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 participant with the higher score at the end of the round. Once someone loses 2 rounds, they lose the game. Each round, victors will compete against each other until 2 remain. The winner of the game is the person that completes the last round with the most points.
Visual demonstration available: https://youtu.be/hZrOkTyB2dM
Rules:

 Play must be conducted in a 30×30 square arena.
 Each round is 1 minute and is consisted of turns.
 A turn is where 1 participant engages against the other player using a CM of choice.
 Participants switch role as attacker after each turn.
 Attacker must telegraph to Defender of incoming CM.
 CMs are preassigned combinations of points. Each CM is a different value and divided into 2 categories:
 Simple CMs are worth 1 point.
 Advanced CMs are worth 2 points.
 Extended CMs are worth 3 points.
 Styled pauses & locks are also counted as steps. Interrupting pauses nulls points in turn.
 Attacker is awarded points if defender misses an incoming Tachyon (or undefended swing).
 Attackers must step forward.
 Defenders must step backwards.
 Optional: CMs can be played in combinations resulting in a “Power Play” for additional points. 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:
 2 Simple CMs: +1
For example: CMA 1 (worth 1 point) + CMH (worth 1 point) PLUS +1 for the Power Play results in a total of 3 points for that turn.  1 Simple + 1 Advanced CMs: +1
For example: CM A (worth 1 point) + CM J (worth 2 points) PLUS +1 for the Power Play results in a total of 4 points for that turn.  2 Consecutive Advanced CMs: +1
For example: CM J (worth 2 points) + CM C (worth 2 points) PLUS +1 for the Power Play results in a total of 5 points for that turn.
 2 Simple CMs: +1
 1 Simple + 1 Extended CMs: +1
For example: CM H (worth 1 points) + CM D (worth 3 points) PLUS +1 for the Power Play results in a total of 5 points for that turn.  1 Advanced + 1 Extended CMs: +1
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.

 2 Consecutive Extended CMs: +1
For example: CM K (worth 3 points) + CM D (worth 3 points) PLUS +1 for the Power Play results in a total of 7 points for that turn.  If attacker misses an attack or targets to the wrong point, no points are earned by either Lumen.
 If Defender misses defending against an attack, Attacker gains points for entire Powerplay.
 Optional: If Defender successfully defends a Power Play, they earn the points of the modifier.
 2 Consecutive Extended CMs: +1
 Optional: Weight classes have different saber thickness. The larger the opponent, the thinner the saber.
 Striking participant incurs a penalty upon injury to partner. The worse the injury, the worse the penalty.
 If attacker forgets a strike, the CM is invalid and the turn switches to the defender.
How to play:
 Gather 2 participants
 Flip a coin for opening attacker
 Begin timer or specify number of rounds
 Participant A telegraphs a CM of choice to Participant B
 Both engage
 Upon successfully completing the CM or Participant A achieving 1st strike, the turn is over and roles switch
 Participant B telegraphs a CM of choice to Participant A
 Both engage
 Upon successfully completing the CM or Participant B achieving 1st strike, the turn is over and roles switch
 Repeat until timer is completed.
 Determine points based on CMs & Powerplay combinations.
How to win:
 Winner of the round is player who achieves the most amount of points in a given round.
 Player with highest amount of points, wins the game.
 Winning must be by double – elimination. Tournaments may be played in brackets with singles or doubles.
How to get prepare:
 Learn the forms
 Practice in Accelerators
Additional rules
 If timer runs out in midmelee, melee continues until end of CM.
 If there is a tie, pause timer. Timer is given an additional 30 seconds. Continue with player who’s turn was next. Continue adding points to current score. At the end of the timer, recalculate points. If tie occurs again, repeat an additional 30 seconds.
 Defenders placed out of bounds nullifies points of turn for attacker. Turn is interrupted and players must reset back in center of arena with defender beginning their next turn.
Sample play:
Participant A Vs B
Flip coin – A calls heads and wins.
Begin timer. Round begins:
A: attacks with CM A – Participant B defends successfully. A gets 0 points.
A: 0 B: 0
B: attacks with CMD – Participant A defends successfully. B gets 0 points.
A: 0 B: 0
A: attacks with CMA – Participant B misses one blow, Participant A get’s + 1 for CMA.
A: 1 B: 0
B: attacks with CMI – Participant A misses one blow, Participant B does gets +2 for CMI.
A: 1 B: 2
A: attacks with CMJ – Participant B misses one blow, Participant A get’s + 2 for CMJ.
A: 3 B: 2
B: attacks with CM 23 – Participant A misses one blow, Participant B does gets +2 for CM23.
A: 3 B: 5
A: attacks POWER PLAY with CMH + CMC – Participant B defends successfully. No points given.
A: 3 B: 5
B: attacks with CMA + CMH – Participant A defends successfully. A gets +1 for CMA +1 for CMH and +1 for a Power Play for a total of +3.
A: 3 B: 8
A: attacks with CMH – Participant B misses one blow. A gets +1 points for CMH.
A: 4 B: 8
Timer runs out. Round ends.
Calculate points and determine winner.
A: 4 B: 8 – WINNER: B with the higher score of 8.
Begin round 2.
Begin match with loser of the previous match initiating the 1st turn.
If Player B wins again, Player B is winner of game. Stop here.
If Player A wins, continue to Round 3.
Begin Round 3.
Begin match with loser of the previous match initiating the 1st turn.
Whoever wins this round is the winner of the game.
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