As of 2021, all squadron leaders must pass the basic rules exam.
Continue scrolling for the rules summary!
SUMMARY
The 2024-2025 Season 9 rules implement Tano Saber, make Ren Saber more competitive, and remove many strict power & safety rules in favor of greater referee flexibility, while maintaining objective standards (see the complete rules manual).
SCORING (visual guide)
Direct contacts (worth 1 to 3 pts)
Bodyshot (aka First Contact): 1 point
Headshot: 2 points
Counterattack: 3 points
Clean or late contact: 2 points
Indirect contacts
Always 1 point
Other scoring situations
Simultaneous: 0 pts
Messy/ambiguous exchange: 0 pts
Out of bounds: 2 pts
Headshot Priority & General Priority: 1 pt
Concession: 1 pt
TARGET
Anywhere on the fencer’s body, including head, legs, fingers, toes, clothing or armor, and the hilt of their weapon…
EXCEPTION: the groin, regardless of gender or whether a cup is worn (is a cardable violation)
ILLEGAL MOVEMENTS & POSITIONS (visual guide)
No point-attacks (ie thrusts)
No Extended Point Positions (ie point-in-line)
Incidental physical contact only
No upward swings to anywhere below the waist
CAUTION
These moves are legal but the attacker must either moderate their speed, deliver an accurate percussive cut, or strike a well-padded or armored target such as the mask— as judged by the referee or tournament director.
Breaking your blade
Long sweeping attacks (chambered near or beyond 90 degrees, accelerating beyond the target area)
Any attacks to the knees, shins, ankles, feet, and toes.
Attacks to nonstandard armored/padded areas.
STANDARD PLAY AREA
One 30 by 15 foot rectangle (30’x15’)
FIGHT TIMES, PERIODS, ROUNDS, & MATCHPOINTS
These may vary depending on the needs and design of any given tournament.
Pool bout / sparring match:
First to 8 points or highest score after 2m0s
Elimination match:
First to 16 points or highest score after 4m0s, fought in two periods.
Change period after the first fencer reaches 8 points OR on reaching 2m0s, whichever comes first.
Semifinals / finals / championship match:
Best of 3 rounds, 10 points each, 2m30s each.
30s break and side switch between periods and rounds
EQUIPMENT
See the Equipment Guide
REN SABER
The quillons, as well as the entirety of the guard, are considered inert, and therefore can be used to block attacks.
Indirect attacks that land on the hilt, gloves, or forearms over the quillons are considered blocked (usually as a result of the flexibility of the Lightspeed blade) and therefore do not score, are inert, and can be followed up with a counterattack by the defender for 3 points.
The quillons may be used to hold the opponent’s blade and deliver a Direct Counterattack.
TANO SABER
Two unguarded sabers maxing out at 9.5” hilt and 34” blade may be used concurrently for offense and defense.
Only one saber may be used at a time to attack.
NOVICE MODIFICATIONS (OBSOLETE)
To ensure that Lightspeed Saber is as accessible as possible, special novice restrictions may be in place for certain tournament levels for at least some portion of the tournament. Novice modifications usually apply to novice and open tournaments. See below:
No pommeling— The dominant hand gripping the weapon may not occupy any space greater than 6.5” below the top of the emitter. Two-handed grips are legal and the off-hand may grip below this level. (Your saber will be marked with tape to denote where your limit is).
No excessive sweeping— No attack may strike the ground by virtue of its momentum or power. “Skipping attacks” off the ground intended to strike the side of the shoe do not fall under this rule and are legal to execute. Otherwise, tapping the floor, touching the floor as part of a defensive maneuver, or any other non-attack reason to touch the saber to the ground is legal.
Attacks should not chamber or “wind up” unnecessarily.
Taunting— physical or verbal— is not allowed. This includes excessive screaming and shouting.