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Pennsylvania Martial Arts Alliance

Pennsylvania Martial Arts AlliancePennsylvania Martial Arts AlliancePennsylvania Martial Arts Alliance
Home
Schedule
Tournaments
  • Warriors United Circuit
  • Dragon's Way Circuit
  • The Fall Brawl
  • LukeFest
Reviews
  • Google Reviews
  • Facebook Reviews
Fall Brawl of Fame
More
  • Home
  • Schedule
  • Tournaments
    • Warriors United Circuit
    • Dragon's Way Circuit
    • The Fall Brawl
    • LukeFest
  • Reviews
    • Google Reviews
    • Facebook Reviews
  • Fall Brawl of Fame

  • Home
  • Schedule
  • Tournaments
    • Warriors United Circuit
    • Dragon's Way Circuit
    • The Fall Brawl
    • LukeFest
  • Reviews
    • Google Reviews
    • Facebook Reviews
  • Fall Brawl of Fame
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Fall Brawl 2026

The Pennsylvania Martial Arts Alliance proudly presents our 15th annual martial arts tournament. We can't wait to see everyone test their might this September in Tyrone!

Tournament Info

Download the Pre-Registration form to print and send in with payment, submit via email to pmaakarate@gmail.com, or print the 3 documents together and distribute the full Fall Brawl Packet at your dojo. Request a delivery of flyers and forms by calling or texting Master Steve at 814.932.5321. 

*Info Flyer is laid out for 11"x17" paper but will print on 8.5"x11" if you adjust your print settings. Individual 4-page layout is posted on the Fall Brawl 2026 Facebook page.

Fall Brawl 2026 Info Flyer (pdf)

Download

What's New in 2026 (pdf)

Download

Pre-Registration Form (pdf)

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become a sponsor

Support a popular local event that draws hundreds of competitors and spectators over two days of camaraderie and competition in the martial arts.

Files coming soon.

Tournament Rules

Uniform

All competitors must wear a martial arts uniform in keeping with the style or uniform of their school. Training shoes may be worn in kata/forms competition if they do not damage or mark the competition floor.

Kata/Forms: Traditional or Open/Extreme

Once a division has been staged, there will be no further entries. 

If a Kyu/under-belt competitor forgets their kata, they may ask to start again, but will incur a 0.10 deduction from their total score. They may only do this once. Black Belts may not redo their kata. 

A competitor must perform their kata to be eligible to place in the division, even if there is only one competitor for said division.

Any traditional or nontraditional kata will be allowed. If performing a nontraditional kata, please consider entering the Open/Extreme division.

Scoring  

Scoring Ranges:

Beginner & Novice: 6-7, Intermediate: 7–8, Advanced: 8-9, Black Belt: 9-10. Use one whole number and one decimal place, i.e.: 6.8; average score for a Novice would be 6.5

Judges will add or deduct points from the average based on the following criteria:

Power, balance, focus, concentration, control, execution and presentation or appearance. 

At no time should there be two or more judges from the same school on a panel.

In the event of a tie for any of the top three places, the tied competitors need not run again. Divisions can end in a tie.


Choose Open/Extreme if: your form features gymnastic, highly athletic moves, or variations from traditional formats.

Choose Traditional if: your form strictly adheres to traditional curricula, focuses on solid stances, power, and precise strikes.   

Team Forms

Weapons: Traditional or Open/Extreme

Once a division has been staged, there will be no further entries. 

Teams will be comprised of 2-4 competitors. If a competitor forgets their kata, they may ask to start again, but the team will incur a 0.10 deduction from their total score. The team may only do this once.

A team must perform their kata to be eligible to place in the division, even if there is only one team for said division. Any traditional or nontraditional kata will be allowed.

Scoring  

Judges will add or deduct points from the score based on the following criteria:

Power, balance, focus, concentration, control, technical precision, timing, and the unified execution of a team's martial arts discipline. 

At no time should there be two or more judges from the same school on a panel.

In the event of a tie for any of the top three places, the tied competitors need not run again. Divisions can end in a tie.   

Weapons: Traditional or Open/Extreme

Weapons: Traditional or Open/Extreme

Weapons: Traditional or Open/Extreme

Once a division has been staged, there will be no further entries. 

If a Kyu/under-belt competitor forgets their weapons kata, they may ask to start again, but will incur a 0.10 deduction from their total score. They may only do this once. Black Belts may not redo their weapons kata. 

A competitor must perform their weapons kata to be eligible to place in the division, even if there is only one competitor for said division.

Any traditional or nontraditional weapon kata will be allowed in Kyu/under-belt ranks.

Scoring  

Scoring Ranges:

Beginner & Novice: 6-7, Intermediate: 7–8, Advanced: 8-9, Black Belt: 9-10. Use one whole number and one decimal place, i.e.: 6.8; average score for a Novice would be 6.5

Judges will add or deduct points from the average based on the following criteria:

Power, balance, focus, concentration, control, execution and presentation or appearance. 

At no time should there be two or more judges from the same school on a panel.

In the event of a tie for any of the top three places, the tied competitors need not run again. Divisions can end in a tie.

If a competitor is using an edged weapon, the center judge MUST examine it to check the blade to see if it is sharp for ring safety.

Any competitor who causes damage or injury with their weapon will be immediately disqualified.


Choose Open/Extreme if: your form features gymnastic, highly athletic moves, weapons releases, or variations from traditional formats.

Choose Traditional if: your form strictly adheres to classical mechanics of a weapon, focuses on solid stances, power, and precise strikes.

Breaking: Traditional or Smash

Weapons: Traditional or Open/Extreme

Breaking: Traditional or Smash

Traditional Breaking Rules

  1. No minimum boards or breaks required. Competitors with higher board count may be moved into Smash Breaking division if total number of boards meets Smash board range requirements. See below for details.
  2. Competitor has 2 attempts to break his/her boards.
  3. Scoring:
    1. 1st Consideration In Scoring – Completion Of The Break
    2. 2nd Consideration In Scoring – Degree Of Difficulty
    3. 3rd Consideration In Scoring – Number of Breaks, Number of Boards in Breaks, Appearance, Showmanship, Enthusiasm, Martial Arts Spirit
  4. Competitors must purchase boards on site to ensure fairness and sameness of material. 
  5. Thickness will be determined by age. Amount of breaks and boards determined by Competitor. 

Breaking Board Sizes

Ages 4-8: 3/8" Thickness

Ages 9-12: 1/2" Thickness

Ages 13+: 3/4" Thickness


Smash Breaking Rules:

This format is designed for advanced competitors. Judges do not do not give subjective performance scores; scoring is based exclusively on number of boards broken and attempts taken.

  1. Competitors may set up to six breaking stations, within the total board range allowed for their age, as outlined in the official smash breaking chart.
  2. Each attempt results in a -1 point deduction from the competitor's score.
  3. Each station may be attempted up to three times.
  4. If all boards are not broken after three attempts at a station, the competitor will receive a penalty of -4 or -1 point for each unbroken board remaining, whichever is greater.
  5. Competitors who break all boards on the first attempt at each station will receive a +3 point bonus to their final score.
  6. Once the division begins, a competitor's number of boards may not be adjusted.

Smash Breaking Board Requirements

Age 4-6: 3/8" thick, 7-12 boards

Age 7-8: 3/8" thick, 8-14 boards

Age 9-10: 1/2" thick, 9-16 boards

Age 11-12: 1/2" thick, 10-18 boards

Age 13-14: 3/4" thick, 11-20 boards

Age 15-17: 3/4" thick, 12-22 boards

Age 18 & up: 3/4" thick, 13-24 boards

Power Breaking (Friday Night)

Weapons: Traditional or Open/Extreme

Breaking: Traditional or Smash

All competitors will attempt one downward break of multiple boards setup with spacers on provided supports (breaking chairs).

  1. Quantity and thickness of boards will be determined by the competitor's age. (See: Breaking Board Sizes under Breaking Rules for board thickness based on age.)
  2. Competitor will have two attempts to break all boards as setup using a downward technique (kick or strike).
  3. All boards broken on the first attempt will be worth two points. All boards broken on the second attempt will be worth one point. Boards that crack or partially split but are not broken cleanly into at least two separate pieces by the competitor's first or second attempt will not earn points.
  4. There may be (and often are) tied scores in this event. This is acceptable and will not impact scoring results. Award each competitor the place they earned based on their performance, i.e.: Three of four competitors in a division break all their boards on the first attempt, the fourth competitor breaks all boards in two attempts. This results in three 1st places and one 2nd place.

Sumo (Friday Night)

Jump High Snap Kick (Friday Night)

Jump High Snap Kick (Friday Night)

Mouthpieces and headgear are recommended for this event. 

  1. Competitors will be matched up using the bye system and brackets, as in point sparring. 
  2. The goal of this event is to manipulate your opponent's movements/momentum and either cause them to step out of the ring or fall onto the mat. Hands and feet may make contact with the mat, but if any other body part touches the mat, your opponent scores a point. If you touch the floor in any way outside the parameters of the ring, your opponent scores a point.
  3. The first fighter to score three points wins.
  4. No kicks or strikes are permitted in sumo. This event uses pushing, pulling, and takedowns to control your opponent's movement and score points.
  5. Competitors who use kicks, strikes, or otherwise demonstrate a lack of control or willful disregard for their opponent's safety will be given one warning. If behavior continues, a second warning will be issued with penalty point given to the opponent. A third instance will result in disqualification. 

Jump High Snap Kick (Friday Night)

Jump High Snap Kick (Friday Night)

Jump High Snap Kick (Friday Night)

Man performing jump high snap kick outdoors

  1. Competitors are judged on height and correct form for best/highest jump high snap (front) kick.
  2. Competitors are randomly lined up in ring for event where they will perform their jump kicks. Judge will begin by holding a target at the same height for all competitors as they move through the line, performing the jump high snap kick. To progress to the next round, competitor must make contact with the target using the ball or top of while jumping. If other foot is in contact with the ground or if kicking foot misses the target, the competitor is disqualified and sits down at the side of the ring.
  3. Competitors will sit in the order they were disqualified in to keep them in finishing place order at the end of the event. 
  4. Rounds will continue, with the target getting progressively higher (approx 1"-2") each round, until all competitors are disqualified. 
  5. Final competitor to be disqualified takes 1st place, next to last takes 2nd place, and so on.
  6. No gear is worn for this event.

Flying Side Kick (Friday Night)

Jump High Snap Kick (Friday Night)

Flying Side Kick (Friday Night)

  1. Competitors are judged on height, distance, and correct form for best/highest flying side kick.
  2. Competitors are randomly lined up in ring for event where they will perform their kicks. Judge will begin by marking a take-off point and holding a target at the same height and distance for all competitors as they move through the line, performing the flying side kick. To progress to the next round, competitor must make contact with the target using the side of the foot while jumping. If other foot is in contact with the ground or if kicking foot misses the target, the competitor is disqualified and sits down at the side of the ring.
  3. Competitors will sit in the order they were disqualified in to keep them in finishing place order at the end of the event. 
  4. Rounds will continue, with the target getting progressively higher (approx 1"-2") and farther from the take-off point each round, until all competitors are disqualified. 
  5. Final competitor to be disqualified takes 1st place, next to last takes 2nd place, and so on.
  6. No gear is worn for this event.

Kumite/Point Sparring

Kumite/Point Sparring

Flying Side Kick (Friday Night)

 1. Safety equipment is required in all divisions. Approved soft foam head gear, foot and hand gear, mouthpiece and groin cup (males only) are required. Boots are approved safety equipment. Recommended equipment – soft shin pads and rib guards. Hand pads must cover the wrists and fingers in one single piece. Any equipment with excessive tape, or deemed unfit by the center referee shall not be used.

2. No two officials in the same ring from the same school should judge.
3. Jewelry or other objects that may endanger a competitor may not be worn. Medical ID tags may be worn.
5. All timed matches will be two minutes running time. Time will only be stopped by the center referee for medical, protests or gear related issues. .
6. All scoring techniques will receive one (1) point punching or kicking

7. 1 Point Kumite Matches are 1 pts in duration. First point that all judges agree on is victorious. 

In regular Kumite Matches are 3 points. The competitor to reach 3 first or the competitor with most points at the end of 2 minutes wins.
8. If there is a tie when time is called a ‘sudden victory’ overtime will determine the winner. 

The first competitor to score a point wins.
9. To score a point, techniques must be focused, snapped, controlled and with proper balance. Open hand back fists will not score. Slapping techniques or boxing and street type punches to the head or body will not be scored and can be penalized if depending on severity.
10. JUDGE/REFEREE CALLS Regular kumite 2 of 3 judges must call a point, in 1 point kumite it has to be 3 of 3. 

NO SEE – Hand in front of eyes 

NO POINT – Cross arms 

CLASH – Put both fists together 

POINT – Point to the person getting point 

PENALTY POINT – Deduct a point 

CONTACT POINT – Fist in hand pointing towards person who was hit 

EXCESSIVE CONTACT – Fist in hand pointing towards person who was hit while circling your hand.
11. If a corner judge mistakenly makes the wrong call he may retract his call but not make another call prior to the match beginning again. If he makes a late call their point call should not be counted. Judges, make calls in a timely minor.
12. TARGET AREAS 

Face is a target for points but NO contact to the face is allowed in all Kids and Adult Novice and Intermediate Divisions.

Light face contact is allowed in Adult Advanced and Black Belt Divisions.

Any part of the head gear is a point with Light contact. Face shield is considered part of the head gear so light contact to the face shield is a legal strike. 

Chest, rib cage, abdominal area, kidney – Light to moderate contact should be made to score. 

GROIN IS NOT A TARGET.

- No strikes to neck, groin, back, spine, knees, or shins.
- No throws/wrestling, takedowns, sweeping, biting, headlocks holding, head butting, elbow or knee strikes.
- No sweeps to back leg

13. The center referee may call a penalty point for rules infractions without verification from the corner judge’s. i.e.: Out of Bounds Rule or Contact Rule but if he says CALL and request for corner Judges verification, then the majority rules.

14. 1st and 2nd contact a point will be DEDUCTED for each contact violation. 3rdContact is Disqualification!


(Exception) If the offender has no score then the contacted fighter will receive a point.

 15.  Light contact means no penetration or visible movement of the part of the opponent struck by the competitor. 

Moderate contact means slight penetration or slight movement of the target. Moderate contact to the body is allowed in all divisions. 

Excessive contact means an uncontrolled technique. Any technique to the head causing the head to snap in any direction or that drives the opponent’s head away by the impact of the technique is excessive. The penalty for illegal contact is a penalty point to the opponent. Any contact considered flagrant or malicious will result in DISQUALIFICATION.

16. If a competitor is knocked unconscious by a technique the medical technician must examine him or her immediately. A competitor who is knocked unconscious cannot continue to fight. If, in the opinion of the officials and the medical personnel, it may be unsafe for the competitor to continue, that competitor will not be allowed to continue in any sparring for that day. The medical technician will make the final decision on a competitor’s ability to continue a match.
17. Grasping the uniform or an arm or leg is allowed to facilitate scoring. Scoring attempt must be immediate. 

18. Sweeps accompanied with a scoring attempt are allowed to the front leg (boot to boot contact). Sweeping with no scoring intent is an infraction. No takedowns or rear leg sweeps are allowed. GRAPPLING is not allowed

19. Out of bounds – Any time a competitor HAS BOTH FEET ASROSS the bounds line and or steps out of bounds. Running out will be penalized. 1sttime – Warning, 2nd time – penalty point deduction, 3rdtime – DQ. A warning will not be assessed if Karateka is shoved or steps out of the ring while fighting.
20. The following are illegal techniques: groin strikes, head butts, swinging techniques, hair pulling, biting, scratching, knees, elbows, throws, base leg sweeps, hands or knees touching ground while striking stomps to the head, jumping on a downed opponent, kicks to the legs, blind techniques, open hand techniques to the eyes, striking to the spine, back of neck or throat, falling to the floor to avoid contact, pushing, running out of bounds, faking an injury. . 

Exception During 1pt - 2nd Warning for running out of bounds contact or any infraction – DQ!

Rule infraction: 1st Verbal Warning, 2ndWarning – 1 point deduction to the offender, 3rd Violation – DQ. 

Rules infractions: that are considered intentional, dangerous and/or flagrant may result in DQ. 

21, Centers can make Warning calls and/or call Injury or Equipment TIME OUTS without side judge verification.  
 

22. Second punching – Executing an uncontrolled technique after the center referee has said stop may result in a penalty Point Deduction and/or Disqualification to the offender even if the infraction takes place in or out of bounds.

23. NO TIME OUTS FOR COACHING.It is permissible to Cheer from the sides but Please keep comments and/or coaching respectful and no excessive screaming at the participants. Judges can and should control the ring and the side lines. Center Judge may Penalize or Disqualify if the competitor’s coaches and/or fans are Unsportsmanlike, Unruly and/or Disruptive. 

24. The Center referee may issue a warning or deduct point or disqualification for any rules infraction involving excessive contact or un-sportsman like conduct without verification from the corner judges. 

If the center referee is going to award a penalty, then he need not call for verification. He can call for verification if he is out of position and did not see what transpired.

25. Pairings and byes will be made randomly before the first round of competition. The brackets should be staged prior to the division but the center referee, and/or scorekeeper should make sure that the competitors cards are paired properly. In the event members of the same school are paired, cards should be switched if possible. 

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