. SCORING SYSTEM AND JUDGING CRITERIA
2.1. The 10-Point Must System will be the standard system for scoring a match.
2.2. Under the 10-Point Must Scoring System, 10 points must be awarded to the winner of the round, and nine points or fewer must be awarded to the loser, except for an even round, which is scored as 10-10.
2.3. Judges will observe and score the match according to the following priority criteria:
- EFFECTIVE GRAPPLING,
- EFFECTIVE AGGRESIVENESS and
- FIGHTING AREA CONTROL.
EFFECTIVE GRAPPLING
Effective Grappling shall be considered the first priority in round assessments.
This criterion will be the deciding factor in the vast majority of decisions when scoring a round.
Actions assessed under Effective Grappling include:
- Legal techniques with immediate or cumulative impact contributing to the potential end of the match (immediate techniques weigh more heavily than cumulative impact).
- Successful execution of takedowns, submission attempts, reversals, and achieving advantageous positions (a successful takedown is not merely a position change but establishes an attack opportunity).
- Both top and bottom positions are evaluated based on the impactful/effective results of actions rather than merely the position itself.
EFFECTIVE AGGRESSIVENESS
- Effective Aggressiveness is assessed only if Effective Grappling is 100% equal for the round.
- This involves aggressively making attempts to finish the match.
- Simply chasing an opponent without effective results or impact does not count as Effective Aggressiveness.
FIGHTING AREA CONTROL
- Fighting Area Control is determined by who dictates the pace, place, and position of the match.
- Fighting Area Control is assessed only if Effective Grappling and Effective Aggressiveness are 100% equal for the round (this will be assessed very rarely).
2.4. In addition to the priority criteria, Judges will use the following assessment terms:
- IMPACT,
- DOMINANCE and
- DURATION.
IMPACT
- Judges assess whether a competitor significantly impacts their opponent during the round, even without dominating the action.
- Impact is noted when a competitor's grappling techniques diminish their opponent’s energy, confidence, abilities, or spirit.
- Techniques that create defining moments in the round are given high value.
DOMINANCE
Dominance occurs when one competitor forces the opponent to continually defend without offering counterattacks or reactions.
Dominance in grappling is displayed by:
- Taking dominant positions and using them to attempt fight-ending submissions or attacks.
- Maintaining overwhelming positional control while consistently pressuring the opponent into a defensive state.
Simply holding dominant positions without utilizing them for effective offense is not the primary factor in assessing dominance.
DURATION
- Duration is defined as the time one competitor spends effectively attacking, controlling, and impacting their opponent.
- Judges assess Duration by observing periods where one competitor maintains full control of effective offense while the opponent provides little to no offensive output.
- Duration is evaluated both in standing and grounded phases.
2.5. If both athletes are stalling and not pursuing positional progress in a match, the referee reserves the right to restart the contest from a standing
2.6. Matches will be officiated under the latest version of the AJP Rules but without utilizing its traditional point system.
3. ROUND SCORING
3.1. Grappling is an Offense-Based Sport
- No points are awarded for defensive maneuvers.
- Judges will score the match using the 10-Point Must System, where one athlete always receives 10 points, and the opponent receives a lower score based on performance.
3.2. Scoring Criteria
10-10 Round (Extremely Rare)
- Both competitors show equal skill, output, and effectiveness throughout the round.
- No significant advantage is gained by either athlete.
- A 10-10 score should only be given in exceptional cases, such as incomplete rounds.
10-9 Round (Close Round)
- One competitor wins the round by a small margin.
- This could be due to slightly superior technique or more effective grappling.
- Even a single successful technique may be enough to secure a 10-9 score.
- This is the most common score in grappling matches.
10-8 Round (Dominant Round)
- One competitor wins the round by a large margin but does not necessarily dominate the entire round.
- A 10-8 score must be given when a competitor:Shows clear dominance for a prolonged period.Uses effective grappling maneuvers to significantly reduce their opponent’s ability to fight back.Even without submissions or match-ending techniques, sustained dominance justifies a 10-8 score.
- Shows clear dominance for a prolonged period.
- Uses effective grappling maneuvers to significantly reduce their opponent’s ability to fight back.
- Even without submissions or match-ending techniques, sustained dominance justifies a 10-8 score.
10-7 Round (Overwhelming Domination)
- A competitor completely overpowers their opponent, making match stoppage likely.
- Judges must give a 10-7 score when both conditions are met:Overwhelming dominance throughout the round.Multiple impactful grappling maneuvers that significantly damage or disable the opponent’s ability to compete.
- Overwhelming dominance throughout the round.
- Multiple impactful grappling maneuvers that significantly damage or disable the opponent’s ability to compete.
- A 10-7 score is rare but applies in cases of extreme one-sided performance.
3.3. Scoring for Incomplete Matches
- If the referee issues a penalty, the deducted points will be applied to the final score of the match.
- This ensures fairness in cases where infractions impact the outcome.
4. METHODS OF VICTORY
4.1. SUBMISSION (SUB)
Victory by submission is achieved when:
- Physical Tap-Out: The athlete taps with their hand to indicate they no longer wish to continue.
- Verbal Tap-Out: The athlete verbally announces to the referee that they do not wish to continue or makes audible sounds (such as screams) indicating pain or discomfort.
- The referee stops the contest due to injury or unconsciousness caused by a submission hold.
4.2. JUDGES' DECISION
If the fight is not concluded by submission or disqualification after the official match time has expired, the winner is determined by the judges' scorecards.
4.2.1. Scoring Outcome with a Single Judge
- The sole judge will present their final decision based on the scoring criteria.
- In a fight with only one round, a 10-10 score is not allowed. Judges must determine a clear winner, and no round can be scored evenly.
4.2.2. Scoring Outcomes with Three Judges
To ensure a clear winner in every match, draws are not permitted in AJP Grappling competitions. If a match is not concluded by submission or disqualification, the following scoring outcomes apply:
- Unanimous Decision: All three judges score the contest for the same athlete.
- Majority Decision: Two judges score the contest for one athlete, and the third judge scores it as a draw.
- Split Decision: Two judges score the contest for one athlete, and the third judge scores it for the opponent.
Tiebreaker System – Referee's Final Decision
If the judges' scores result in a draw situation, the referee will make the final decision, determining the winner based on overall effectiveness, control, and offensive intent demonstrated during the match.
This ensures that every match has a definitive winner while maintaining fairness and competitive integrity.
4.3. DISQUALIFICATION (DQ)
A match ends in disqualification when:
- An athlete commits a foul that results in the referee stopping the contest.
4.4. NO DECISION / WITHDRAW / WALKOVER
4.4.1. Withdraw
A athlete may forfeit the match before it begins due to injury or inability to compete.
4.4.2. No Decision
- If both athletes consistently break the rules or if a athlete is unintentionally injured due to an illegal action, the referee may declare the match a No Contest.
5. FOULS
In AJP Grappling, fouls are defined actions or behaviors that violate the rules of competition. Committing a foul may result in penalties, including point deductions, disqualification, or termination of the bout.
Note: Scoring the FOUL results in a point being deducted by the official scorekeeper from the offending athlete’s score.
5.1. DANGEROUS CONDUCT
1. Butting with the head: Using the head as a striking instrument is prohibited.
2. Eye gouging of any kind: Includes gouging by fingers, chin, elbow, or other body parts.
3. Biting or spitting at an opponent: Biting is illegal; spitting is unsportsmanlike.
4. Fish hooking: Using fingers to attack an opponent’s mouth, nose, or ears by pulling or stretching skin.
5. Hair pulling: Controlling or using an opponent's hair in any way is prohibited.
5.2. DANGEROUS TECHNIQUES
6. Fingers outstretched toward the face/eyes: Reaching with open hands and fingers pointed at an opponent's face is unsafe.
7. Groin attacks: Any striking, grabbing, pinching, or twisting of the groin is prohibited.
8. Small joint manipulation: Only large joints may be targeted. Manipulation of fingers or toes is illegal.
9. Throwing an opponent out of the fighting area: Deliberate throws out of bounds are prohibited.
5.3. UNSPORTSMANLIKE CONDUCT
10. Clawing, pinching, twisting the flesh: Actions targeting the skin for pain are illegal.
11. Timidity: Avoiding contact, faking injuries, or stalling the match is prohibited.
12. Use of abusive language: Racially or derogatory remarks are forbidden.
13. Flagrant disregard of the referee’s instructions: Not following the referee’s guidance may lead to penalties.
14. Unsportsmanlike conduct causing injury: Intentional harm or disrespectful behavior during the match is forbidden.
5.4. ACTIONS AFTER A MATCH IS HALTED
15. Attacking after the bell: Offensive actions after the round ends are illegal.
16. Attacking during a break: Engaging during a timeout or referee break is prohibited.
17. Attacking an incapacitated opponent: Offense against an opponent under the referee's care is not allowed.
5.5. CORNER INTERFERENCE
18. Interference from a athlete’s corner: Actions aimed at disrupting the match or gaining unfair advantages are prohibited.
5.6. ADDITIONAL RULES AND GUIDELINES
19. Referee is the sole arbiter of fouls: Judges cannot independently assess fouls (as outlined in Rule 1.7).
20. Foul Assesment and Penalties:
- The referee stops the match, checks the condition of the fouled athlete, and announces the foul.
- Points are deducted, and all officials are notified.
21. Continuation After a Foul by the Bottom Athlete
- Unless the top athlete is injured, the match continues, preserving the top athlete’s superior position.
- The bottom athlete receives a verbal warning.
22. No slippery substances: Athletes may not apply grease, balms, oils, or excessive water to their body or hair
23. Severe fouls: The referee may terminate the bout for a flagrant foul, resulting in disqualification.

6. MEDICAL TIME, INJURY, AND ACCIDENTS
6.1. LOW BLOW RECOVERY
- A athletet struck by a low blow is allowed up to five minutes to recover, provided the matside doctor deems the athlete potentially able to continue.
- If the athlete indicates readiness to continue before the five-minute recovery period expires, the referee shall restart the match as soon as practical.
- If the five-minute time allotment is exceeded, the fight cannot be restarted, and the contest must end, with the outcome determined based on the round and time of the stoppage.
6.2. ACCIDENTAL FOULS
- If a match is stopped due to an accidental foul, the referee must determine whether the fouled athlete can continue.
- If the fouled athlete's chance of winning has not been significantly jeopardized by the foul, and the foul did not involve a concussive impact to the head, the referee may allow the match to continue.
- A recuperative interval of up to five minutes may be granted.
- Upon separating the athletes, the referee must inform the Commission’s representative that the foul was deemed accidental.
6.3. ILLEGAL BLOWS
- If a athlete is fouled by a blow the referee deems illegal, the referee must stop the match and call for time.
- The injured athlete may be evaluated by the ringside doctor to assess their ability to continue.
- The ringside doctor has up to five minutes to make their determination.
- If the doctor clears the athlete to continue, the referee must restart the match as soon as practical.
- Unlike the low blow rule, the athlete does not have five minutes to use at their discretion.
6.4. RINGSIDE PHYSICIAN EXAMINATIONS
- If the referee stops the match and engages the ringside doctor, the doctor’s examination must not exceed five minutes.
- If the examination exceeds five minutes, the contest cannot be restarted, and the match must end.
7. AGE GROUP, WEIGHT CATEGORIES AND MATCH DURATION

NOTE 1: WEIGHT CATEGORIES: AJP reserves the right to introduce additional weight categories for special events, including, but not limited to, the World Championship.
NOTE 2: MATCH DURATION: For selected competitions, AJP reserves the right to implement a 3x3 minute round format for finals or other designated matches.
AJP Grappling competitions classify athletes based on experience levels rather than belt divisions to ensure fairness and inclusivity.
8. EXPERIENCE CATEGORIES
U6/U8/U10/U12/14/U16
- All athletes compete in the same category without experience-based divisions.
- NOTE: For selected competitions, AJP reserves the right to implement experience categories for youth categories.
U18/(18+)/Masters (35+)
- Amateurs (up to 4 years of training): White and blue belt in Jiu-Jitsu or athletes from other grappling martial arts with equivalent experience.
- Professionals (4+ years of training): Purple, brown, and black belt in Jiu-Jitsu or athletes from other grappling martial arts with equivalent experience.
9. AJP GRAPPLING UNIFORM RULES
9.1. COLOR DOMINANCE
- The uniform (rash guard and shorts/spats) must be at least 3/4 white or 3/4 black.
- The remaining 1/4 can include minimal logos, branding, or accents in another color.
9.2. RASH GUARD (TOP)
- Must be predominantly white or black (minimum 3/4 of the surface area).
- Small accent colors or logos are permitted but must not dominate the design.
- Sleeve Options: Rash guards can be short-sleeved or long-sleeved, provided they meet the color dominance requirements.
9.3. SHORTS/SPATS (BOTTOM)
- Must also be white or black (minimum 3/4 of the surface area).
- Shorts must be above the knee and have no zippers, pockets, or other potentially unsafe elements.
- Spats can be worn under shorts if they match the dominant color.
9.4. UNIFORM CONSISTENCY
- The entire uniform (top and bottom) must follow one dominant color scheme:3/4 white OR 3/4 black.Mixing dominant colors (e.g., 3/4 white top with 3/4 black bottom) is not allowed.
- 3/4 white OR 3/4 black.
- Mixing dominant colors (e.g., 3/4 white top with 3/4 black bottom) is not allowed.
9.5. LOGOS AND BRANDING
- Logos, sponsor names, and designs must remain within the 1/4 accent area.
- Branding must not disrupt the clean, dominant white or black theme.
9.6. COMPLIANCE AND ENFORCEMENT
- Athletes will be checked during weigh-ins or pre-match inspections for uniform compliance.
- Non-compliant uniforms will result in disqualification or a mandatory change before competing.
9.7. ADDITIONAL REQUIREMENT FOR HIGH-LEVEL COMPETITIONS
(Applicable to Worlds, Grand Prix, and Continental Championships)
- Each athlete must have two uniform sets: One black and one white uniform
- Match Assignment:
- The first athlete on the scoreboard must wear the black uniform.
- The second athlete on the scoreboard must wear the white uniform.