LUMINA™

LUMINA™ is a sport developed by SaberCraft whereby Lumens (players) compete using various Choreographed Movements either with or against each other. LUMINA combines knowledge of all the CMs and there are various ways all levels, from beginner to the most advanced Lumenaries, can play. On this page you can learn how to play LUMINA but before you do be sure you've visited the following sections:

  1. The Temporal Notation System
  2. Learn as many CMs as you'd like. The more CMs you know, the more interesting the matches will be.
    Beginners should know at least: A, B, C, D.
    Intermediate should know: A, B, C, D, E, F, G, H, I, J,
    Advanced should know:A, B, C, D, E, F, G, H, I, J, K, L, M and more.
  3. Learn all the Telegraphs of each CM you plan on using.
  4. Learn the rules of LUMINA and choose if you're doing Duels or Duets. Time to play.

LUMINA currently comes in 2 versions:

LUMINA Duels (Player vs Player)

LUMINA Duets (Team vs Team)

Language & Terminology:

  • Lumen: a player.
  • Turn: a designated Lumen's opportunity.
  • Round: when both Lumens have had a chance to take their Turns.
  • Match: a collection of rounds between two Lumens.
  • Competition: a collection of Matches.
  • Powerplay: a collection of 2 CMs worth an additional point to any given Turn awarded to a team when completed successfully.
  • Incomplete: when a CM or Powerplay is delivered unsuccessfully.

Teams are set up as 2 Lumens working together. The objective is for you and your teammate to successfully complete as many CMs as you can. If the attacker in a CM strikes the wrong target point or hesitates or if the defender does not defend properly against a CM attack, the CM is incomplete.

Whichever Lumen can go first and there are a variety of ways to choose but it's up to the players. Once someone has been designated the beginner of the match, they do their first CM(s), when they are done, their teammate (playing the opponent) now get's to go and choose their CM. Once they have completed their CM, that round is over. Depending if you are doing Number Rounds or Time Limits, you keep going back and forth between teammates. Each player should have a turn in a round. They keep switching back and forth

Example:

Lumen 1 telegraphs that they will do CM B. Lumen 2 acknowledges. Lumen one does all the moves of CM B and Lumen 2 successfully blocks all 12 strikes, the CM is successful and the team scores.

Lumen 1 telegraphs that they will do CM B. Lumen 2 acknowledges. Lumen one begins doing CM B and as they approach, Lumen 2 gets nervous and locks up. Lumen 1 stops doing CM B as there is no block in place and their turn is over. It is now Lumen 2's turn.

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