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COMPETITION

COMPETITION


TOURNAMENTS


REFEREEING

The level 3 instructors syllabus is essentially a tournament refereeing workshop. All candidates should be capable of conducting their own competitions and adjudicating matches fairly.

Workshops are available throughout the year, and are open to members of any academy or school! Competent officials are the lifeblood of any competitive scene, and we do our best to help train dedicated professionals who are fit for purpose.

THE LINTON CUP

The Linton Cup is the UK LED Sabre Open Tour event, held annually and hosted by ourselves, the Silver Sabres Combat Academy Ltd.

The LED Sabre Open Tour rules of engagement were originally created by Faisal Mian and Nick Musson, as a pathway through competition and towards display fighting. Today, it represents the modern combat sport that emerges from the practice of LED Sabre, as taught by ourselves and our friends.

WHAT IS THE PURPOSE OF THE LED SABRE OPEN TOUR (LSOT) PROGRAMME

The ​LSOT is an international affiliation programme​ intending to ​unite the LED Sabre community here on planet Earth, and to give them the opportunity to meet and duel under a common set of rules and principles:

  1. To establish ​safe practice​, with a Code of Conduct, and minimum standards for protective equipment, blades and hilts, and by prohibiting any techniques that pose a significant threat to the health of the participants or spectators.
  2. To encourage ​cross training​ and provide an opportunity for social interaction​ between academies and clubs.
  3. To ​collect feedback​ from academies and clubs, and to provide a channel for ​new ideas to be shared.
  4. To allow all academies and clubs to ​evolve and develop their own cultures and practices, provided that they adhere to ​LSOT​ protocols when they meet other affiliates for sparring or competition.
  5. To have fun!
  6. To provide the service to all affiliated clubs for ​no charge.
  7. To be inclusive and welcoming to all clubs and academies, regardless of their other affiliations.

COMBAT RULES

REQUIRED ARMOUR

  • Protective gloves
  • 350N Fencing Mask, with bib/throat protection
  • Cup/box (required for men)
  • Elbow guards

GO TO EQUIPMENT

RECOMMENDED ARMOUR

  • Knee guards
  • Chest guard
  • Clavicle guards
  • Floating rib guards
  • Back of head/neck guard

1. DEDUCTIVE SCORING

  1. Each fighter starts with a fixed number of Hit Points (HP) per round.
  2. Starting HP = 4
  3. Each round ends when either fighters HP reaches 0, and the referee will call HALT.
  4. A fighter’s score for each round is the total HP they have remaining.
  5. A Pool match will consist of 3 rounds, and the elimination stage will consist of 5 rounds per match, and each fighters final score is the total number of HP they preserved across the entire match.
  6. The winner of a match is determined by the fighter with the highest final score
  7. If scores are tied, the winner is the fighter with most rounds won.
  8. In Elimination matches, if the scores are still tied, then a sudden death round will be fought, with each fighter starting with 2HP.

2. TARGET LOCATIONS

  1. HEAD or GROIN = 3HP
  2. TORSO = 2HP
  3. LIMBS/HANDS = 1HP
  4. Cuts to the feet do not count.
  5. If a hit location is debatable, the lowest of the scoring options will be applied.
  6. If two locations are hit cleanly with a single cut, then only the first locations damage is deducted.
  7. If two locations are hit cleanly with a single cut, simultaneously, then the higher location damage is deducted.
  8. If a cut hits a location through a reasonable parry, then the attack is considered neutralised and will not do damage.
  9. If a parry is simultaneous with a cut that hits, then the attack does damage normally.

3. FIGHTING DOES NOT STOP UNLESS THE REFEREE CALLS HALT 

  1. For danger to fighters, officials or audience.
  2. If either fighter reaches 0HP.
  3. To review slow motion.
  4. For disarms.
  5. For out of bounds.
  6. For timer reaching zero.
  7. For fouls.

4. EACH ROUND WILL HAVE A TIME LIMIT (2 MINUTES) 

  1. At the end of the prescribed time, the referee will call HALT.
  2. The difference in HP will be awarded as the score of the fighter with more HP.
  3. The fighter with less HP will score 0 for that round.
  4. If score is tied, both fighters score 0.

5. SEMI CONTACT ONLY  

  1. All cuts must be pulled, where a pulled cut does not deliver force deeper than the surface of the target.
  2. Each violation incurs a penalty.

6. CUTS MUST HAVE CLEAR INTENT IN ORDER TO BE CONSIDERED VALID

  1. The minimum intended arc of travel for a cut to be considered ‘ARMED’ and valid for scoring is 90​ degrees.
  2. The arc of cut is measured at its initiation, as observed at the moment of execution.
  3. If the arc of cut is debatable, no score will be awarded.
  4. Grazes are cuts that only touch with the point/tip of the weapon, not the blade, and they do not score.
  5. Glancing Blows are cuts that arrive with a vector parallel or almost parallel to the surface of the target, and they do not score.

7. ALL CUTS MADE WITH A CROSSGUARD SABRE MUST BE DELIVERED WITH EITHER TRUE OR FALSE EDGE​  

  1. As dictated by the alignment of the wrists and quillions.
  2. A correct grip must be employed.
  3. Backhands and slaps are STRIKES, valid only for sabres without crossguards or tsubas, and are not considered as scoring cuts with a crossguard sabre.
  4. If the wrist alignment is debatable, the score will be awarded, with only clear violations being discounted.

8. SIMULTANEOUS CUTS WILL BE SCORED NORMALLY, WITH BOTH FIGHTERS HP DEDUCTED ACCORDING TO HIT LOCATION

  1. The match ends immediately if either fighter drops to 0HP.
  2. There is no priority.
  3. Both cuts must be in motion before either cut lands, in order for the attacks to be simultaneous.
  4. Both cuts must have clear intention and full arc of cut in order to be simultaneous.

9. DISARMS SCORE 3HP​  

  1. The Referee will call HALT.
  2. The fighters will reset to start positions.

10. THRUSTS ARE NOT PERMITTED,​ AND WILL INCUR A PENALTY

11. UNARMED TECHNIQUES ARE NOT PERMITTED, ​AND WILL INCUR A PENALTY

12. OUT OF BOUNDS

  1. LOSE 3HP​ ​per FOOT or HAND, or part thereof.
  2. ROUND LOSS for any other part of the body.
  3. Any contact with the floor beyond the boundary of the arena is considered out of bounds.
  4. Referee calls HALT.

13. NO DISRESPECTING THE REFEREE

  1. Each fighter receives a single REVIEW token per match/round.
  2. Each REVIEW token permits a fighter to request the referees view the slow motion replay in order to arbitrate a dispute.
  3. If the fighters objection is upheld, they get their REVIEW token back, otherwise it is considered spent.
  4. The referee may request slow motion review whenever they feel it’s necessary.

14. NO FOUL LANGUAGE OR ABUSIVE BEHAVIOUR

15. ALL OUTFITS AND SABRES MUST BE AUTHORISED FOR USE IN DUELS BY THE REFEREE


Penalty protocols

  • Referees may offer warnings as advisories for minor infringements, if a card is deemed excessive.
  • 1x YELLOW CARD per MATCH
  • YELLOW CARD = -2HP
  • 2x YELLOW CARD = RED CARD
  • 1x RED CARD per TOURNAMENT
  • RED CARD = MATCH loss, score set to 0HP for all rounds.
  • 2x RED CARD = BLACK CARD
  • BLACK CARD = DISQUALIFIED FROM TOURNAMENT

Sanctions​  

  • Deliberate fouls = BLACK CARD
  • Deliberate use of excessive force = BLACK CARD
  • Accidental use of excessive force, capable of causing injury = RED CARD
  • Accidental use of excessive force, but incapable of causing injury = YELLOW CARD
  • Willingly endangering oneself = RED CARD
  • Willingly endangering one’s opponent (e.g. thrusts) = BLACK CARD
  • Unwillingly endangering one’s opponent (e.g. thrusts) = YELLOW CARD
  • Deliberate use of unarmed techniques (e.g. shouldering, trip, blade or hilt grabs etc) = BLACK CARD
  • Accidental use of unarmed techniques (see above) = YELLOW CARD
  • Negative contestation of a referee’s decision = YELLOW CARD
  • Insult, taunts toward the opponent, the referees or the public = BLACK CARD
  • Refusal to salute = BLACK CARD
  • Refusal to shake hands at the end of a fight = BLACK CARD

Pool Protocols ​  

  • The winner of a pool is determined by the total number of HP left at the end.
  • In the event of a tie-break, the fighter with the highest number victories will be declared as the winner.
  • If the scores are still tied, the fighter who has done the most damage in the pool will be declared winner.
  • If the scores are still tied, the fighters will enter into a one round match with 2HP.

Elimination protocols ​  

  • At the end of the match, the fighter with the most HP remaining is declared the winner.
  • In the event of a tie-break, the fighter with the most rounds won will be declared the winner.
  • If the scores are still tied, the fighters will enter into a one round match of 2HP each.

Sabre regulations 

  • All blades must be constructed of polycarbonate
  • Blade length is 61cm to 92cm
  • Minimum depth of blade in emitter is 5cm
  • Maximum width/diameter of emitter is 5cm
  • Maximum total weapon length is 125cm
  • Wall thickness of blades is 1.5mm to 2mm
  • Maximum width of Tsubas is 8cm
  • Maximum width of side blades fitted to crossguards is 25cm
  • BULLET POINTS ARE PROHIBITED
  • SHARP EDGES AND DANGEROUS PROTRUSIONS ARE PROHIBITED
  • Sabres must have light, and must be ILLUMINATED FOR ALL MATCHES if possible.
  • If illumination is unavailable for one fighter, and no replacement sabre can be found, then both fighters must fight with blades unlit.
  • Sound is optional.

Arena regulations  

  • Arenas must be either square or octagon in shape (recommended = octagon).
  • 6-8 meters wide (recommended = 7m).
  • Fighters must begin with one foot touching the boundary line.

Establishing a common language  

The format for competition is as follows:

  • Fighters compete in MATCHES
  • Matches are fought in ROUNDS
  • In each round, any attempt to score or combo is called an ENGAGEMENT

ATTACKS THAT ARE SIGNIFICANT IN AN ENGAGEMENT

  • TOUCH = (no score) any cut with no arc of cut.
  • THRUST = (illegal) an attack with the point of the blade, with a vector parallel or almost parallel to the axis of the blade.
  • CHOP = (all weapons are permitted) a cut delivered perpendicular to the axis of the blade.
  • SLICE = (all weapons permitted) a cut delivered parallel to the axis of the blade.
  • DRAW CUT = (no score) a SLICE with no arc of cut.
  • STRIKE = only standard sabres permitted (forbidden to cross sabres) = a cut delivered with no alignment of edge or wrist.

DEFENSIVE ACTIONS THAT ARE SIGNIFICANT IN EACH ENGAGEMENT

  • EVASION = to neutralise an attack by moving out of its arc of cut.
  • PARRY = to neutralise an attack by opposing its arc of cut.
  • BIND = an active redirection of the arc of cut.
  • DEFLECTION = a passive redirection of the arc of cut.
  • COUNTER = an attack that immediately follows any successful defence.

NEUTRAL ACTIONS  

  • GUARD = any initial position from which an attack or defence can be executed.

Ceremony

  • “Places” – ​ fighters, once fully equipped, get in position outside the arena.
  • “Enter” – ​ fighters enter the fighting arena and go to their respective starting positions.
  • “Salute” – ​ at the beginning and end of a fight, the fighters must salute each other as well as the referees. After the end of fight salute, the two fighters must shake hands and go shake hands with the referee.
  • “Ready” – ​ fighters should reply by the affirmative (verbally or physically) when ready.
  • “Fight” – ​start of the fight period.
  • “Halt” – ​clearly and loudly announced by the referee. The fight stops immediately. Multiples reasons can stop the fight: end of the fight, dangerous fighting behaviour, etc.
SilverSabres Crest