Lumina Duets

 

LUMINA Duets are about teamwork. A team of Lumens works together to create the most dazzling of fight choreographies and try to out-perform all other teams to stage the best fight. Each round, participants face off and points are accumulated. Points are counted as successfully committed or defended CMs. The objective of each round is to obtain the highest amount of points. The winner is the team with the highest score at the end of the game. The winner of the game is the team that completes the most amount of points they’ve accrued through CMs.  

Rules:

  1. Play must be conducted in a designated area/arena, we recommend a minimum of 30′ x 30′.
  2. Each match can either be set by time-limit or a predesignated number of rounds.
  3. Each round consists of turns between Lumens. If the match is time-limit based, then it’s unlimited rounds; if the match is Round-based then it’s up to a particular round. You can also do a hybrid of both: 10 rounds or 2 minutes – whichever happens first.
  4. A turn is where 1 participant engages against the other player using either 1 CM or up to 2 CMs (in a PowerPlay) of choice.
  5. Participants switch role as attacker after each turn.
  6. Attacker must telegraph to Defender of incoming CM.
  7. CMs are pre-assigned combinations of points. Each CM is a different value and divided into 3 categories:
    1. Simple CMs are worth 1 point.
    2. Advanced CMs are worth 2 points.
    3. Extended CMs are worth 3 points.
    4. Styled pauses & locks are also counted as steps. Interrupting pauses nulls points in turn.
  8. The Team is awarded points if attacker and defender successfully complete a CM.
  9. Points are awarded to the team, not the players.
  10. Attackers must step forward.
  11. Defenders must step backwards.
  12. If attacker forgets a strike, the CM is invalid and the turn switches to the defender.
  13. Optional: CMs can be played in combinations resulting in a “Power Play” for an additional point. Attacker must combine 2 different telegraphs prior to engaging in the attack. A maximum of 2 CMs can be played consecutively. Power Play points are granted to the winner of the turn. Depending on the complexity determines the points. For example:
    1. 2 Simple CMs: +1 = 3 Total Points
      For example: CM A (worth 1 point) + CM H (worth 1 point) PLUS +1 for the Power Play results in a total of 3 points for that turn.
    2. 1 Simple + 1 Advanced: +1  = 4 Total Points
      For example: CM A (worth 1 point) + CM G (worth 2 points) PLUS +1 for the Power Play results in a total of 4 points for that turn.
    3. 2 Advanced CMs: +1 = 5 Total Points
      For example: CM I (worth 2 points) + CM J (worth 2 points) PLUS +1 for the Power Play results in a total of 5 points for that turn.
    4. 1 Advanced CM + 1 Extended CM: +1 = 6 Total Points
      For example: CM J (worth 2 points) + CM K (worth 3 points) PLUS +1 for the Power Play results in a total of 6 points for that turn.
    5. 2 Consecutive Extended forms: +1 = 7 Total Points
      For example: CM E (worth 3 points) + CM K (worth 3 points) PLUS +1 for the Power Play results in a total of 7 points for that turn.
  14. Optional: Weight classes have different saber thickness. The larger the opponent, the thinner the saber.
  15. Striking participant incurs a penalty upon injury to partner. The worse the injury, the worse the penalty. Minimum penalty is 1 point, maximum penalty is disqualification.
  16. Suggestion: It’s good in larger groups to have 2 versions depending on player level. A Fundamentals version that only uses a small number of CMs for beginners and where strike/defenses rules are more lenient. An Advanced version of the game would then open it up to more/all the CMs and rules would be strictly enforced. For a demo, see below for example play.

How to play:

  1. Gather 2 participants
  2. Flip a coin for opening attacker
  3. Begin timer or Set number of rounds
  4. Participant A telegraphs a CM of choice to Participant B
  5. Both engage
  6. Upon successfully completing the CM or a mistake occurring, the turn is over and roles switch
  7. Participant B telegraphs a CM of choice to Participant A
  8. Both engage
  9. Upon successfully completing the CM or a mistake occurring, the turn is over and roles switch
  10. Repeat until timer or number of rounds is completed
  11. Determine points based on CMs & Powerplay combinations.

 

How to win:

  • Winning team of players is team that achieves the most amount of points in a given match.
  • Tournaments may be played in brackets with singles or doubles.

 

Judging:

  • Only 2 players: Use a camera/phone to capture the match and make the judgement calls after the fight.
  • 3+ players: Have at least 1 player watch and make the judgement calls.

 

Points:

CM Type Points
worth
CMs
Simple 1 A, H
Advanced 2 B, C, G, I, J
Extended 3 D, E, F, K,

 

How to get prepared:

  • Learn the forms & the telegraphs
  • Practice in Accelerators

 

Example Play:

Advanced Play

Fundamentals Play

 

LUMINA ©2017. SaberCraft.org. All rights reserved.
Attribution-NonCommercial – CC BY-NC – 2017. SaberCraft.org
Permission is granted to copy, distribute with modifications and edits along with Attribution but not for Commercial under the Creative Commons Attribution-NonCommercial 4.0 International Public License (“Public License”).
Learn more: https://creativecommons.org/licenses/by-nc/4.0/legalcode

Posted by mcjadmin