Competition Rules
Quick Introduction
Different rulesets dramatically change how you approach matches — what techniques are legal, when to attack versus defend, and how to maximize scoring. Understanding competition rules is critical for strategic success.
IBJJF Rules
Point Values
Scoring positions must be held for 3 seconds to count.
| Position | Points |
|---|---|
| Takedown | 2 |
| Sweep | 2 |
| Knee on Belly | 2 |
| Guard Pass | 3 |
| Mount | 4 |
| Back Control (two hooks) | 4 |
Advantages are tiebreakers (not points) — awarded for near-submissions, almost-scored positions, or clear offensive actions.
Penalties are progressive: warning → advantage to opponent → 2 points to opponent → disqualification. Most common penalty is stalling.
Time Limits
| Belt | Gi Time |
|---|---|
| White | 5 min |
| Blue | 6 min |
| Purple | 7 min |
| Brown | 8 min |
| Black | 10 min |
Belt-Specific Technique Legality
| Technique | White | Blue | Purple | Brown/Black |
|---|---|---|---|---|
| Straight ankle lock | Yes | Yes | Yes | Yes |
| Wrist lock | No | No | Yes | Yes |
| Kneebar/Toe hold | No | Adults | Yes | Yes |
| Calf slicer | No | No | No | Yes |
| Heel hook (gi) | No | No | No | No |
| Heel hook (no-gi) | No | No | No | Yes |
IBJJF Strategic Considerations
- Opening: First takedown/sweep = 2 points + psychological advantage. Guard pull is valid (0-0).
- Point path: Takedown (2) → Pass (3) → Mount (4) = 9 points (nearly insurmountable)
- When ahead: Maintain position, avoid risky submissions, run clock
- When behind: Take submission risks, force scrambles
ADCC Rules
Format
Two-phase match:
- First half (5 min): No points, submission only
- Second half (5 min): Points activated
- Overtime (20 min): Sudden death, submission only
Guard pull penalty: -1 point in second half only (discourages passive guard pulling; no penalty in first half).
Point Values (second half only)
| Position | Points |
|---|---|
| Takedown | 2 |
| Sweep | 2 |
| Mount | 2 |
| Guard Pass | 3 |
| Back Control | 3 |
No knee-on-belly points. Heel hooks legal at all levels (no-gi). Fewer technique restrictions overall.
ADCC Strategic Considerations
- First half: Maximum submission aggression, no position cost for risky attempts
- Second half: Point accumulation matters — pass (3) + back (3) = 6 points
- Guard pull: Accept -1 if it gets you to your A-game, but calculate whether your guard is worth the deficit
Submission-Only Formats
Core principle: No points, no advantages. Win by submission or draw.
EBI overtime: Alternating position starts (spiderweb/back control). Fastest submission or escape wins. Must be proficient from both offense and defense.
Strategic impact: Position advancement only matters for submission setup. Stalling is referee discretion. Submission defense becomes as critical as offense.
Common Rules Misconceptions
| Myth | Reality |
|---|---|
| Advantages are points | Only matter as tiebreaker |
| All takedowns score | Must establish top position in guard or better |
| Can't pull guard in ADCC | You can, but it's -1 point |
| Submission-only means no strategy | Still requires strategic submission hunting |
Next Steps
- Game Planning - Build rule-appropriate game plans
- Competition Strategy - Overall strategic framework
- Rule Bias - Sport vs. realistic training
Related Resources
- Skill Progression - Belt-level development
- Submissions - Finishing techniques
- Standing Game - Takedowns and guard pulls