internal technical details
This ruleset should be taken as a guide towards competitive lightsaber duelling in NZ.
Events will ultimately be a fun, friendly and very, very nerdy gathering of a like-minded community of people.
These are light contact, friendly social events which allow saber enthusiasts from all over New Zealand to enjoy the sport / hobby of lightsaber duelling. Combat styles developed at NZ regional meets have been developed to lower the barrier of entry re: protective equipment whilst still allowing safe, fast and exciting duels.
We duel on an honour system backed with a mutual respect for our other community members. Whilst laying out the expectations required for participation.
The majority of rules are included to cover any ‘outlier’ eventualities. We’ll unlikely need all of them, but please ensure you read them all.
To participate in a competition, duellers will need to have trained and successfully graded the BASIC tier of NZLG Forms 1 & 2. This is to be deemed experienced and safe enough to participate. This replaces original the informal sign-off. BASIC tiers are light in content and focus on competence & safety for one handed and 2 handed wields. There is plenty of notice to train and meet this requirement.
Participants must be 14+ years to compete.
The Exotics Class / Exotic Weapons ruleset allows opportunity for attendees to enjoy informal, friendly combat using a wider range of combat style options: pike, dual wield, crossguard, staff etc.
Format & Rules
Format will be a simple round robin, followed by semi-finals, then finals. Any fun challenges or scenarios (dual wield, staff etc.) will follow the finals.
Round robin duels will be conducted in the following manner.
• 1 vs 1
• 3 minutes duration. 30 sec warning at 2mins 30 secs
• Winner is the first to score 5 (subject to change) legal hits or the highest point scorer at 3 mins.
• After a point is scored, duellers must observe a brief reset pause before continuing.
Legal scoring hit zones
• Arms from wrist to shoulder.
• Legs from ankle to hip.
• Torso from waist to shoulders, front and back.
• Tops of the shoulders between tip and neck.
Non-scoring zones
• Hands & feet
• Saber blade & saber hilt
Illegal hit zones:
• Head
• Groin / Crotch / Genitals
• Throat / Neck
Illegal techniques
• Thrusts / stabs
• Hands on (physical contact)
Start of Round
Both participants will sportingly acknowledge each other with a friendly salute / nod / bow before taking a guard position in the centre of the arena. Once both participants are settled in guard position, either participant may initiate the first play. A play is the distinct duelling phase from the starting guard position to an eventual point score & reset, again in the centre of the arena.
Scoring Points
Points are won by making contact using your blade on any legal scoring hit zone of the opponent. Hits to multiple locations in the same play only score a single point. A reset back into guard position must be observed after each point to allow combatants to re centre or adjust. Hits to hands or feet are to be verbally acknowledged but do not stop the play, unless injury occurs.
Scoring with a Head Strike Technique
The head is an illegal (contact) hit zone, however, you can employ a head strike technique in a duel under the following conditions. Vertical downward strikes only. The downward strike must be made within measure (range) and pulled approx. 6” from the top of the opponents head. If an effective block is not offered before the blade is still, the attacker scores a point. If the opponent demonstrates an effective blocking technique (both in timing and form) no point is scored and the duel continues. If in doubt, ask for a second opinion and call from the ref. If the downward strike runs the risk of falling short and scraping the face, no attempt should be made.
Calling Points
Whilst a ref will be present, participants will respect the honour system. If you are struck, indicate so by calling ‘hit’ or you may call the part of the body which received contact eg ‘arm’, ‘waist’ etc. A point is scored and participants reset. Experienced competitors should be able to settle 90%+ of calls between themselves within a second or two, without needing the input of a referee. This is the expectation.
If you received a hit on a non-scoring zone such as a hand, just call ‘hand’ and the duel continues.
Double Strikes
Hitting each other at the same time. Both participants acknowledge this by calling a ‘double’. No score made, reset and replay. This can be a tough one to call. Be generous & reasonable. If in doubt, ask for a second opinion and call from the ref.
Dispute
Any dispute as to the validity of a ‘double’ and / or a score or non-score boundary will be quickly resolved by the ref. If the ref is not in a position to make the call due to an obstructed view, the ref may invite feedback from spectators or participants. Ref’s decision is final.
Sabers Turning Off During Combat
If a saber is turned off, the blade doesn't exist and cannot score a point. In the interest of good sporting behaviour, as blade deactivations are rarely intentional if deactivation occurs, the participants will stop, reset and go again. If a saber has turned off three times in a fight, it will be removed from the duel and replaced.
Sabers Exhibiting Problems During Combat
If you believe your saber is loosening a blade and / or experiencing any other issue, make it known by calling “STOP” and check your saber. If the issue cannot be resolved within 30 secs, it must be replaced or you must withdraw from that round.
General
• No unsporting behaviour.
• The referees have the final say.
• Participants should employ techniques that avoid waving, moving the blade tip across the face
and neck area to minimise potential injury. Exception is using a controlled guard.
Injuries
If at any point a combatant is injured, they are to make it known by calling “STOP” and put their saber down. If your opponent is injured and cannot call a stop, do it for them. Look out for each other.
Disqualification: Illegal Hit Zones or Techniques
Making accidental contact with an illegal hit zone or employing an illegal technique will result in a warning from the ref. If the ref determines the illegal strike was caused (assisted) by the defender, no warning will be issued. A second warning in the same round will result in disqualification from the round and a zero-ing of points for that round. The referee has the final say.
Disqualification: Malicious Behaviour or Heavy Techniques
Heavy blows or dangerous techniques that cause or have the potential to cause injury will result in a warning from the ref. A second incident in the same round will result in disqualification from the round and a zero-ing of points for that round. The referee has the final say.
Disqualification: Not Calling Hits
If the ref believes that hits are being ignored (not called) or denied incorrectly, they will offer a warning. Any further issues will result in disqualification from the round and a zero-ing of points for that round. The referee has the final say.
Disqualification: ‘Throwing Toys’
Competitors are expected to maintain a degree of self-control. Whilst a competition, this is a fun, friendly event. No throwing of sabers, equipment or unnecessary outbursts / tantrums. Transgressions will result in a warning from the ref. A second incident in the same round will result in disqualification from the round and a zero-ing of points for that round. The referee has the final say.
Disqualification: Delayed Calls or ‘Gaming’ the Honour Calls
If the ref believes that hit calls are being delayed or overly debated, they will offer a warning. Further action will be thus depending in the stage of the competition:
Round Robin
Should further issues present, this will result in disqualification from the round and a zero-ing of points for that round.
Semi-Finals or Finals
Should further issues present, this will result in a point being deducted from the competitor. The referee has the final say.
Compound Disqualifications: If you manage to be disqualified twice in a row for the same offense, or 3 times for any offense, you will be ejected from the remainder of the tournament.
Ejection from the Tournament:
• Any aggression towards any other individual. Instant ejection.
• Under the influence of alcohol or drugs. Instant ejection.
• Ongoing unsporting behaviour, despite warnings. Ejection.
• Compound disqualifications as above. Ejection.
• Failure to adhere to equipment or safety requirements, despite warnings. Ejection. Disarms
If you manage to remove your opponents saber from their hands, you have 2 possible options, all of which are time restricted.
• You disarm your opponent and land a legal strike within the same play. This counts as a point.
• You disarm your opponent and halt your attack (because you’re too nice). You are now unable
to attack your opponent as you paused. Reset and resume.
Friendly Fire (Conceding a point if your blade touches your own body in a legal scoring hit zone)
If an opponent uses a technique that pushes your own blade onto your own body in a legal scoring hit zone, they score a point. If you just happen to catch yourself with your own blade when trying to ‘style things up with a flourish, no points are conceded. Continue the play.
Style Points!
Style is comprised of three components and will be scored in a separate category to the w/l/d points so style will not affect who wins the main tournament.
Firstly, we are looking at Flow. The graceful movement of the saber and correct posture/footwork during combat. Secondly, Flare. Flourishes and advanced skills on display during duels. Lastly, Uniqueness. Repetitive fighting is boring, perhaps you have a signature move or spin that puts you apart from the crowd.
Flow, Flare and Uniqueness. Who is going to be our most stylish fighter?
Semi Finals & Finals
Top four scoring participants from the round robin progress to the semi finals. Semi finals are played to a minimum of 7 points, with a clear lead of 2 points required for the win. Finals are played to a minimum of 9 points, with a clear lead of 2 points required for the win.
Exotics Class Challenges
The Exotics Class has now been restructured into post tournament challenge matches
Staffs, dual wield, pikes, crossguards etc. The exotics class will use the same ruleset as above. Any compliant saber variant can be used against any other compliant saber variant, including a compliant single blade saber. The exotics class will run after the main single blade competition.