LUMINA™ – Saber Battles Remixed

LUMINA™ is a sport developed by SaberCraft whereby Lumens (players) compete using various Choreographed Movements (CM) either with (Duets) or against (Duels) each other. LUMINA combines knowledge of all the CMs and there are various ways all levels, from beginner to the most advanced Lumeneers, 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. Our 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 the Telegraphs of each CM you plan on using.
  4. Download the LUMINA Rulebook v1.0
  5. Learn the rules of LUMINA and choose if you're doing Duets or Duels (beta). Time to play.

How to get involved

  1. Register on this website for free to access all the CMs.
  2. By registering, you're automatically registered to start LUMINA competitions and we'll keep score.
  3. Join our Lumeneers Facebook Group to hear all the latest updates & share your videos.
  4. Find a friend and get started.

Become a Patron

LUMINA currently comes in 2 versions:

LUMINA Duets (Team vs Team)

LUMINA Duels (Player vs Player) - BETA

Language & Terminology:

  • Lumeneer - A practitioner of LUMINA, its notation and or its games.
  • Lumen: a player.
  • Duet - a team of Lumens working together in a match.
  • Power Play - a combination of 2 CMs successfully performed consecutively.
  • Turn - one exchange between players where one participant does their Exchange. In a 2 person
    game, the turn ends after 1 player has completed 1 exchange. When their turn is completed,
    then their opponent’s turn begins. When both turns are completed, then a round is said to be
  • Round - (2 turns) - a round completes when each Lumen has completed 1 turn.
  • Match - a series of rounds between 2 Lumens.
  • Game: A collection of matches of the same type: either Against the Clock or Set Rounds.
  • Game Type - Set Rounds - When a series of rounds between 2 Lumens has completed.
    Example, a match can be based on 3 rounds with each round presenting 2 turns. This would
    give the players 3 rounds where they have 1 turn per round. A total of 6 turns between players.
  • Game Type - Against the Clock - When an unlimited series of turns between 2 opponents has
    completed in a designated amount of time. The standard Against the Clock game is done in 2:00
    minute matches per Duet.
  • Win - a count of points granted to a player (if playing with the Baseline) or team (Duet) for
    successfully completing a Match.
  • Draw - an equal amount of points granted to players of a game.
  • Loss - a count of points given to the player who scores the lesser amount of points in a given
    Ranking - overall standing taking all players into account.
  • Telegraph - a silent gesture that the attacker performs to specify what CM or Power Play they
    will be delivering.
  • Incomplete - a turn that is interrupted by the attacker or defender missing a particular in a CM

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


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.


LUMINA ©2017. All rights reserved.
Attribution-NonCommercial - CC BY-NC - 2017.
Permission is granted to copy, distribute with modifications and edits along with Attribution but not for Commercial under the Creative Commons Attribution-NonCommercial 4.0 International Public License ("Public License").
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