LUMINA Advanced Rules

Advanced Play

Fundamentals Play

How to Score Points

Simple: +1

  • CM-A
  • CM-H
  • CM-Q

Advanced: +2

  • CM-B
  • CM-C
  • CM-G
  • CM-I
  • CM-J
  • CM-N
  • CM-Q
  • CM-R
  • CM 11
  • CM 12
  • CM 13

Extended: +3

  • CM-D
  • CM-E
  • CM-F
  • CM-L
  • CM-O
  • CM-R
  • CM-S
  • CM 12
  • CM 14

Super: +4

  • CM-K
  • CM-O
  • CM-P

PowerPlays

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 team as part of each of their individual scores. Depending on the complexity determines the points. For example:

  • 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.
  • 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.
  • 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.
  • 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.
  • 2 Consecutive Extended forms: +1 = 7 Total Points
    For example: CM E (worth 3 points) + CM R (worth 3 points) PLUS +1 for the Power Play results in a total of 7 points for that turn.
  • 1 Super CM + 1 Extended: +1 = 8 Total Points
    For example: CM K (worth 4 points) + CM E (worth 3 points) PLUS +1 for the Power Play results in a total of 8 points for that turn.

Arranging Players for Game Day

Game days are usually split into 2 Game-types: Against the Clock and Rounds-based. Lumens competing are expected to enroll either in 1 or both games. When you join a game-type, you will be expected to play 2 times in what are called "match-types": one time you will play with your Chosen team-mate, the 2nd time you play you will be partnered with someone Randomly.

For example: Game 1

Against the Clock: Wilhelm chooses to play his first match with Valerie. The Judges do a random drawing of all players and randomly pair Wilhelm with another Lumen at the game - Sarah. Wilhelm and Valerie finish their match with 25 points. Wilhelm goes again with Sarah, his random partner, and scores 20 points.

Wilhelm keeps the highest score of the two matches as his "Speed Score" for Game 1: 25

Rounds-Based: Wilhelm chooses to play his first match with Valerie once again. The Judges do a random drawing of all players and randomly pair Wilhelm with another Lumen at the game - Charly. Wilhelm and Valerie finish their match with 23 points. Wilhelm goes again with Charly, his random partner, and scores 230 points.

Wilhelm keeps the highest score of the two matches as his "Rounds Score" for Game 1: 30

We suggest conducting the day in the following order from easiest to most difficult:

  1. Rounds - Chosen,
  2. Rounds - Random,
  3. Speed - Chosen,
  4. Speed - Random

See sample LUMINA - Sample Game Day

Lumens are provided the Random match-types for both game-types Rounds and Speed to give them an opportunity to get an even better score leveraging their improvisation skills. It is assumed that for Chosen battles, partners will have time to strategize whereby Random, that opportunity does not exist. This is the beauty of LUMINA where it combines what a Lumen knows of choreography and how to apply it through improvisation when battling against a Random team-mate.

Lumens should battle once with their choice of player for each game-type but they cannot play more than once for that game-type and match type.

Player Registration

Lumens must pre-register this year. A form will be published on SaberCraft Lumeneers Group along with on the website under “LUMINA Overview” and “ALL Lessons” pages.

  • No Walk-ins

Recovery

Recovery is the act of saving a failing CM during the exchange. If a team partner looses their place, or is confused and their partner can get them back on track in less than than 2 moves, the CM is “recovered” and counts for its full points including powerplays. To define “bringing duets back on track” it all comes down to pace. Both partners should work together in order to pickup a possibly incomplete CM or Powerplay by continuing a particular pace throughout the CM that does not deviate. Three or more misses of a CM constitutes an Incomplete.

Example Recoveries:
1. If the lumens ended up switching (offensive vs defensive) but both made switch at same time and completed (just the opposite side). Assuming the pace remain consistent, this counts as a recovery.
2. If the lumens ended up switching (offensive vs defensive) in mid-CM but both made switch at same time and completed (just the opposite side). Assuming the pace remain consistent, this counts as a recovery.

The Baseline

The Champion plays a crucial coaching role and becomes a judge in the following season. Their role is titled the “Baseline” as their score is not tallied but they may participate with active Lumens who are competing in order to provide them an advantage with their proficiency. The Baseline fills in for empty spots in any given game where only and odd count number of players are available. Their partner receives the points from the round, however the Baseline does not.

Handicaps

A Handicap is when you offer an advantage/disadvantage to your players. On any given game, a set of CMs may be worth higher or less points. This can help “shake things up” as a CM that usually is worth many points may, for a game, be considered worth less.

For example, say in your upcoming game, your judges agree that CM-N and CM-G are worth 5 points while CM-D and CM-E are worth 1 point. This helps challenge your Lumens to learn as many CMs as possible so they are always ready when handicaps are thrown into the play.

Handicaps should be communicated at least 2 weeks before the next game. Handicaps apply to both formats of the game.

Example Play:

Please Be Safe

SaberCraft recommends that you seek the advice of your physician before commencing any exercise routine. Like any sport, injuries may occur and safety gear is always recommended including padded gloves, eye protection and proper athletic wear. We provide a warm-up guide on SaberCraft.org. The participant assumes any & all risks of injury associated with or in any manner related to participation in any LUMINA-related activity, including injury resulting from the negligence of any party. We’re not responsible for any injuries that may occur while practicing or performing. Now that we got the legal stuff out of the way, let’s dive in.

ADJUDICATION AWARDS

  1. At the end of the season, the following awards will be awarded. 
    1. 1st Place: Lumen with the most amount of points across the entire season. 
    2. 2nd Place: Lumen with the 2nd most amount of points across the entire season. 
    3. 3rd Place: Lumen with the 3rd most amount of points across the entire season. 
    4. Vanguard: Lumen with the highest number of wins averaged having competed in a minimum of half the number of games.

Pocket Quick Reference Rules

  1. Play must be conducted in a designated area/arena, we recommend a minimum of 30' x 30'.
  2. Matches and Recoveries should be non-verbal. Lumens should not be talking when they are playing.
  3. Each match can either be set by time-limit or a predesignated number of rounds based on game type.
  4. Each round consists of turns between Lumens. If the match is Against the Clock based, then it's unlimited rounds; if the match is Round-based then it's up to 3 rounds.
  5. 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.
  6. Participants switch role as attacker after each turn.
  7. Attacker must telegraph to Defender of incoming CM or PowerPlay.
  8. 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. Super CMs are worth 4 points.
    5. Styled pauses & locks are also counted as steps. 
  9. Lumens are allowed to "pass" a CM or PowerPlay by telegraph. Their teammate continues to offer various telegraphs until a nod from the Lumen to engage.
  10. The Team is awarded points if attacker and defender successfully complete a CM.
  11. Points are awarded to the team, not the players.
  12. Attackers must step forward.
  13. Defenders must step backwards.
  14. If attacker forgets a strike, the CM is invalid and the turn switches to the defender unless the team successfully deliver a Recovery.
  15. If timer runs out in mid-melee, that turn does not count. If both Lumens were in the middle of a PowerPlay, both seems are invalidated no matter how far in the PowerPlay the Lumens achieved.
  16. A +10 Bonus award is provided to a match whereby no CMs are repeated. Every CM conducted in that match is unique by both Lumens, whereby once 1 Lumen plays B, the other Lumen cannot use B and it cannot be repeated.
  17. Lumens are allowed to stop the match at any time. A Lumen simply has to make the pass gesture at the judges and lower their weapon.
  18. Lumens should be paired to succeed to the best of their ability. When selecting a chosen or random partner, options may be limited. If Lumen A wishes to play but their CMs are highly limited and other players (Lumen B, C, and D) do not want to team up with Lumen A as it will limit their scores and potentially affect their seasonal score, there are a number of options:
    1. Lumen (A) may work with the Baseline thus not affecting other, more advanced players.
    2. Lumen (A) may work with a more advanced Lumen (B, C, D) as their choice in a Chosen game-type or Randomly. The more advanced Lumen (B, C, D) will forfiet their individual score acting as The Baseline. Lumen (B, C, D) will keep their score with their other partner that may compliment their skill set.
  19. Players are discouraged to play out of bounds. If players enter into out-of-bounds area, the Turn is interrupted and players must turn to go back into arena. If play continues out-of-bounds rather than returning to the arena, points for that turn are nullified, the duet return back in center of arena with defender beginning their next turn. Clock continues throughout.
  20. 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.
  21. 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.
  22. If the Baseline throughout their season opts not to judge 75% or more of the following season’s matches, they are disqualified from participating in the following season’s games.