CM-L continues staff-work and provides a 2nd installment to K to create a long bout between 2 lumens using a staff vs. saber combination. Notation below for Staff is noted with which hand is used to strike with the staff. L stands for Left. R stands for Right hand. Hand positions are up to the Lumeneer but we recommend Right-hand palm facing down and Left-hand palm facing up.

CM-E combines multiple partner attacks and allows for both 1-on-1 and 2-on-1 battle scenarios. This quick choreography movement introduces adding special moves as milestones between switching partners. CM-E is worth 3 points in LUMINA. To learn its notation and more about the SaberCraft system, please visit SaberCraft.org

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Where does the income you make go?

SaberCraft works on a zero-sum budget meaning that every dollar we make goes to supporting SaberCraft, it’s operations, it’s promotions and most importantly, it’s rent. SaberCraft does not make enough money to support a studio so we rent spaces as our budget allows and part of that is what students pay for class.

Why do I have to pay for class if I attend but it’s free online?

SaberCraft classes are conducted indoors in order to provide a safe, well-lit environment for our staff and students. The cost of class covers the rental space primarily and all remaining funds go solely into promoting the organization.

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.

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 pre-assigned 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: CM-A 1 (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 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.

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.

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 mid-melee, 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 CM-D – Participant A defends successfully. B gets 0 points.

A: 0 B: 0

A: attacks with CM-A – Participant B misses one blow, Participant A get’s + 1 for CM-A.

A: 1 B: 0

B: attacks with CM-I – Participant A misses one blow, Participant B does gets +2 for CM-I.

A: 1 B: 2

A: attacks with CM-J – Participant B misses one blow, Participant A get’s + 2 for CM-J.

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 CM-H + CM-C – Participant B defends successfully. No points given.

A: 3 B: 5

B: attacks with CM-A + CM-H – Participant A defends successfully. A gets +1 for CM-A +1 for CM-H and +1 for a Power Play for a total of +3.

A: 3 B: 8

A: attacks with CM-H – Participant B misses one blow. A gets +1 points for CM-H.

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.

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:

Play must be conducted in a designated area/arena, we recommend a minimum of 30′ x 30′.

Each match can either be set by time-limit or a predesignated number of rounds.

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.

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.

Participants switch role as attacker after each turn.

Attacker must telegraph to Defender of incoming CM.

CMs are pre-assigned combinations of points. Each CM is a different value and divided into 3 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.

The Team is awarded points if attacker and defender successfully complete a CM.

Points are awarded to the team, not the players.

Attackers must step forward.

Defenders must step backwards.

If attacker forgets a strike, the CM is invalid and the turn switches to the defender.

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:

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 K (worth 3 points) PLUS +1 for the Power Play results in a total of 7 points for that turn.

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. Minimum penalty is 1 point, maximum penalty is disqualification.

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:

Gather 2 participants

Flip a coin for opening attacker

Begin timer or Set number of rounds

Participant A telegraphs a CM of choice to Participant B

Both engage

Upon successfully completing the CM or a mistake occurring, 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 a mistake occurring, the turn is over and roles switch

Repeat until timer or number of rounds is completed

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.

CM-F focuses on footwork and body movement focusing the mind/body in order to isolate moves to a series of dodges for one player while focusing on proper and safe swings for the second player. The object of this CM is to do a continual series of dodges. From a performance perspective, it can be used for a character who controls the fight by demonstrating to the other player that they do not need a saber in order to engage them. It can also be used to portray a weaponless character who needs to avoid getting hit in order to escape, reach a weapon or any other circumstance. This CM is contributed by Santiago Martinez.