Below are the current US Lightfencing (USL) rules for match play. This information is the minimum needed for certified combatants. Please check back often for any updates.
Update: July 1st, 2023
Update: July 18th, 2023- images only
Update October 15, 2023
Update November 24, 2023- Clarification on Engagement arming for clarity and to align with updated French rules language.
Update November 29, 2023- Added Offenses and Penalties
Update January 20, 2024- Added to gear section. Added information page and explanation of gear levels. Added list of Approved gear.
Update March 2, 2024: Added Saber Drops and disarms to the Combat Concepts section
March 6, 2024: Added Reglas de-TPLA-USL Lghtfencing-en-espanol
April 21,2025: Updated rules with clearer language, more consistent definitions, and more detail. Minor section reorganization and illustrations added.
April 22, 2025: added sections on thrusting, remises, counter attacks,
US Lightfencing rules/ US version 2.0 [V.1 by C. Giroux and updated by C. Eisner, Terra Prime Light Armory.]
Spanish Translation: Aureo and Roberto Andino
I. The Game
A. Personnel
Combatants: The two individuals fighting in the match.
Referee: The final arbiter of the game. Referees make the calls and signal technical offenses, validate scores, and arbitrate judges’ calls.
Judges: Judges are responsible for indicating touches the combatants make during match play. The referee consults with the judges and depends on them for quality arbitration.
Timekeeper/Scorekeeper: The individual or individuals responsible for keeping track of scores during matches, monitoring the duration of the match, and recording scores of the combatants.
B. Combat Basics
Each combatant will be called to the arena before their match. Combatants must appear within a reasonable amount of time (to be determined by the event). The referee then conducts a pre-match gear and weapons check of each combatant to ensure that all gear and weapons are functioning and meet USA Lightfencing standards for the event. After each combatant passes the gear and weapons check, both combatants enter the Arena. Each combatant stands on the “line of engagement” (as defined in § I.F.1). The referee tells the combatants to salute the referee, salute the judges, and then salute their opponent. The referee calls “En Guard!” and the combatants take their ready positions on the line of engagement. The referee calls “Fight!” and combat begins.
Once combat begins, combat continues until one of the following occurs:
1. A touch is scored with priority.
2. An offense is called, halting combat.
3. One of the combatants leaves the ring (see “Ring Out” in § V Offenses and Penalties).
4. Any unforeseen circumstance occurs that the referee considers disruptive to the match and/or endangering to the combatants or officials. This can include but is not limited to, one of the combatants incurring an injury, disruption from outside the arena, or gear failure.
When a touch is scored, the judges or the referee call “HIT!” The referee then waits for a short time, called a “beat” (no longer than 2 seconds), to allow for a salvo. This time period is somewhat subjective and left up to the referee’s sole discretion but shall not exceed 2 seconds. If a salvo is not started within a beat of the last touch, the referee calls “HALT!” All action must stop when the referee calls “HALT!”
This process is repeated until one combatant achieves 15 points or the time limit of 3 minutes has elapsed. After one of those occurs, the referee ends the match. After the referee ends the match, the combatants salute each other, salute the ref, and approach the center of the ring. At that time, a winner will be announced by the referee. Each combatant will be released form the Arena, and the match is officially over.
All competition is co-ed, and there is no separation of combatants based on sex or gender identification.
C. Starting and Stopping Combat
After the referee calls “En Guard!” and before he calls “Fight!” combatants must assume a ready position. A ready position means that the combatant is standing on the line of engagement in any position the combatant chooses so long as the combatant’s weapon is not armed. When a touch is scored, after the referee calls “Halt!” combatants must return to the line of engagement and assume a ready position. Combatants may use a different ready position at the start of each bout or phrase.
No action taken before the referee calls “fight!” will count for any points, and attacking prior to the fight command is punishable by a red card offense.
The judges may call a touch, or a combatant may call a touch on themselves. A combatant may not call a touch on the other combatant.
Any interruptions in combat will be called by the referee saying “Halt!” To continue fighting after the Halt command is punishable by a red card offense. If a combatant stops fighting before the Halt command, any touches made on them will be valid (meaning that they will count for points as long as they do not violate any other rules).
The referee may stop combat when a touch is scored, when an offense is committed, if the game play is becoming dangerous or unnecessarily rough, or for any other reason that may put the combatants, the officials, or the audience in danger.
The referee cannot permit any combatant to leave the Arena for any reason other than medical reasons or another emergency circumstance. Leaving the Arena without the permission of the referee will be punished by the appropriate sanctions or forfeiture of the match.
D. Combat Duration
1. Match/bout: A match is the 3-minute period that begins when the referee first calls “Fight!” and “Halt!” at the end.
2. Time: Duration and time of the match is kept by a Timekeeper.
Time is kept without stopping unless the referee, in their sole discretion, chooses to pause time. The referee may pause time only for circumstances concerning the safety of the combatants, the officials, or anyone else or for comparable extenuating circumstances.
At the end of the 3 minutes, the Timekeeper calls “Time!” loudly and authoritatively to the referee. The referee must then immediately yell “Halt!” to end combat and the match. Any combat occurring after this time (including salvos) is invalid. Attacking or continuing combat after time is called and the referee calls “Halt!” is punishable by a red card offense or disqualification.
3. Timeouts: Combat can be interrupted by the referee by calling “Time out!” Timeouts can occur when there is a dispute, a possible injury, or any event that is unforeseen that will adversely affect safety or game play. The referee can call a timeout of his own initiative or at the request of any other party, including a combatant. If a combatant calls for excessive timeouts, or attempts to prolong combat, rest, or otherwise give themselves an advantage, it is punishable as a red card offense.
4. Weapon Phrases: A weapon phrase begins when one combatant performs an Engagement Arm and strikes at their opponent. When in a weapon phrase, combat must continue without interruption until a touch is scored or the combatants disengage. When a touch is scored, the judges or referee call “hit!” and will hold up a hand indicating which combatant they saw score a touch and how many points the combatant scored. The referee will then call “halt!” and combat must stop. Any salvo in progress will be valid if it lands a touch as long as the salvo was started before the “halt” command.
5. Time between matches: In competition for individuals 12 years of age and older, the time between 2 consecutive matches is at least 2x the duration of the last match. Individuals under 12 years of age will be required to have at least 10 minutes between consecutive matches. The referee, in his sole discretion, may extend the time between matches beyond these timeframes but may not lower them beneath these timeframes.
6. Sudden Death: If the sudden death rule is utilized in a competition, when the two combatants both reach 10 points each, they enter into "Sudden Death". For the remaining time in the match, the first combatant to make a 5 point touch (see § I.E.1) will be the winner of the match. All lower scoring touches will be invalid unless a salvo is completed to the five point target. If a touch occurs and a salvo is attempted but not completed, combat will continue. Not all competitions will necessarily include the sudden death rule.
7. Tie Breaker: sudden Death can be used as a tie breaker in the event that the combatants are tied when the time expires. In this case the clock is reset for 1:30. During this time only the 5 point targets are valid. No salvos shall be needed. The first combatant to make touch to the 5 point area is the winner. If neither combatant manages to score a valid hit, the process is repeated. If the tie remains but one combatant receives a technical offense, their opponent is declared the winner.
E. Points and scoring
Matches consist of two combatants competing to gain 15 points by making touches to the target areas of the opponent or as many touches as they can in the space of 3 minutes without leaving the combat area. Tournaments for individual combatants may be organized as single or double elimination or round robin style. At the end of all the scheduled matches, a ranking of the participants will be calculated.
1. Target Zones: Target areas are three zones worth an ascending number of points:
§ Zone 1: hands and weapon. 1 point.
§ Zone 2: arms and legs. Arms from the wrist to the deltoid. Legs from the feet to the hip. 3 points.
§ Zone 3: head, shoulders, and torso to hips. 5 points.
More details concerning how combatants score points is provided below in § IV Rules of Engagement.
II. Protective Gear
Safety is of paramount importance in any sport. The gear and equipment needed for any sporting activity is based around minimizing injury in vulnerable areas. Lightfencing is a high-energy, physical sport and carries with it the risk of injury. Without gear, Lightfencing becomes dangerous and hazardous. This gear not only protects us from injury, but also protects our opponent, giving us the freedom to attack them without fear of hurting them. Therefore, proper gear and safety measures should be taken at all times to minimize accidents and injuries that can result from them. For a list of approved protective gear of USAL, please click: Approved gear
A. Gear Levels
Since Lightfencing uses the whole body as a target, each piece of gear must do specific things. Further, Lightfencing athletes engage in more than just matches: There are several different training drills and games leading up to full bouts. Because of the differences in these activities and the risks inherent in each, each activity has its own level of gear required:
§ Solo practice: when you are practicing by yourself, no gear is required. Most athletes train out of their gear, so that they can get a more dynamic workout with more freedom of movement. But, doing your solo practice in your full gear occasionally is a great way to prepare for competition, get your technique down as you will be required to in a bout, and add difficulty to your exercise.
§ Level 1 – Arming rallies and related activities: mask with back the head protection, gloves, and footwear are required. Level 1 consists of any unrehearsed two-person exercise, such as cooperative two-person games and drills like rallies and velocities. If practicing in a location that does not allow street shoes (e.g., Dojos and martial arts schools with mats, etc.) mat shoes should be worn. Wrestling shoes, kung fu shoes with cotton soles, or any soft soled shoes acceptable to the location may be used. Bare feet, sandals, or flip flops are not acceptable.
§ Level 2 – Light free play and “club practice”: Groin protection, mask, gloves, footwear, elbow protection, and knee protection are required. Level 2 consists of light free play with the rules in a class setting with a certified coach or instructor (often called “club practice”). Back-of-the-head protection is required at all times with a mask.
§ Level 3 – Full bouts and competition: mask, gloves, footwear, elbow protection, knee protection, shoulder protection, chest protection, a gorget, back-of-the-head protection, athletic cups for groin protection, and plastrons for female anatomy (i.e., a “full set” of gear). Level 3 consists of full bouts, full sparring, and all competitions.
B. Gear specifications
The protective gear used in each activity level is mandatory for that activity level. In competitions, combatants that do not have proper gear for their activity level or have gear that is ill fitting or in a damaged state that renders some or all of its protective value moot will be barred from competing until they obtain proper gear.
The specifications for each piece of gear are as follows:
§ Mask: Fencing or HEMA helmet with a bib resistance of at least 300 newtons. 3-weapon fencing masks by approved suppliers are the minimum protection to the head. Helmets and masks may have hoods or other back-of-the-head protection built in or worn separately.
§ Hoods or Back-of-the-Head Protection: For Level 3 combat, if a Fencing mask does not include back-of--the-head protection, a hood or guard must be worn in addition. Most Fencing masks can accommodate any number of back-of-the-head protectors.
§ Gorget or throat protection: Many styles of throat protection are available and acceptable for Lightfencing. The minimum level required would be a Lacrosse throat protector consisting of a plastic plate to be worn form the neck. HEMA throat and neck protectors are also available that give more protection and better coverage. Also, some full jackets include throat protection. All protectors will be examined by the judges and either approved or rejected based on their protective value.
§ Hands/Gloves: Gloves must be Hockey, Lacrosse, or Heavy HEMA gloves. Gloves must protect the hand reasonably well from injuries to the fingers or thumbs. Light gloves like rapier gloves, motocross or motorcycle gloves, and other “work glove”-style hand protection are not allowed. Gloves must protect the hands from full-force impacts with a 2 mm blade.
§ Shoulder and Chest protection: Hockey and Lacrosse body armor is ideal for the sport, and any shoulder or chest protection used must be of that quality. All gear must fit well and protect the shoulders and chest. HEMA jackets are legal provided they offer enough protection at the shoulders and chest. Female combatants should wear a plastron or other hard insert with HEMA jackets. Fencing jackets without padding or joint protection are not allowed. Historical Gambesons must be independently cleared by event or tournament officials.
§ Elbows and Knees: Elbow and knee protection can be skateboard or biking pads, any sporting-style elbow or knee pads, or HEMA- or martial arts-style protection. Knees and elbows should be completely covered by the protective piece, and that piece should be sufficiently padded to prevent injury from the protective piece itself. Lacrosse slash guards, baseball catchers, leg guards, and other bigger pieces of equipment are allowed and can protect a larger area.
§ Athletic Cup: any standard athletic cup. (male and female)
§ Plastron: any standard plastron. Required for those with female typical anatomy. While not required for male typical anatomy, they are still recommended.
§ Footwear: Any closed-toe shoe with a good sole can be used. High-top shoes that go above the ankle are ideal. Boxing, wrestling, kung fu, fencing, and other flexible soled shoes are suitable.
All gear must fit well and must fully protect the area that it is designed to cover (e.g., gloves must fully cover the entire hand). The referee in his sole discretion will determine, during gear checks, whether a combatant’s gear meets these requirements.
C. Gear in order of importance
Some gear is more critical than others in certain settings. Certain areas are more vulnerable to injury and permanent damage. Below are the areas that Lightfencing gear protects, in order of importance:
1. Back of the neck and groin: Trauma to these areas can result in permanent disability and death in some circumstances. The cervical spine is very vulnerable and can cause life-altering effects when injured. Blood vessels, nerves and nerve bundles, and reproductive organs are at extreme risk of permanent damage.
2. Head, throat, and face: The eyes are vulnerable to permanent injury or disability. Maxillofacial injuries such as orbital fracture and knocking out teeth are also very likely without protection. Concussion and skull fractures are a possibility if protection is not worn. Fencing helmets equipped with a back-of-the-head protector are excellent protection against these potential injuries and are the best choice for facial and head protection. Throat protection is to guard against accidental stabs to the throat, which can cause serious injury.
3. Joints: These areas are the most vulnerable during play. Light injury (bruising, welts, and abrasion) is extremely common, moderate injury (tendonitis, swelling, and soft tissue damage) is very likely without protection, and severe injury (strains, sprains, and dislocation etc.) is possible to the knees, elbows and other joints. Fingers are at particular risk for fracture, compression injury, or sprain. The tendons of the rotator cuff are all vulnerable at the shoulder. Gloves and shoulder, knee, and elbow protectors are worn for this purpose. If these pieces of gear are in good order, the risk is minimized.
4. Long bones and soft tissues: On the spaces between the joints are the long bones and muscles. These areas are the most common place to receive a touch with impact, but the risk to these areas from the polycarbonate blade is minimal. Welts, bruises, and abrasions are the most common. Welts and abrasion can be protected against by wearing long sleeves and pants to cover and bare skin. Bruises can be mitigated by the wearing of a thick padded jacket or gambeson.
It is important to note that gear “protects” and does not “prevent.” There is always some risk of injury incurred even when proper gear is being used.
D. Gear checks
All combatants participating in any competition or activity associated with TPLA or the USAL ruleset do so at their own risk, fully knowledgeable of the risks inherent in this sport. All combatants will arm, dress, and equip and maintain their gear with the understanding that these measures are implemented for the safety of all combatants and to preserve the fun of the game. Event organizers and competition officials will perform gear checks before any event or match that requires gear.
Any warming up or training on the premises where a TPLA or USAL event is happening must be in proper gear at all times if a standard weapon is being used. This includes locker rooms, extra space for preparation, or any other location at the venue. Combatants may be cited by officials if they are found to be in breach of these rules.
Gear checks will be performed upon entering the competition. Combatants will be marked as being approved or asked to make alterations or additions. These checks merely make sure that combatant have the appropriate pieces of gear and that those conform to the standards set by TPLA and USAL. Gear checks will also be performed before each match to ensure that each combatant’s gear is in good working order and is properly worn and secured. Weapon checks will be performed at the same time as gear checks. Hilt and blade lengths will be checked at the beginning of the event, and the security and integrity of the weapon will be checked at the beginning of each match.
F. The Arena
1. General rules
The Arena is divided into 3 rings and 3 areas. The rings are: the Engagement Ring (6-meter or 20-foot diameter), the Combat Ring (8-meter or 26-foot diameter), and the Outer Ring (10-meter or 32-foot diameter). See Figure 2 below.
The space within the Engagement Ring is the Engagement Area. Combatants begin the match and each bout by standing outside the Engagement Area at opposite ends of the Engagement Ring, at least 6 meters apart. This arrangement is called the line of engagement. Combatants may not enter the Engagement Area until the referee calls “Fight!”
The space within the Combat Ring (including the Engagement Area) is the Combat Area. All combat and gameplay takes place within the Combat Area. Once the referee calls “Fight!” and combat begins, combatants may go anywhere within the Combat Area but must not step outside the Combat Ring.
The space between the Outer Ring and the Combat Ring is the Officials’ Area. All officials (including referees, judges, scorekeepers, and timekeepers) stay within the Officials’ Area for the duration of the match. No one else is allowed in the Officials’ Area for the duration of the match. This ring can be no smaller than 10 meters in diameter but can be larger if space allows.
2. Combatants under the age of 12
Rules for the Arena are the same for combatants under the age of 12 except that combatants must begin the match outside of and stay within the Engagement area for the entire match.
3. Measurements
Matches may use either the above measurements given in metric units (i.e., meters) or those given in Imperial units (i.e., feet) when defining their Arena, but they cannot use both. That is, if one of their rings uses a metric measurement (e.g., 10 meters for the Outer ring), then all other rings must also use the metric measurements, and vice versa.
Figure 2 the Arena
III. Weapon (saber) Requirements
A. Weapon (saber) dimensions
Lightsaber combat is a sport that takes from many sword arts. As such, there is a great deal of variation in weapon dynamics and statistics between combatants. In the TPLA/USAL ruleset, there are several requirements for legal weapons. Any weapon used for any TPLA or USAL event must meet the following specifications (no exceptions will be made):
§ Overall weapon (saber) length (from the bottom of the hilt to the tip of the blade): 39 inches (100 cm) to 43 inches (110 cm)
§ Blade length exposed: 31 inches (79 cm) to 34 inches (86 cm)
§ Hilt length without blade: 6 inches (15 cm) to 12 inches (31 cm)
§ Blade dimensions: 254 mm (1 inch) outer diameter, 2 mm thickness with an inner diameter of 214mm (.84 inches). Blades themselves may be any length that allows the saber to conform to the above requirements
§ Blade tips: rounded and parabolic (elongated round tips) tips only, no bullet tips or any end caps that pose a puncture risk
This is called the standard saber, and it is the only completely legal configuration of a weapon for combat. No adaptations or handicaps will be allowed that modify the above requirements.
B. Weapon (saber) handling
Standard sabers may be handled with one or two hands, and the combatant may switch hands during combat at will. The saber cannot be wielded by the pommel or end of the handle. Rather, the weapon hand must remain on the upper half of the hilt (the “handle portion”) when striking. The 'weapon hand' is whichever hand on the hilt is closest to the blade. Reverse grip is allowed, but all rules of weapon handling, priority, and arming are the same.
Sabers may not be used as projectiles, and combatants may not intentionally throw sabers at any time, nor may combatants intentionally allow their opponent to strike their saber out of their hand and into the air. Doing so will result in a red card offense and possible disqualification.
IV. Rules of Engagement
A. Five general principles
1. Game play: in the TPLA-USAL system is based on five basic principles in the system. The first is “priority”: Only the combatant with priority may strike, and only that combatant may score a touch. Priority is gained by Arming: Engagement Arming to begin a weapon phrase, Simple Arming to continue a weapon phrase (see § IV.B.1). The second is “defense”: The defender from any priority attack must make a good-faith effort to protect themselves (see § IV.B.2). The third is “blade activation”: The blade must be activated in order to score. The fourth is “safety”: Points are scored by touches only, not by “smashing” with great impact. Combatants must use reasonable force for attack. The fifth is “excitement”: The action and game play are supposed to be exciting for the audience to watch and for the combatants to play. Several techniques can be used to maximize the excitement of a match.
2. Weapon phrases: The period between the Engagement with priority until a touch is scored or the two combatants disengage is called a "Weapon Phrase". These phrases may be of any length but must begin with an engagement arming maneuver. If a combatant engages without sufficient arming, any touch they land will be invalid. If the opponent successfully parries this attack and then lands a touch, that touch will be valid. Any touches scored after the first response will be invalid. The referee may or may not stop the exchange before the combatants disengage or a touch is made. If an exchange ends with a touch that was not properly armed, the Referee will call out “NO ARMING” to signal that no score has been made. The combatants should continue combat unless told to reset to the lines of engagement. Game play is intended to be as continuous as possible. Therefore, the referee may say "CONTINUE" to keep the action going. If the combatant are instructed to reset, they are expected to return to the lines of engagement as quickly as possible. Any delay may incur a reprimand or sanction. (See § V Offenses and Sanctions) As stated in § I, the clock does not stop for resets.
B. Rules for scoring
1. Attack
a. Engagement Arming: In order to obtain priority to attack and begin a weapon phrase, the combatant must bring their hand, weapon, and blade behind their body’s vertical centerline determined from the cervical vertebrae/ear in a plum line to the ground. Once the weapon and hand pass the centerline, the combatant has priority to launch an attack. Engagement arming can be done by bringing the weapon back then forward, in a circular path around the head, or with a spin or turn of the body. In standard combat, the entire weapon must be brought behind you, including the pommel. For engagement arming to be valid, the combatant must do all the following:
§ begin with the weapon between the two combatants;
§ bring the entire weapon behind the combatant’s own centerline before bringing it forward to the opponent;
§ not stop, stall, or otherwise be held back while moving toward the opponent in an effort to maintain priority. They must move toward the target immediately after being armed. and
§ continue directly to the target after bringing the weapon behind the combatant’s centerline.
b. Simple Arming: Simple arming happens within a weapon phrase after a successful defense. Simple arming entails bringing at least the tip of the weapon behind the centerline. The tip must be brought back from the defensive position before being brought forward to attack. This can be done in any way.
If, during a weapon phrase, a combatant makes a touch without sufficient arming, that touch will not be valid. If this attack is parried successfully, the phrase will continue. Any touch scored with sufficient arming will be a valid touch. The Referee may stop the phrase at any time if they deem that too many attacks without sufficient arming are performed and give a warning to the combatant(s) to attend to their arming technique. If they continue to attack and not arm, they can receive a card and sanction that will not exceed a yellow card.
c. Salvo principle: After a touch is made, the point is not yet over. If a touch is made to one scoring area, the combatant may arm another strike and try to gain a touch to a higher scoring area. For example, if a combatant makes a touch at the limbs for 3 points, they may immediately arm another strike and try to touch the head for 5 points. If the combatant is successful, they receive 5 points; if the opponent parries or dodges, or the combatant misses, they will receive the score for their original touch. The combatants have 3 chances to achieve the highest score of 5: one initial touch and 2 salvo attempts. Any salvo attempt beyond 3 strikes will be invalid. If a combatant attacks the same target more than once in a row, i.e. the lower right leg/shin, the salvo will be invalidated, and the combatant may be sited for a minor offense (see § V offenses and sanctions).
d. Priority attacks: For attacks to retain priority and thus be valid, they must be armed and not stop, stall, or change speeds after bringing the weapon behind the combatant’s centerline and starting motion to the target (combatants may change speed between the backward arming motion and the forward attacking motion, but once the forward motion has been set, it cannot be changed); and continue directly to the target after bringing the weapon behind the combatant’s centerline without changing speeds. The attacking movement forward must be at a single rate of speed. If the time of the attack forward exceeds 2 seconds, it will be deemed invalid. If the attack at any time crosses the centerline of the opponent, even if they are moving, priority will switch. For example, if a slow attack is thrown and the opponent walks past the blade, even while out of range, priority will switch. Feints and compound attacks must attempt conform to the speed of the original attack and may not speed up or else loose priority. (See § IV.C.10)
e. Thrusts: Combatants may not perform any thrusting actions during combat. Thrusting actions are defined as moving the tip of the blade forward toward the opponent or making contact with the tip of the blade with the entirety of the saber behind the tip. Attacking motion must always be arcs the cut with the edge of the blade. IF the tip run across the opponent, laterally and not into the opponent, it shall be deemed valid. FI the saber pushes the tip into or does anything other than describe an arc that passes through the centerline of the opponent, it will be deemed invalid. Thrusting actions are illegal even if the attack does not make contact. Any thrusting motions will be reprimanded or sanctioned according to the rules of arbitration. (see § V offenses and sanctions)
f. Remise: Once an attack has been parried or dodged, the combatant is required to defend. To continue attacking after the initial attack has been successfully parried or dodged is called a remise and is not valid. Any touches scored after the attack has been defended against will be deemed invalid and the combatant may be reprimanded or sanctioned. The level of the sanction will reflect the severity of the infraction.
g. Counter Attack: Attacking while the opponent has priority is called a counter attack and is illegal. Any touch scored will be deemed invalid and the combatant may be reprimanded or sanctioned.
2. Defense
a. Protection principle: Before a combatant may answer an attack, they must perform a “good faith” attempt to defend themselves. "Good faith" is defined as a defensive action that is obviously meant to stop or block the incoming attack. It must have the qualities that would stop the attack from hitting the opponent. This includes but is not limited to, solid contact with the incoming attack, placement with the opponent's blade where it would cause the attack to be blocked, or a doge that completely voids the attack.
b. Parries must be complete and should be dedicated to the defense. If a parry stops the movement of the attack, intersects in a way that would provide good protection, or otherwise provides a successful defense, priority will change to the defender. If the parry is ineffective or does not contact the opponent’s blade in a way that would prevent a touch, any touch made by the opponent will be valid. Touches that wrap around the blade or make a touch while in contact with the opponent’s blade will not be valid unless the parry would have been ineffective with a straight angle. If poor contact is made, does not stop the attack, or there is not dodging movement any touch made by the opponent will be valid. If the above is true yet the attack does not connect and a touch is not scored, it is considered a miss by the opponent and priority switches. If the opponent's blade pushes, breaks, or is forced through a parry that is made with all the qualities above, that touch will be invalid and the attacker maybe cited for hard hitting or excessive force (see § V Offenses and Sanctions).
c. Dodging can be complete or partial but must entail moving either the limb or the entire body out of the weapon’s path. A dodge is successful once the opponent’s blade crosses the centerline of the opponent. Once this happens, priority switches. Combatants may not perform a circular motion that begins on one side of the opponents and ends on the other side. The only method for launching an attack at one side of the opponent and scoring a touch on the other side is with a feint (see § IV.C.10).
3. Blade activation
a. Blade activation principle: The blade of the combatant’s saber must be illuminated while in play.
b. Parries: If a saber’s blade goes off during a bout, any parry attempted will result in a touch by the opponent to the targeted area, and any touches made will not be scored.
c. Arming: If an opponent’s blade goes out during a match but not during a weapon phrase, they must turn it back on in order to Engagement Arm, but their opponent may still attack them within the current phrase.
d. Saber replacement: If the saber cannot be reactivated after that point, a time out may be called for a replacement saber to be brought to them. The saber must be in the direct vicinity of the arena and must be replaced with immediately. The referee may call a forfeiture of the match if a replacement saber cannot be replaced immediately. No extra time will be given if there is not a replacement at the ready. The combatant may not leave the ring during this time, and the replacement must be brought by another person outside of the current match. The exact amount of time is left up to the referee’s sole discretion but shall not exceed 30 seconds.
C. Combat rules
1. Close combat:
Close combat is when both combatants are within each other’s weapon range. Close combat is permitted as long as the combatants are properly using their sabers in arming and priority, and the referee can keep track of the action. No contact with the body is allowed. If close combat is too close to call, or unclear from any official’s vantage point, it will be deemed a confused exchange and combat will continue.
2. Corps-a-Corps (Body to Body) and body use:
a. Body contact: If at any time the combatants touch each other with any part of their body rather than with their saber, it is called Corps-a-Corps (pronounced “core ah core”) and is forbidden. If a Corps-a-Corps occurs, the referee will stop combat. Corps-a-Corps includes any contact between any two parts of the combatants’ bodies, such as touches and actions by the non-weapon hand and arm, the legs, the shoulders, or the torso. This is true weather it is intentional or not.
b. Grappling: The use of the non-weapon hand is forbidden in standard combat. Grabs, grapples, and pushes will stop combat. If a combatant continues these actions or appears to be doing these actions to gain advantage, it can be punished with a yellow or red card offense dependent on the referee's sole discretion.
c. Strikes: Any striking with the arms, hands, legs, or feet is considered roughness and is grounds for sanctions up to and including disqualification.
3. Footwork:
Combatants may use any footwork techniques they can for locomotion. Kicks, sweeps, and other leg attacks are forbidden.
During engagement arming, combatants may take no more than two full steps (switching the forward leg twice to end up in the starting stance) and one shuffle step or “Hutt Slide” (a quick small step done with the front foot so as not to change stance) while attacking.
Combatants may perform one 360 degree spin for engagement arming. A single step can be performed at the end of the spin.
Combatants may perform 1 jump during engagement arming. This jump can be with two feet (jump), one foot (leap), or a spin.
Combatants may take as many steps as they wish before arming. Once an attack is armed, the above rules are in effect.
4. Falls and the 3-points-of-contact rule:
A combatant is considered to have fallen if three separate extremities (e.g., one hand, one foot, and one knee) or their head, back, or either hip touch the floor. During this time, the combatant may neither attack nor be attacked but must return to their feet immediately. Attacking a combatant while they have fallen is forbidden.
5. Saber drops and disarms:
If during the course of a match one of the combatants drops their saber or is disarmed by the other’s saber, and the saber touches the floor, the referee will immediately call “HALT!” The immediately preceding phrase and actions will be invalidated unless the saber was dropped (touched the floor) after a touch was called. Any deliberate dropping of the saber can be sanctioned with a yellow card. This determination is left up to the referee’s sole discretion.
6. Movements:
During a match, the combatants have free range of movement within the combat area. This includes dodging, jumping, rolling, spinning, and simple tumbling tricks. Some of these movements will allow a combatant to arm an attack and some must be done as preparatory movements. All movements are assumed to start with both feet on the ground and in a standing position. All movements must conform to the “3 points of contact” rule. (See § IV.C.4)
7. Movements of arming to engage:
a. Spins: If the combatant makes a 360 degree turn and brings their weapon in that same arc, the strike is armed. This action may be done with a jump.
b. Rolls: If a combatant performs a shoulder roll and the weapon does not touch the ground, the strike is armed. The strike must be delivered with at least one foot on the ground and the body upright.
c. Cartwheels: If a combatant performs a cartwheel and the weapon does not touch the ground, the strike is armed. The strike must be delivered after both feet are on the ground.
8. Preparatory and dodging movements:
a. Dodging: A combatant may dodge a strike in any way that they are able while staying inside the combat area. A dodge is considered to be complete if the incoming attack passes the combatant’s centerline.
b. Kneeling: kneeling can be done if certain criteria are met. If one knee is on the floor, the hips must not rest on the legs or shin and the body must be upright. The combatant must return to their feet as quickly as possible. If two knees are on the ground, the hips may not touch the legs, and the feet and shins must also be on the ground to create one surface. If at any time the combatant touches the ground with a hand or sits back onto their legs, they will be considered to have fallen.
c. Beat: Before either combatant has priority, one combatant may displace their opponent's blade by hitting it out of the way. They then must perform an engagement arming technique to gain priority. This must not be done with the intent to knock the saber out of the others hand. If the beat does cause the opponent's saber to leave their hand, the combatant will be reprimanded or sanctioned.
d. Washes: before priority is established, if the combatants blades are in contact with one another, one combatant may perform a "wash". This is similar to a beat but pushes the blade out of the way without hitting it. This may be done in a circular, straight or curved motion as long as it is done before a phrase begins. The combatant washing must arm to engage before claiming priority.
Examples of preparatory actions:
9. Target and hand switching:
Combatants may not switch or otherwise obstruct a targeted strike with priority by switching the target. Example: lifting the hand and arm to take a 3-point touch on the arm to prevent a 5-point touch to the head. If a combatant is holding their hand to their chest and that hand is struck, any contact with the hand will result in a 5 point touch if it is held against the body.
10. Feinting/compound attacks:
If a combatant throws a priority attack at a specific target, they may switch targets before the opponent parries. This action must be distinct from the original arc of the strike thrown. This is done by:
1. changing the target to the same side;
2. changing the target to the opposite side; or
3. changing the target to a different level.
In order for a feint to be legal it must do all the following:
1. Not re-arm a strike. The action to change the target must have the tip of the blade remain in between the combatant and their opponent.
2. Change target and arc. Stalls or stopping the blade and then continuing along the original arc to the original target (same level and side) will result in loss of priority. Slowing down or speeding up will also cause a loss of priority once the attack is moving toward the opponent.
3. Occur before the initial attack with priority is completed. The feint must happen before the blade crosses the opponent’s centerline. It must not complete the initial arc. It must change its trajectory.
4. Be done from simple arming only. Feints are not allowed during engagement arming. They must occur within a phrase.
The combatant may withdraw their head and body backward to allow for a feinting motion. As long as the blade does not re-arm, the feint will be considered valid. For example, the “cloud sword” maneuver found in the TPLA system of training can be used for such a technique. The feint may cross to the other side of the body through the center line of the opponent once and only after the arc has changed. The combatant may change the attack only once. If the opponent touches the blade at any time with their blade, the feint is stopped and priority switches. Feints may be done within salvos.
The below video demonstrates examples of feinting.
V. Offenses and Penalties
1. In general
Offenses and penalties are separated into four categories in ascending order of severity. As the seriousness of the infraction increases, so do the penalties for that offense. If the combatant receives a sanction, points will be awarded to their opponent. Any phrase in which a minor or major offense occurs is deemed invalid for that combatant. If the offender makes a touch, no score will be recorded for that phrase. If the opponent successfully responds, their touch will be valid.
Example #1: Combatant A has 5 points when they receive a 3-point sanction from the referee. Combatant B would then be awarded 3 points.
Example #2: A phrase ends with a touch to the head but the combatant that struck the touch did not gain priority with an engagement arming movement. The phrase is invalid, so no scores are awarded.
If point-based sanctions are ineffective or the infraction is of sufficient severity, the combatant may be removed from competition. This decision is left up to the discretion of the Bout Committee or the organizers of the event if no committee is available or cannot reach an agreement.
Offenses are marked during a match by the show of cards. The order and penalties associated with each are below: