Control Point is Lightspeed’s non-stop tag-team format, designed to leave both fencers and audiences gasping. Time is the sole determinant of victory, not points. So get moving!


INTRODUCTION

Control Point is a tag-team format consisting of two teams of 2-5 players. Team members fence one at a time against a member of the opposite team, leaving the box and tagging a teammate in whenever they are struck.

Each team has a clock beginning at 3 minutes. Once play begins, at least one clock is always running.

OBJECTIVE

The objective of Control Point is to get your team’s clock down to zero before the other team’s. At any time while in play, you may attempt to activate your team’s clock and deactivate the opposing clock by pressing a button placed at the midline of the box. You may attempt to do so while your opponent is still in the box with you, or you may do so after eliminating them.

BONUSES

You earn time deductions for skillful actions. If you land a Headshot or Clean Bodyshot, you earn -7 seconds on the clock for your team. Counterattacks earn -21 seconds.

RULES

  • SETUP

    • Games are played in a best-of-three format.

    • Control Point takes place within a standard 15’x30’ Lightspeed box, or equivalent.

    • All teams must have at least two sabers ready and in good working order, with proper illumination. You may share sabers. Only one saber per fencer.

    • All sabers on a given team must be in good working order and the same color. The two competing teams cannot have the same color. For example: All sabers on the Red team MUST BE RED, and all sabers on the Blue team MUST BE BLUE.

  • PLAY

    • For every encounter, you will fight to first touch. If you win the encounter, your opponent must leave the box. If you lose it, you must leave. If there is a simultaneous, you both leave.

    • CONSISTENT ORDER. Teams must follow a consistent order of play. Teams may not change the order of their fencers unless one is in time-out.

    • OUT-OF-BOUNDS INERTIA. There is no out-of-bounds in Control Point, however, if any part of your body is on the boundary or on the ground outside the boundary, you may not attack; if you do attack your attacks are inert, and you will be ejected from the box. You may defend yourself.

    • NO CAMPING. If an opponent is entering the box while you already occupy it, you must retreat to behind your team’s button to allow them safe entry. You then may not set foot beyond the button until your opponent has had opportunity to fully cross beyond that point themselves.

    • TAGGING. Tag-ins must be performed by touching hand-to-hand, or by passing or tossing a saber from teammate-to-teammate. Tossing should occur in a safe, controlled manner, or you will be put in time-out.

    • GOOD SABERS ONLY. If your saber fails during play— ie it goes out, or changes to an improper color— that saber is considered deficient and you must leave and tag in a teammate.

    • There is no Attack Priority in Control Point. Headshot Priority still applies.

  • Otherwise all standard Lightspeed rules apply.

A map of an optimized Control Point setup. Notice that each team’s button is on the opposite side of the box mid-line.

PENALTIES

Most rule infractions will result in ejection. Rule infractions with regard to safety may result in time-out or disqualificaiton. This includes excessive force and unsafe saber passing. In all cases, you will be ejected, your hit will be nullified, and:

  • First infraction: No other penalties.

  • Second Infraction: 1 minute time-out, -7 seconds awarded to opposing team

  • Third infraction: Disqualification, -21 seconds awarded to opposing team


FENCER’S GUIDE

  • Remember that the time does not stop in Control Point, so enter and leave the box as fast as you can!

  • Obey the referee at all times. The referee will make three main calls:

    • Red out! - The Red fencer must leave.

    • Blue out! - The Blue fencer must leave.

    • Double out! - Both fencers must leave.

  • There is only one referee making scoring decisions in Control Point, and their decision is instant and final. They will make mistakes sometimes. Make your attacks AND EVASIONS as clear as possible.