Lumina

LUMINA Duets 2017 Rules

Lumina Duets is a LUMINA game type where participants, also known as Lumens, compete in teams against each other for points in timed or numbered rounds. The goal is for each team to successfully complete as many CMs as they can. Each successfully played & defended CM earns the team points. Each team’s Lumens work together to achieve the highest amount of points in a round. Each round, a Team of Lumens face off and points are accumulated. Points are counted as successfully committed and defended CMs. The objective of each Team is to obtain the highest amount of points. The winners are the team with the highest score at the end of the game. The winner of the game is the team that completes the last round with the most points.

Rules:

  1. Play must be conducted in a 30x30 square arena.
  2. Determine how many rounds are needed to end the match: 4, 8, 12 or specify if it is a timed match, e.g. a 2-minute match with unlimited number of rounds.
  3. Each round is consisted of turns which are consisted of exchanges..
  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:
  8. Simple CMs are worth 1 point.
  9. Advanced CMs are worth 2 points.
  10. Extended CMs are worth 3 points.
  11. Styled pauses & locks are also counted as steps.
  12. Interrupting pauses nulls points in turn. Team is awarded points if attacker and defender successfully complete the CM the attacker intended.
  13. Points are awarded to the team, not the players.
  14. Attackers must step forward.
  15. Defenders must step backwards.
  16. If attacker forgets a strike or defender misses the attack, the CM is invalid and the turn switches to the defender. See Recovery in our Additional Rules online.
    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.
  17. For example:
    2 Simple CMs: +1 = 3 Total Points
    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
    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
    Example: CM I (2 points) + CM J (2 points) PLUS +1 for the Power Play results in a total of 5 points.
    1 Advanced CM + 1 Extended CM: +1 = 6 Total Points
    Example: CM J (2 points) + CM K (3 points) PLUS +1 for the Power Play results in a total of 6 points.
    2 Consecutive Extended forms: +1 = 7 Total Points
    Example: CM E (3 points) + CM K (3 points) PLUS +1 for the Power Play results in a total of 7 points.
    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.
    Matches should be non-verbal. Recovery must be non-verbal.
  18. Powerplays are always a modifier of +1Individual Lumina chapters may develop their own CM chart and point allocation system as long as all Lumens are familiar with the recognized CMs.

Simple: +1

  • CM-A
  • CM-H

Advanced: +2

  • CM-B
  • CM-C
  • CM-G
  • CM-I
  • CM-J
  • CM 11
  • CM 12
  • CM 13

Extended: +3

  • CM-D
  • CM-E
  • CM-F
  • CM-K
  • CM-L
  • CM-O
  • CM 14

Against the Clock

  • CM-A
  • CM-H

Rounds Based

  • CM-B
  • CM-C
  • CM-G
  • CM-I
  • CM-J
  • CM 11
  • CM 12
  • CM 13

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.

How to get prepared:

  • Learn the forms & the telegraphs
  • Practice in Accelerators

Example Play:

Advanced Play

Fundamentals Play

Posted by mcjadmin in Lumina

LUMINA Duets 2018 Rules

Lumina is a sport where participants, also known as Lumens, compete against each other for points in timed rounds either player against player or team against team.

Lumina is a weapon-combat dancing sport where participants, also known as Lumens, compete against each other for points in timed rounds either player against player or team against team. The focus is on the choreography play occurring between 2 opponents. The objective is to use prearranged combat Choreographed Movements (CM) sequences to either out perform your partner or to work as a team with and accrue the largest amount of successfully delivered and defended sequences. Hits are not encouraged but rather penalized.

All attacks are communicated prior to an exchange by the use of Telegraphy. Telegraphy is a silent gesture that the attacker performs to specify what CM they will be delivering. The concept of Lumina is usually demonstrated with melee weapons but not limited to saber or staff. Weapons are used as instruments and are, in most cases, harmless as they should be blunt instruments and are used primarily as props for the purposes of the game. Safety is encouraged with the use of safety gear such as eye protection, padded gloves and anything that makes the player feel comfortable while not encumbering them.

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.  

Points

Simple: +1

  • CM-A
  • CM-H
  • CM-Q

Advanced: +2

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

Extended: +3

  • CM-D
  • CM-E
  • CM-F
  • CM-K
  • CM-L
  • CM-O
  • CM-P
  • CM 14

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.

How to get prepared:

  • Learn the forms & the telegraphs
  • Practice in Accelerators

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.

Winning the Season

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.

If the Lumen opts not to judge 75% or more of the following season’s matches, they are disqualified from participating in the following season’s games.

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:

Advanced Play

Fundamentals 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.

Advanced: +2

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

Extended: +3

  • CM-D
  • CM-E
  • CM-F
  • CM-K
  • CM-L
  • CM-O
  • CM-P
  • CM 14

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.
Posted by mcjadmin in Lumina
2018 LUMINA Winners

2018 LUMINA Winners

1st Place: Adaal – 248 points

Alexis "Adaal" Adames

Alexis "Adaal" Adames

2nd Place: Rhono – 238 points

3rd Place: Waoki – 230 points

Jorge "Waoki" Arenas

Jorge "Waoki" Arenas

Vanguard: Canaris – 5 of 8 wins

Canaris

Top Judge: Cole

The Winners of the 2018 LUMINA games are:

Current Top LUMENS:
1st Place: Adaal: 248 points
2nd Place: Thom: 238 points
3rd Place: Waoki: 230 points

Posted by mcjadmin in General, Lumina

LUMINA Duets

 

LUMINA is a weapon combat-based sport where participants, also known as Lumens, compete for points in timed rounds as teams using battle choreographies sequences. This is a combination, part choreography and part improvisation, to build saber-mastery among its participants. All attacks are communicated prior to an exchange by the use of Telegraphy, a silent gesture that the attacker performs to specify what CM they will be delivering.

LUMINA Duets is a game-type that is all about teamwork. Teams of Lumens work together to create the most dazzling of fight choreographies and try to out-perform all other teams to stage the best fight. Each match, participants are teamed up with other players to battle in choreography combat. Through each match, each players gains points every time they successfully commit and/or defend a CMs. The objective of each player is to obtain the highest amount of points. The winner of the game is the player that completes the most amount of points.

Duets Games usually end with a pair of winners. Players who play across multiple games in the season accrue points across games. The Lumen who collects the highest amount of points is the Season's winner.

Rules Changes: Every year, our rules are reviewed and updated to ensure fair battle play by reducing loopholes or exploits. Scores are also changed depending on CM as we review the time it takes to complete each CM or if a CM is modified. Duets 2019 Rules - Duets 2018 Rules - Duets 2017 Rules

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

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.

How to play Against the Clock (Speed):

  1. Gather several participants
  2. Split them into teams of 2 lumens each
  3. Select “Against the Clock” time-based (e.g. 2 minute match with unlimited rounds)
  4. Roll a die or flip a coin to determine opening team.
    Roll with the highest number is selected winner and opens the game or the team can designate order.
    Flip a coin for opening attacker or use other selection method.
  5. Begin timer for 2 minutes.
  6. Lumen A telegraphs a CM of choice to Lumen B
  7. Both engage in the turn
  8. Upon successfully completing the CM, the roles switch
  9. Lumen B telegraphs a CM of choice to Lumen A
  10. Both engage in the turn
  11. Upon successfully completing the CM, the turn is over and roles switch
  12. Upon finishing the 2nd turn, the round is over. Continue to next round.
  13. Repeat until timer is completed.
  14. Determine points based on CMs & Powerplay combinations.
  15. Team that rolled next highest number goes next.

How to play Rounds:

  1. Gather several participants
  2. Split them into teams of 2 lumens each
  3. A game of 3 Rounds is selected (e.g. 3 round match - each player has 3 turns for a total of 6 exchanges) and up to 3 minutes Max time.
  4. Roll a die or flip a coin to determine opening team.
    Roll with the highest number is selected winner and opens the game or the team can designate order.
    Flip a coin for opening attacker or use other selection method.
  5. Begin timer for 3 minutes for the entire match..
  6. Lumen A telegraphs a CM of choice to Lumen B
  7. Both engage in the turn
  8. Upon successfully completing the CM, the roles switch
  9. Lumen B telegraphs a CM of choice to Lumen A
  10. Both engage in the turn
  11. Upon successfully completing the CM, the turn is over and roles switch
  12. Upon finishing the 2nd turn, the round is over. Continue to next round.
  13. Repeat until timer is completed or designated end round has completed.
  14. Determine points based on CMs & Powerplay combinations.
  15. Team that rolled next highest number goes next.

Winning a Game:

  • Winning team of players is team that achieves the most amount of points in a given match.
  • Games usually end with 4 winners = 2 for Speed and 2 for Rounds.
  • 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.

How to get prepared:

  • Learn the forms & the telegraphs
  • Practice in Accelerators

Winning the Season

LUMINA 2020 will be conducted across 3 games throughout the year. Each LUMINA Game day will have a Speed division and Rounds Division. To win the season, Lumens must have the highest score across the entire the season adding their scores across all 3 games per division.

Example: Jill plays in Speed across all 3 Games. Her highest scores in Speed across all 3 games are:
Game 1: 30  -  Game 2: 25   -  Game 3: 25
Jill's Seasonal Score is 80

Add up all the highest scores keeping the Speed and Rounds division scores seperate. The player with the highest score is the Champion for the season. The 2nd highest achieves 2nd Place and 3rd highest achieves 3rd Place.  If there is a tie for any spot, a Tie-Breaker must be conducted. The result will then determine which of the 2 places as the next available slot, with the loser of the Tie-Breaker taking the lower place.

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.

Advanced Play

Fundamentals Play

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.

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.
Posted by mcjadmin in Lumina