INTRODUCTION TO
THE SPORT
“ARNIS”
LEGAL BASIS OF
ARNIS
Arnis was declared and
approved as the
Philippines National
Martial Arts and Sports
on December 11,2009,
after President Gloria
Macapagal Arroyo signed
the Republic Act no.
9850, an act declaring
Arnis as the national
martial arts and sports in
the Philippines.
LEGAL BASIS OF
ARNIS
This is the policy of the state
to inculcate patriotism,
nationalism and appreciation
of the role of national heroes
and symbols in the historical
development of the country.
Furthermore, the State must
give priority to education,
science and technology, arts
and culture, and sports to
foster patriotism and
nationalism, accelerate social
progress, and promote total
liberation and development
(RA 9850,section 1).
HISTORY AND DEVELOPMENT
Arnis is defined as Eskrima, Kali, Garrote and other names in
various regional languages, such as Panandata in Tagalog;
Pagkalikali, Ibanag; Kabaroan and Kalinguran,
Pangasinan; Kalirdman, Bisaya; Didja, Ilokano,
is an indigenous Filipino martial and sports
characterized by the used of swinging and twirling
movements, accompanied by striking, thrusting and
parrying the use of one (1) or two (2) stick or
any similar implements or with bare hands and feet also
used for the same principles as that with the cane
(RA 9850,section 2).
HISTORY AND DEVELOPMENT
Arnis, as a martial arts, was spawned in Philippine soil.
It was known as an ancient Philippines as Kali, an
ancient Malayan word which means implies a large
bladed weapon longer than a knife.
This art was practiced primarily for self-defense by the
the pre-Spanish Filipinos who are noted for their
friendly nature and legendary hospitality.
HISTORY AND DEVELOPMENT
The glorious lives of Filipino heroes are linked with the
awesome power of the martial art of Arnis. They
triumpanthly waged their heroic battles for freedom
and liberty as a testimony of the power and effective of
Arnis. Their successful stand against their superiorly
armed adversaries mortal combat in the arena of battle
is now held in immortal inviolability by history.
HISTORY AND DEVELOPMENT
As a fighting arts, Arnis has three forms of play:
1. Espada y daga (sword and dagger) in which a
long wooden sword and a short wooden
dagger is used.
2. Solo baston (single stick) in which a single
muton or baston (wooden stick or rattan cane
hardened by drying or heating) is used.
3. Sinawali (crisscross fashion) a native term
applied because the intricate movements of
two muton resemble the weave of a sawali,
the bamboo splits weave pattern used in
walling and matting.
HISTORY AND DEVELOPMENT
Three Traditional Training Method
1. Muestration or Pandalag – which teaches the artistic
execution of the swinging movements and stroking
offense and defense in repetitive drills
2. Sangga or Patama or SombraTabak – wherein
striking, thrusting, and parrying in a prearranged
manner is taught.
3. Larga Muton or Labanang Totohanan – in which two
trainees engage in a free practice trying outmaneuver
each other using their skills.
REMY PRESAS
• Modern Arnis is the system of a
Filipino fighting arts founded by
Remy Presas (Father of
modern Arnis) as a self-defense
system.
• His goal was to create an injury-
free training method as well as
an effective self-defense system
in order to preserve the old
Arnis system.
• Was born on December 19,
1936
RULES AND REGULATION
Rules provide an agreement of understanding to
competition. In sports, rules define what is
allowed or not allowed to occur during situations
on and off the court. Rules govern anything from
wearing proper uniforms, on how to keep score
during games of different levels of competition.
The rules of game apply to players, coaches, and
officials and vary among different sports and age
groups.
(sportsrec.com)
Arnis have different Styles of Event:
1. Full Contact Events
Full Contact Individual (Labanan
Isahan)
Full Contact Team (Labanan
Kampihan)
Full Contact Sword and Dagger
(Labanan Espada y Daga) this is
for a demonstration events
2. Anyo (Form) Event
Individual Events
Team Events
Full-Contact Event (individual)
• A match for individual full contact event must have a
maximum of two (2) rounds, rounds will last for two (2)
minutes.
• Players shall have maximum of five (5) fouls and two (2)
disarming violation of the entire duration of the match.
• Points scored, foul/s and disarming accumulated by the
players on the 1st round shall be carried over on the 2nd
round.
• There shall be no limitation on the score to be acquired
by each player.
• If in case the score difference reaches 8 points in the 1st
or in cases that reaches the 2nd round, there shall be a
decleration of technical knock-out and player with the 8
points advantage shall be declared as a winner of the
match.
• If at the end of the match the score, fouls and disarming
of the opposing players are identical, the winner will be
decided upon consultation of the judges.
Full-Contact Event (team)
• A match for the team full-contact event shall have a maximum of 5
rounds. Each round will last for 1.5 minutes.
• Players will be designated per round/entry specifically 1st, 2nd , 3rd , 4th and
5th player designation shall mean the round each will play in respectively.
• A team may still play in the team full-contact even with just 4 members
but shall mean 1 automatic loss for the said team.
• Changing order of player designation will not be allowed once the official
up is submitted and called to play.
• Player on each round shall have a maximum of two (2) fouls and one (1)
disarming violation and shall mean a loss.
• There shall be no limitation on the score to be acquired by each player.
• If in case the score difference on the specific round reaches 8 points the
player with the inferior score shall be declared technical knock-out and
shall lose the round to his opponent who has an eight (8) point average.
• If at the end of the round the scores and fouls of the two opposing
players are identical, the winner will be decided upon consultation of the
judges considering the criteria in declaring a winner.
• The team that wins three out of five round will be declared the winner of
the match.
Full-Contact Event Sword and Dagger
(demo event)
• A match for the full-contact sword and dagger event shall have maximum of
2 rounds. Each round will last 1 minute and 30 seconds to be played on 6x6
meters playing area.
• To score a point , player must strike his opponent using the pladed stick
delivered to body points A, B, C, D or E then immediately followed by a
thrust or slush using the padded dagger delivered to body points A, B, C, D,
or E on a close quarter distance. Strike + thrust/ slash = 1 point.
• Players shall have a maximum of 5 fouls and 2 disarming violation on the
entire duration of the match.
• Disarming shall be considered on either of the weapons used by the
players.
• Score, foul and disarming committed by the players on the 1st round shall
carried over to the 2nd round.
• There shall be no limitation the score to be acquired by the player.
• If in case the score difference reaches 8 points in the 1st or in the 2nd round,
the player with the inferior shall be declared technical knock-outs and shall
lose the match to his opponent who has 8 points advantage.
• If at the end of the match the scores, fouls, and disarming of the opposing
players are identical, the winner will be decided upon consultation of the
judges.
Arnis Anyo (Form) Event
Arnis Anyo (form) event is a demonstration of artistic,
choreographed, pre-arranged sets of movements, offensive and
defensive techniques using sticks, wooden replica of a bladed
weapon or metallic unleaded replica of a weapon.
ANYO (FORM) EVENT
a. There will be no round of Anyo performance , wherein the
participants are awarded points by the judges based on coordination,
synchronization and artistic execution of movements. Poise and
posture, costume, musical accompaniment, degree of difficulty,
creativity, bearing and stage presence.
b. Each performance shall have a minimum time limit of one (1)
minute and maximum time limit of two (2) minutes.
ANYO COMPOSITION OF PARTICIPANTS/PLAYERS
• A team may consist of a maximum total of twenty four (24)
players, composed of twelve (12) male players and twelve
(12) female players, one coach, one trainer, one medical
doctor and two officiating judges licensed by i-Arnis.
CATEGORIES OF EVENTS FOR ANYO
Individual Event
• A team may field in one (1) player per category. Only
players listed in the entry form may participate in the
competition
Single Weapon Category
Double Weapon Category
Sword and Dagger Category
Team Event (Synchronized Anyo)
• A team shall composed of three (3) performance per
category. Only players listed in the entry form shall
participate in the competition.
Single Weapon Category
Double Weapon Category
Sword and Dagger Category
DIVISION OF EVENTS
• Men and Womens’ Division (18 yrs. old and above)
• Boys’ and Girls’ Division (12-17 yrs. Old)
• Childrens Division (7-11 yrs. Old)
COMPETITION AREA (DIMENSIONS)
• The playing area is a square measuring 10x10 meters with
one meter minimum free zone around it, and a clear space
without any obstruction up to a height not less than 5
meters from the playing surface.
EQUIPMENT (WEAPON)
Players are required to use any of the following options:
• Wooden stick
- The wooden stick shall measure not less than 60 cm. and
not more than 90 cm. in length with a diameter of not less
than 1-3 cm. and not more than 3.8 cm. it must not have
sharp edges and pointed ends.
• Wooden replica of a bladed weapon
- The wooden replica shall measure not less than 60 cm. and
not more than 90 cm. in full length and should be Ethnic
Asian in original. It must not have sharp or pointed ends.
EQUIPMENT (WEAPON)
• Metallic Blunt Replica of a bladed Weapon
- The metallic replica shall measure not less than 60 cm. and not more
than 90 cm. in full length and should be Ethnic Asian in original. It must
not have sharp or pointed ends.
• Wooden Replica of a Dagger or Knife
- The wooden replica shall measure not more than 60 cm. in full length
and should be Ethnic Asian in original. It must not have sharp or pointed
ends.
DISQUALIFICATION
• Any disruptive action or behavior of the player of his teammate and
coach which break the spirit of the sportsmanship shall mean a
disqualification of the player involved.
FORFEITURE
• Decision based on forfeiture should be forwarded to the technical
committee. The performer/team who forfeits the game
automatically loss that particular event.
DEFAULT
• A player who does not appear at the officials’ table after three (3)
consecutive calls shall automatically default the game. The referee
shall make decision upon confirmation by the technical committee
FACILITIES
AND
EQUIPMENTS
THE FACILITIES AND EQUIPMENT
PLAYING AREA – is a square measuring 8.0 meters with a two (2)
meters minimum free zone around it, and a clear space without any
obstruction up to height of not less than 5 meters from the playing
surface.
• Lines of the Playing Area- all lines of the playing surface are 5.08
cm. (2 inches) and must be different color from that of the floor and
other lines previously drawn for other purposes.
• Boundary Lines- four lines mark the boundary of the playing area.
The free zone distance measuring 2.0 meters are drawn outside of
the playing area.
• Match Line- two lines of 1.0 meter long and 2.0 meters apart mark
the horizontal match line. The horizontal match line are drawn 3
meters from the boundary lines that run perpendicularly to the
officials table, and 3.5 meters from the boundary line that run
parallel to the officials table.
Balabat, Crisza C.
Baba, Mary Roze Anne
Thank you for listening
And
God Bless!