By Philipp — Rollbook · Updated October 18, 2026
IBJJF Points System: Scoring Rules for Takedowns, Sweeps, Passes & Submissions
How IBJJF scoring works: point values for takedowns (2 pts), sweeps (2), guard passes (3), mount (4), and back control (4), plus advantages, penalties, referee signals, and competition strategy.

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Understanding the IBJJF Points System
The International Brazilian Jiu-Jitsu Federation uses a points-based scoring system that rewards positional dominance and control. Understanding how points work is essential for competitive success in BJJ tournaments. For the full overview of all IBJJF competition rules, including penalties and illegal techniques, see our complete rules guide.
This guide breaks down every aspect of IBJJF scoring: point values, advantages, penalties, referee signals, and strategic considerations for maximizing your score.
The Point Values
Quick Reference Table
| Action | Points | Requirement |
|---|---|---|
| Takedown | 2 | Take opponent down onto back, side or seat, hold top 3 seconds |
| Sweep | 2 | Reverse from guard to top, hold 3 seconds |
| Knee on Belly | 2 | Establish and maintain position 3 seconds |
| Guard Pass | 3 | Pass guard, establish side control 3 seconds |
| Mount | 4 | Achieve mount, hold 3 seconds |
| Back Control | 4 | Both heels hooked inside the thighs, legs not crossed, hold 3 seconds |
All values and definitions in this guide follow the IBJJF Rule Book v6.1 (June 2024), which is still the current edition.
Pro Tip: Memorize the point values by thinking of them as a positional hierarchy: the more dominant the position, the more points it is worth. Side control (via guard pass) is 3 points, while mount and back control -- the most dominant positions -- are each worth 4.
Detailed Scoring Breakdown
Takedown (2 Points)
What Counts:
- Foot sweep taking opponent down
- Single or double leg takedown
- Throw or trip to the ground
- Any technique bringing standing opponent to ground
Requirements:
- Start the movement with both feet on the ground
- Opponent lands on their back, side or seated
- Top player establishes control
- 3-second stabilization
- If they land on all fours or belly-down, you score only once you control their back with at least one of their knees on the mat for 3 seconds
What Doesn't Count:
- Pulling guard (no points to either)
- Opponent falls without clear technique
- Top player doesn't establish control
- Taking down an opponent who is already on their knees
Landing in your opponent's guard does score the 2 points if you hold top position for 3 seconds. If they sweep you immediately, you get an advantage and they get the 2 points for the sweep (Rule Book v6.1, 4.1.1 and 4.1.8). And if you already have a grip on their pants when they pull guard, you score the takedown once you stabilize on top (4.1.12).
Sweep (2 Points)
What Counts:
- Reversing from bottom guard to top
- Coming up from half guard to top
- Getting up from guard, taking the opponent down and keeping them on the bottom
Requirements:
- Must start in guard or half guard
- End in stable top position
- 3-second control required
- Clear reversal of position
What Doesn't Count:
- Technical stand-up to feet (escape, no points)
- Scrambles without clear sweep
- Opponent pulling you into mount
- Coming up without establishing top control
Knee on Belly (2 Points)
What Counts:
- Knee placed on opponent's stomach/chest
- From side control position
- Clear control established
Requirements:
- Knee or shin (the leg closest to the opponent's hips) on the belly, chest or ribs (Rule Book v6.1, 4.3)
- Other leg posted for base, with that knee off the mat
- Opponent on their back or side
- 3-second hold
Returning to Knee on Belly: If your opponent escapes and you retake knee on belly, you score again. But if you step off on purpose just to re-establish it, the second time earns nothing: points are not awarded again for a position you voluntarily gave up (Rule Book v6.1, 3.2).
Did You Know: Knee on belly is one of the most underutilized scoring positions in competition. Against a scrambling opponent who keeps escaping, you can score it again every time you re-establish it -- but deliberately bouncing between side control and knee on belly to farm points doesn't work under IBJJF rules.
Guard Pass (3 Points)
Passing the guard is one of the highest-value skills in competition. If you want to sharpen your passing game, check out our guard passing fundamentals guide.
What Counts:
- Getting past opponent's legs
- Establishing side control
- Bypassing any guard variation
Requirements:
- Clear both legs
- Establish lateral or north-south control
- Hold for 3 seconds
- Opponent's guard cleared
What Doesn't Count:
- Landing directly in mount (score mount points instead)
- Landing directly on back (score back points instead)
- Half-passes where leg is still trapped
Jean Jacques Machado's complete breakdown of breaking down and passing the closed guard — the foundation for earning those 3 IBJJF points in competition:
Mount (4 Points)
What Counts:
- Sitting on opponent's torso
- Knees on both sides of opponent
- High mount or low mount
- Technical mount (one leg extended)
Requirements:
- Both legs past opponent's guard
- Seated position on opponent
- 3-second stabilization
- Clear top control
Mount Variations:
- Standard mount
- S-mount
- High mount
- Low mount
- Technical mount (grapevine position)
All count for 4 points if held 3 seconds.
Back Control (4 Points)
What Counts:
- Taking opponent's back
- Having both hooks in (both heels inside the opponent's thighs)
- Legs not crossed
- Up to one of the opponent's arms trapped, but not above the shoulder line
Requirements:
- Chest to opponent's back
- Both heels hooked inside the thighs (Rule Book v6.1, 4.5)
- 3-second hold
- Controlling position
Advantage Only, Not 4 Points:
- Body triangle (legs locked in a figure-four around the waist)
- Crossed feet
- Only one heel inside the thighs
- Both of the opponent's arms trapped
Gordon Ryan demonstrating the arm drag to back take — one of the highest-percentage entries to the 4-point back control position used at the elite level:
Track every roll — log sessions and techniques for free
The 3-Second Rule
Why 3 Seconds?
The stabilization requirement ensures:
- Actual control, not just passing through
- Reward for positional dominance
- Prevention of scramble-only points
- Clear scoring for referees
How Referees Count
- Referee mentally counts to three
- Hand signal indicates points awarded
- Scoreboard updated after signal
- Verbal confirmation sometimes given
Continuous Action
If you transition between scoring positions in one continuous sequence:
- Each position counts separately
- The referee counts 3 seconds only once, at the end of the sequence (Rule Book v6.1, 3.4)
- Can score multiple point combinations
- Example: Pass (3) straight into Mount (4) = 7 points with a single 3-second count in the mount
Key Takeaway
The 3-second stabilization rule is the most misunderstood aspect of IBJJF scoring. Simply passing through a position does not score on its own -- you must finish the sequence with clear control. Train yourself to settle into the final position of every sequence for a clean 3-second count.
Advantages
What Are Advantages?
Advantages are secondary scoring criteria used to break ties:
Awarded For:
- Almost sweeping (you reach top position but can't stabilize it for 3 seconds)
- Almost passing guard (close but not completed)
- Near submissions (opponent in real danger but escapes)
- Almost taking back, including back control with a body triangle or crossed feet
- Almost achieving mount
Advantage Value
- Points always beat advantages
- 10 advantages don't beat 1 point
- Only matter if points are tied
- If advantages are tied too, the athlete with fewer penalties wins (Rule Book v6.1, 2.5)
When Advantages Matter
End of Match Scenarios:
| Points | Advantages | Penalties | Winner |
|---|---|---|---|
| 4-2 | 0-5 | 0-0 | 4 points (points beat advantages) |
| 2-2 | 3-1 | 0-0 | 3 advantages (advantages break tie) |
| 2-2 | 2-2 | 1-2 | 1 penalty (fewer penalties wins) |
| 2-2 | 2-2 | 1-1 | Referee decision |
Warning: Never rely on advantages to win a match. If you have the lead on advantages, keep pushing for actual points. Many competitors lose by getting comfortable with an advantage lead, only to have their opponent score a late sweep or pass that makes those advantages irrelevant.
Penalties
The Penalty Ladder
Serious fouls, including stalling, follow a fixed progression (Rule Book v6.1, 7.2):
- First Penalty: Marked on the scoreboard (no points, but it decides a match that is tied on points and advantages)
- Second Penalty: Advantage to opponent
- Third Penalty: 2 points to opponent
- Fourth Penalty: Disqualification
Severe fouls, such as a technique that is illegal for your division or a slam, are an immediate disqualification.
Common Penalties
Stalling:
- Going 20 seconds without pursuing positional progression (never called in mount or back control)
- Running from engagement
- Backing to edge of mat
- Holding closed guard without attacking
Illegal Grips:
- Inside pants or sleeves
- Fingers inside Gi openings (except collar)
- Holding the belt while standing just to block takedowns
Guard Pull Penalty:
- Pulling guard without a grip is a penalty
- If both competitors pull guard simultaneously, the first to come up on top earns an advantage
- If nobody comes on top within 20 seconds, both receive a penalty and restart standing
Referee Signals
Point Signals
Referees use hand signals to indicate scoring:
- 2 Points: Two fingers raised toward scoring athlete
- 3 Points: Three fingers raised
- 4 Points: Four fingers raised
- Advantage: Arm extended parallel to the mat toward the athlete, hand open, palm down
- Penalty: Points at the penalized athlete's chest, then raises a clenched fist to shoulder height
These signals are defined in the Rule Book v6.1, 1.4.
Other Important Signals
- Match Start: Arm extended forward, then lowered to point at the mat ("Combate!")
- Match Stop: Arms open at shoulder height ("Parou!")
- Disqualification: Forearms crossed over the head with fists clenched, then pointing at the athlete's belt
- Match Result: Winner's arm raised
Strategic Scoring Considerations
Jordan Teaches Jiujitsu on building a complete IBJJF tournament game plan for white and blue belts — covering how to structure your scoring sequences and adapt strategy based on the match situation:
High-Percentage Points
Most Common Scoring Patterns:
- Guard pass to side control (3 points)
- Side control to mount (4 points)
- Sweep from guard (2 points)
- Back take from turtle (4 points)
Point Fighting Strategy
When Ahead:
- Maintain position
- Don't take unnecessary risks
- Keep opponent from scoring
- Let clock work for you
When Behind:
- Must be aggressive
- Take calculated risks
- Go for sweeps and submissions
- Create scrambles
Submission vs Points
Consider:
- Submission always wins immediately
- Failed submissions can give up position
- Sometimes securing points is safer
- Balance risk and reward
Pro Tip: The highest-percentage competition strategy is "secure points, then hunt submissions." Pass the guard (3 points), advance to mount (4 points), and then attack submissions from your dominant position. If the submission fails, you still have a comfortable points lead.
Match Duration Impact
Short Matches (5 minutes)
- Every point crucial
- Time pressure significant
- Quick scorers have advantage
- Late comebacks difficult
Check the match time for your belt and age division so you know exactly how much time you have.
Longer Matches (8-10 minutes)
- More time for strategy
- Can recover from early deficit
- Conditioning matters more
- Position battles intensify
Scoreboard Awareness
During Your Match
- Glance at scoreboard when safe
- Know the score before final minutes
- Adjust strategy based on score
- Don't obsess over watching
Scoreboard Information
Typical display shows:
- Athlete names
- Points for each
- Advantages for each
- Penalty indicators
- Time remaining
Common Scoring Scenarios
Scenario 1: Guard Player
You pull guard, sweep, and mount:
- Guard pull: 0 points
- Sweep: 2 points
- Mount: 4 points
- Total: 6 points
Scenario 2: Guard Passer
You take down, pass, take back:
- Takedown: 2 points
- Guard pass: 3 points
- Back control: 4 points
- Total: 9 points
Scenario 3: Back-and-Forth
Multiple reversals:
- Opponent sweeps you: 2 points
- You pass guard: 3 points
- Opponent sweeps again: 2 points
- You take mount: 4 points
- Score: 7-4 in your favor
Key Takeaway
Winning on points requires a clear plan: score early, advance positions methodically, and maintain awareness of the scoreboard. The guard passer who chains pass (3 pts) into mount (4 pts) or back take (4 pts) creates an almost insurmountable 7-point lead from a single sequence.
Official Sources
- IBJJF Books & Videos - Official scoring rules and point values
If this is your first time competing, our first IBJJF tournament guide walks you through registration, weigh-ins, and competition day logistics.
Master the points game with Rollbook. Log the passes, sweeps and back takes you drill, see which techniques have gone stale with Time to Revisit, and map your scoring sequences as a System. Rollbook is free on iOS and Android.
Oss!


