WFTDA STANDARDIZED FLAT TRACK ROLLER DERBY RULES
Version 4.0
Updated April 19, 2009




© 2009 Women's Flat Track Derby Association (WFTDA)

This document is for reference purposes only. For the official WFTDA rules document, visit WFTDA.com



1. TEAMS
2. GAME PARAMETERS
             2.1 TRACK
             2.2 STRUCTURE
             2.3 PERIODS
             2.4 JAMS
             2.5 OVERTIME
             2.6 TIMEOUTS
             2.7 PENALTY BOX
             2.8 CLOCKS
             2.9 WHISTLES
3. PLAYER
             3.1 BLOCKER
             3.2 PIVOT BLOCKER
             3.3 JAMMER
             3.4 LEAD JAMMER
             3.5 PASSING THE STAR
             3.6 HELMET COVERS
             3.7 UNIFORMS
             3.8 JEWELRY
             3.9 SKATES
4. THE PACK
             4.1 PACK DEFINITION
             4.2 PRE-JAM POSITIONING
             4.3 JAM POSITIONING
             4.4 STARTS
5. BLOCKING
             5.1 GENERAL BLOCKING
             5.2 CONTACT ZONES
             5.3 BLOCKING ZONE DIAGRAMS
6. PENALTIES
             6.1 BLOCKING TO THE BACK
             6.2 USE OF ELBOWS
             6.3 USE OF FOREARMS AND HANDS
             6.4 BLOCKING WITH THE HEAD
             6.5 OUT OF PLAY PENALTIES
             6.6 SKATING CLOCKWISE TO BLOCK
             6.7 MULTIPLE-PLAYER BLOCK
             6.8 CUTTING THE TRACK
             6.9 OUT OF BOUNDS BLOCKING
             6.10 TRIPPING AND LOW BLOCKING
             6.11 SKATING OUT OF BOUNDS
             6.12 ILLEGAL PROCEDURES
             6.13 MISCONDUCT AND GROSS MISCONDUCT
             6.14 INSUBORDINATION
             6.15 FIGHTING
7. PENALTY ENFORCEMENT
             7.1 MINOR PENALTIES
             7.2 MAJOR PENALTIES
             7.3 PENALTY ENFORCEMENT PROCEDURES
             7.4 BOTH JAMMERS PENALIZED/
                   BOTH JAMMERS OFF THE TRACK
             7.5 EXPULSION AND FOULING OUT
8. SCORING
             8.5 POINTS
9. OFFICIALS
             9.1 STAFFING
             9.2 DUTIES
             9.3 REFEREE DISCRETION
             9.4 REQUIRED EQUIPMENT
10. SAFETY
             10.1 PROTECTIVE GEAR
             10.2 SAFETY PERSONNEL
             10.3 INJURED SKATERS
             10.4 IMPAIRED SKATERS
11. GLOSSARY

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1TEAMS
1.1Teams shall consist of a maximum of 20 skaters that have passed the Minimum Skill Requirements established by the Women’s Flat Track Derby Association (WFTDA).
1.2At most, 14 skaters may be on the roster for a specific game. Leagues may rotate their game roster from their team roster between games.
1.3During a tournament, leagues may substitute alternates from their team roster. If a skater is pulled from the tournament and replaced with an alternate, she may re-enter the tournament in a subsequent game.
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2GAME PARAMETERS
2.1TRACK
2.1.1For regulation inter-league games, the track shall be based on the specifications in Appendix B. The method of marking dimensions (tape, rope, etc), including suggested 10’ marks, are subject to the restrictions of the venue; however, the track must be the standardized dimensions.
2.1.2The track surface shall be clean, flat, and suitable for roller skating. Acceptable surfaces include polished or painted concrete, wood, or game court floors.
2.1.3The track boundaries should be marked by a raised boundary at least .25” and no more than 2” height, in such a way that is highly visible to skaters and officials and does not present a safety hazard to skaters. The track boundary line width must be at least 1” and no greater than 3”.
2.1.3.1The track must have a clear demarcation for:
2.1.3.1.1Pivot start line
2.1.3.1.2Jammer start line
2.1.3.2Ten foot track intervals are strongly encouraged, see Appendix B.
2.1.4The track area will include chairs or benches in designated team areas, either in the infield or on the sidelines. Only those skaters who are on the roster for that game may sit or stand in the designated team area. Up to two support staff (team managers, coaches, or other non-skating players) per team are allowed in this area during a bout.
2.1.5There will be a ten foot clearance around the outside of the track for safety. If there is a rail, wall, or barrier between the track and the crowd that completely prevents contact between spectators and contestants, a five foot clearance is permissible. Referees may skate in this area, and/or the infield of the track. The clearance cannot be less than five feet.
2.1.6For safety and visibility, the track surface, boundaries, safety zone, and penalty box should be clearly lit.
2.1.7The track and the boundary marker line are considered in bounds.
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2.2STRUCTURE
2.2.1A bout or game is composed of 60 minutes of play divided into two periods of 30 minutes played between two teams.
2.2.2The team with the most points at the end of the game wins.
2.2.3Two or more games may be combined in a single “double-header” event. Games can either be staggered by periods or played in full, one at a time depending upon the agreement between teams involved.
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2.3PERIODS
2.3.1The period begins when the designated Official blows the first jam whistle. The signal will be one long whistle blast.
2.3.2There will be at least a five-minute break between periods to allow for referee rotation and, if applicable, skater warm-up.
2.3.3The period ends when the last jam reaches its natural conclusion (see Section 2.4). This may extend past the point when the period clock reaches zero.
2.3.4If 30 seconds or fewer remain on the period clock when a jam ends, there will not be another jam started for that period, unless a timeout is called (see Section 2.6.5).
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2.4JAMS
2.4.1A period is divided into multiple jams, which are races between the two teams to score points. There is no limit to the number of jams allowed in each period.
2.4.2A jam may last up to two minutes. Jams end on the 4th whistle of the jam-ending signal, (see Section 2.9 Whistles).
2.4.3There are 30 seconds between jams.
2.4.4If all skaters are not in position and ready to start the next jam after the allotted time, the jam will start without the missing skater(s) and the team will skate short for that jam.
2.4.4.1Jammers are considered in position and ready if they are in bounds when the first whistle of the jam (i.e., the whistle to start the pack rolling) is blown. Jammers are subject to false start penalties if they are not on or behind the Jammer line (see Section 6.12.4 for specific penalty details). Jammers are permitted to put on their helmet covers after the jam has started. However, each Jammer must have her helmet cover in hand before the jam starting whistle. A helmet cover cannot enter a jam in progress.
2.4.4.1.1If the Jammer is not on the track when the jam starting whistle blows, the Jammer will not be permitted to join the jam in progress. No penalty will be issued.
2.4.4.2Pivots and Blockers are considered in position and ready if they are in bounds when the first whistle of the jam blows (this is the whistle to start the pack rolling). They are subject to false start penalties if they are not behind the Pivot line and in front of the Jammer line (see Section 6.12.4 for specific penalty details). Pivots are permitted to put on their helmet covers after the jam has started. However, each Pivot must have her helmet cover in hand before the jam starting whistle. A helmet cover cannot enter a jam in progress.
2.4.4.2.1If a Pivot or Blocker is not on the track when the jam starting whistle blows, that player will not be permitted to join the jam in progress. No penalty will be issued.
2.4.5The jam is over when a referee calls it off with four short whistle blasts—the jam ends on the fourth whistle. The jam will not continue even if the whistle was inadvertent or incorrect.
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2.5OVERTIME
2.5.1If the score is tied at the end of a bout, a final overtime jam will determine the winner. After one minute to regroup, the teams will skate a full two-minute jam. This jam will have no Lead Jammer, and penalties will be called. Jammers will begin accruing points on their first pass through the pack. The team with the most points at the end of the overtime jam is the bout winner. If the score remains tied, additional overtime jams will be played until the tie is broken. There is one minute between any additional overtime jams.
2.5.1.1If an overtime jam ends before two minutes for any reason, the bout ends immediately and the score stands. Additional jams can only be played if the score remains tied.
2.5.2Overtime is not a new period. Overtime is an extension of the final period.
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2.6TIMEOUTS
2.6.1Each team is allowed three one-minute timeouts per game.
2.6.2To take a timeout, the Captain or Designated Alternate will signal the officials and make a T signal with her/his hands, to indicate that she/he is requesting a timeout. Referees will signal for the clock to stop. If the Designated Alternate is a manager, she/he is permitted to call a timeout (see Section 2.8.2.2).
2.6.3Teams may take timeouts only between jams.
2.6.4Referees may call an Official Timeout at any point. This will stop the clock so that referees have time to review a call or adjust the number of skaters on the floor.
2.6.5After a timeout the period clock does not resume until the next jam starts.
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2.7PENALTY BOX
2.7.1Benches or seats must be provided to make up the “Penalty Box.” This is the designated area where penalty time will be served. The benches or seats must be capable of accommodating a total of 6 players (3 from each team).
2.7.2The penalty benches must be situated in an easily accessible, neutral area close to the track. Teams may use separate penalty boxes.
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2.8CLOCKS
2.8.1Each game will have separate penalty clocks, jam clocks and period clocks.
2.8.2Official Period Clock
2.8.2.1The official period clock starts on the first whistle of the first jam.
2.8.2.2The official period clock does not stop between jams unless a timeout is called. The period clock stops during a timeout.
2.8.2.3Officials must stop the official period clock between jams when time exceeds 30 seconds.
2.8.2.4The official period clock must be highly visible to referees, teams and fans.
2.8.3Jam Clock
2.8.3.1The jam clock starts on the first whistle of the jam.
2.8.3.2The jam clock stops at the end of each jam (on the fourth whistle).
2.8.3.3The jam clock must be highly visible to referees, teams and fans.
2.8.4Penalty Clocks
2.8.4.1Each game must have enough time clocks to time all penalties simultaneously (see Section 7.3.3 for details on penalty timing procedures).
2.8.4.2All penalty clocks stops between jams (see Section 7.3.3 for procedure).
2.8.4.3Penalty clocks are not required to be visible to referees, teams and fans. While in the Penalty Box, players may request knowledge of how much penalty time they have remaining.
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2.9WHISTLES
DescriptionWhistle Signal
Jam Start – Pack startOne long
Jam Start – Jammer startTwo rapid
Lead JammerTwo rapid
Minor PenaltyNone
4th Minor PenaltyOne long
Major PenaltyOne long
Jam Called Off/EndedFour rapid
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3PLAYERS
3.1BLOCKER
Player positions refer to the position a skater is playing in a given jam. A skater is not limited in the number of positions she may play during a bout, but is limited to playing one designated position at a time. A maximum of four Blockers and one Jammer from each team are allowed on the track during play; only one of the Blockers may be a Pivot Blocker (see section 3.2 and 3.3).
3.1.1Prior to the start of a jam, Blockers line up behind the Pivots and ahead of the Jammers. They play a key role in determining the position of the pack and keeping the pack formed. Blockers play a defensive role for their teams. They attempt to hinder the progress of the opposing team’s Jammer and defend their team’s Jammer from the defensive maneuvers of the opposing team. They may also directly assist their team’s Jammer on trips through the pack. Blockers never score points. Only the Pivot Blocker may become eligible to score points, according to the specifications in Section 3.5 Passing the Star.
3.1.2Blocker identification: Non-Pivot Blockers do not wear helmet covers.
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3.2PIVOT BLOCKER
3.2.1The Pivot is special subset of Blocker with the extra ability of receiving a star pass. Prior to the start of a jam, Pivots line up at the front of the pack, as specified in Section 4.2.2 Pivot Starting Position. In certain circumstances, a Pivot may take over the position of Jammer for her team according to the specifications in Section 3.5 Passing the Star. The Pivot is a specialized class of Blocker—they are Blockers in all senses and practices, with the additional ability to receive a Star Pass. It is not mandatory to field a Blocker as a Pivot.
3.2.2Pivot identification: Pivots wear a striped helmet cover, as specified in Section 3.6 Helmet Covers.
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3.3JAMMER
3.3.1Prior to the start of a jam, Jammers line up at the rear of the pack as specified in Section 4.2.4 Jammer Starting Position. The Jammer’s role is to make her way through the pack, lap the pack, and pass through the pack as many times as she chooses in a jam to score points for her team per the specifications in Section 8 Scoring. A Jammer may pass her position to her team’s Pivot according to the specifications in Section 3.5 Passing the Star.
3.3.2Jammer Identification: Jammers wear a helmet cover with two stars, one on each side, as specified in Section 3.6 Helmet Covers. A player lined up in the Jammer Starting Position will not be considered an active Jammer unless she is wearing a helmet cover with visible stars.
3.3.2.1A Jammer who is not active has the advantage of all Jammer abilities except scoring points (Section 8) and earning Lead Jammer status (Section 3.4).
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3.4LEAD JAMMER
3.4.1Lead Jammer is a strategic position established on the Jammers’ initial pass through the pack during each jam. The Lead Jammer is the first Jammer to pass the foremost in-play Blocker legally and in bounds, having already passed all other Blockers legally and in bounds.
3.4.1.1Lead Jammer status will be signaled immediately after it is earned. See Section 3.4.2.3 for ‘Not Lead Jammer’.
3.4.1.2A Jammer must be ahead of the foremost in-play Blocker, as demarked by the hips, in order to become Lead Jammer.
3.4.1.3Jammers do not need to pass Blockers ahead of the legal Engagement Zone in order to become Lead Jammer.
3.4.1.4During a no pack situation (as per Section 4.1.2), the Jammer must pass all Blockers to become Lead Jammer.
3.4.2In order to gain Lead Jammer status on her initial pass through the pack, a Jammer must pass the foremost in-play Blocker legally and in bounds, having already passed all other Blockers legally and in bounds.
3.4.2.1Any legal pass counts. If a Jammer becomes ineligible for Lead Jammer by committing a foul or passing while out of bounds, she is allowed an opportunity to re-pass and regain eligibility for Lead Jammer status, i.e. if the Jammer repositions herself behind a Blocker that she passed illegally, by being reengaged or repositioning herself, she may attempt to pass that player again legally.
3.4.2.2To remain eligible for Lead Jammer, a Jammer must remain in bounds until she is within 20 feet of the pack, a.k.a. the Engagement Zone, the area in which she may be legally engaged by a Blocker. No part of her skate(s) may touch the ground outside the track boundary before she initially enters the Engagement Zone. Until she initially reaches the Engagement Zone, a Jammer may be blocked out of bounds by the opposing Jammer, rendering her ineligible to become Lead Jammer.
3.4.2.3Once the Jammer has cleared the pack by 20 feet, she is no longer eligible to re-pass. If she has not passed all of the players on both teams legally and in bounds, she will be declared NOT Lead Jammer at this point.
3.4.2.4See Section 3.4.7 and 7.3.2.2.1 for further information on how a player sent to the penalty box affects Lead Jammer.
3.4.3A pass is determined by the skaters’ hips.
3.4.4If the first Jammer to emerge from the pack does not earn Lead Jammer status on her initial pass through the pack, the second Jammer is eligible to become Lead Jammer, provided that she meets the specified requirements. If the second skater also fails to earn Lead Jammer status on her initial pass through the pack, there will be no Lead Jammer for that jam.
3.4.5A Jammer who begins the jam in the penalty box is eligible to earn Lead Jammer status, provided that the other Jammer has not already been declared Lead Jammer. A Jammer sent to the penalty box while making her initial pass through the pack is not eligible to become Lead Jammer upon re-entering the jam.
3.4.6The Lead Jammer is the only skater who has the privilege of calling off (ending) the jam prior to the expiration of the full two minutes. She may call off the jam at any time after her position has been established, unless she has been removed from the jam due to a penalty or her helmet cover has been removed. If the helmet cover is removed by an opponent’s action, the Jammer may replace the helmet cover and regain Lead Jammer status. She calls off the jam by repeatedly placing both hands on her hips until the referee whistles the end of the jam. The jam is not over until the referee officially calls off the jam. If there is no Lead Jammer, the jam will run until the full two-minute time limit expires.
3.4.7Once a Jammer has been declared Lead Jammer, she retains Lead Jammer status for the duration of the jam unless she forfeits the status by:
3.4.7.1Removing her helmet cover for any reason.
3.4.7.2Being removed from play due to a penalty.
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3.5PASSING THE STAR
A Jammer may transfer her position to her team’s Pivot, allowing said Pivot to become the pointscoring skater for her team for the remainder of the jam. This is commonly referred to as “Passing the Star.” Only the position of Jammer, and not the status of Lead Jammer, may be transferred to a Pivot Blocker. If the Jammer that “passes the star” to her Pivot was Lead Jammer, that status is automatically forfeited and there is no Lead Jammer for the remainder of the jam. It is illegal to transfer the star outside of the Engagement Zone. A Pivot cannot be Lead Jammer. The position of Pivot cannot be transferred by passing the Pivot helmet cover. Violations of these outlined procedures merit Illegal Procedure penalties, as described in Section 6.12 Illegal Procedures, to be assessed against the skater responsible for the violation.
3.5.1The star may be transferred by either Jammer while in the Engagement Zone. Jammers and pivots must be within the Engagement Zone play to pass the star.
3.5.2The star may only be transferred to a Pivot who is in play.
3.5.3The initiator of the star pass is always responsible for the legality of the star pass.
3.5.3.1Jammers may not transfer the star while in route to or while in the penalty box.
3.5.3.2Jammers may transfer the star upon returning to play from the penalty box.
3.5.4Pass Procedure
In order to transfer the Jammer position to the Pivot, a Jammer must remove her helmet cover and hand it to her team’s Pivot. The helmet cover may not be handed off via other skaters or thrown. The helmet cover may not be taken off the Jammer’s head by the Pivot or another skater. A Jammer who has removed her helmet cover has forfeited:
3.5.4.1Her ability to accrue points, unless she returns the helmet cover to her head with visible stars.
3.5.4.2Her Lead Jammer status.
3.5.5Jammer status is transferred when the Pivot is wearing the helmet cover on her helmet.
3.5.6Once Jammer status is transferred, it cannot be transferred back to the original Jammer.
3.5.7A star pass may be blocked by the opposing team by any means of legal blocking.
3.5.8Incomplete star passes and recovery
3.5.8.1If a helmet cover falls to the ground, or is removed from play by any means, it may only be recovered by the Jammer or Pivot.
3.5.8.1.1The Pivot is eligible to obtain Jammer status by retrieving a dropped helmet cover and placing it on her helmet.
3.5.8.2A helmet cover may only be recovered in the normal course of counter clockwise skating. Neither backwards nor forwards skating in the clockwise direction to retrieve a dropped helmet cover is allowed.
3.5.8.3If a star pass cannot be completed for any reason, the Jammer may return the helmet cover to her own helmet and regain her active Jammer position, but not her Lead Jammer status. (see Section 3.5.3 Pass Procedure)
3.5.9Pass Completion
3.5.9.1A Pivot who has been passed the star attains Jammer status when she has the helmet cover on her helmet. Until the Jammer cover is on, she is subject to out of play penalties.
3.5.9.2A Pivot who has been passed the star and has become the Jammer is now subject to all rules per Section 8.0 Scoring. She picks up where the previous Jammer left off on points scored and number of laps through the pack. The helmet cover must be on the new Jammer’s helmet and the stars must be visible in order for the new Jammer to accrue points.
3.5.9.3A Pivot who has taken the position of Jammer for her team by means of a successful helmet cover transfer will play the position of Jammer for the duration of the jam.
3.5.9.4A Jammer who successfully completes a helmet cover transfer to her Pivot will play the position of Blocker for the remainder of the jam.
3.5.10Passing the Star Penalty Procedures
3.5.10.1If, in a given jam, the Jammer who received a star pass (formerly the Pivot) is sent to the penalty box, she remains her team’s Jammer when her penalty spans into the next jam. A different player is permitted to play as Pivot in the next jam.
3.5.10.2If, in a given jam, the Blocker who transferred the star (formerly the Jammer) is sent to the penalty box, she remains a Non-Pivot Blocker when her penalty spans into the next jam. Different players are permitted to play Jammer and Pivot in the next jam.
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3.6HELMET COVERS
3.6.1A team’s helmet cover colors must meet the definition of high contrast beyond a reasonable doubt or the Head Referee shall request that the team use helmet covers that meet the definition. The Jammer and/or Pivot’s helmet cover colors are of high contrast if there is a large degree of visual difference between the star/stripe color and the base color of the cover such that the star/stripe color stands out from the base color.
3.6.2A team’s helmet covers are easily identifiable if they can be readily distinguished by Officials, other players, and fans from the helmets of the Blockers on the track. Blockers’ helmets may be of the same color as the base color of a team’s helmet covers.
3.6.3All helmet covers used by one team must be of the same color scheme. E.g., a team cannot use black base and yellow star/stripe in one jam then yellow base and black stripe in the next jam, or mix color schemes in the same jam.
3.6.4The Pivot’s helmet cover must have a single, solid stripe a minimum of two inches wide running from front to back. Helmet cover base color and stripe must be of high contrast and easily identifiable.
3.6.4.1Only the Pivot’s helmet cover may have stripes on it that run the length of the helmet in any direction or any marks that might be confused with stripes.
3.6.5The Jammer’s helmet cover must have two stars that are a minimum of four inches across, from point to point. Helmet cover base color and stars must be of high contrast and easily identifiable.
3.6.5.1Only the Jammer’s helmet cover may have stars on it or any marks that might be confused with stars. (Player numbers are permitted on helmets per Section 3.7.2.2).
3.6.6Helmet Covers must be on the player’s helmet or in the player’s hand before the jam starting whistle. Helmet covers cannot enter a jam in progress.
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3.7UNIFORMS
3.7.1Each skater participating in a bout must visibly display her number on the back of her uniform. The print should be at least four inches tall, so that it is legible and large enough to be read by officials who are positioned anywhere within the track or on its boundary. Name is optional.
3.7.1.1A player’s number must be of a readable font. A number is of readable font if it can be easily read and distinguished from the other players’ numbers by the officials, other players, and fans.
3.7.1.2A team’s jersey numbers must meet the definition of high contrast beyond a reasonable doubt or the Head Referee shall request that the team provide an alternative that meets the definition.
3.7.1.2.1A team’s jersey numbers are of high contrast if there is a large degree of visual difference between the color of the number and the base color of the jersey such that the number significantly stands out from the base color of the jersey.
3.7.2Each skater participating in a bout must visibly display her number on each sleeve or arm. Numbers must be of high contrast and easily legible. Handwritten numbers on the arm are acceptable.
3.7.2.1Numbers may be placed on the hip or thigh in addition to the arm/sleeve.
3.7.2.2Numbers may be placed on the helmet in addition to the arm/sleeve.
3.7.2.3The minimum height for a player’s number on the arm/sleeve is 2 inches.
3.7.2.4The maximum height for a player’s number on the arm/sleeve is 4 inches.
3.7.3Each member of a respective team participating in a bout must wear a uniform which clearly identifies her as a member of her team.
3.7.3.1All uniforms shall be in good repair and shall not cause a hazard to other skaters. All patches and numbers must be securely fastened to said uniform. Safety pins are not permitted.
3.7.4The team Captain must visibly display a “C” on her uniform or arm. The team Captain’s Designated Alternate must display an “A” on his or her uniform or arm.
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3.8JEWELRY
3.8.1Jewelry may be worn during the bout, unless deemed a safety hazard by the referees. It is recommended that jewelry be taped or removed. Jewelry must not interfere with play or cause danger to other players. Jewelry is worn at the risk of the wearer.
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3.9SKATES
3.9.1Players must wear quad roller skates only. Players may not wear inline or any other type of skate.
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4THE PACK
4.1PACK DEFINITION
4.1.1The pack is defined by the largest group of in bounds Blockers, skating in proximity, containing members from both teams.
4.1.1.1The pack is comprised of the Blockers. The Jammer is not part of the pack.
4.1.1.2Proximity is defined as not more than ten feet (as measured from the hips) in front of or behind the nearest pack skater.
4.1.1.3In order to form a pack, a team must have at least one Blocker on the track at all times.
4.1.2When two or more groups of Blockers equal in number are on the track; are more than 10 feet from one another; and no single group meets the pack definition, no pack can be defined. Skaters will be issued a penalty for intentionally creating a no pack situation i.e. destroying the pack (see Section 6.5.7). Both teams are responsible for maintaining a legally defined pack.
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4.2PRE-JAM POSITIONING
4.2.1Prior to the start of a jam, all skaters must be in position with the Blockers in front of the Jammers. The Pivot line is a straight line across the track at the head of the straightaway. The Jammer line is exactly 30 feet behind the Pivot line.
4.2.2Pivot Starting Position: Pivots generally line up in the front of the pack. Only the Pivots may line up on the Pivot line.
4.2.3Non-Pivot Blocker Starting Positions: Blockers line up behind the Pivots as demarked by the hips. If a Pivot is not on the Pivot line, Non-Pivot Blockers are not required to line up behind her.
4.2.4Jammer Starting Position: Jammers line up on or behind the Jammer line.
4.2.5No rules govern inside/outside positioning. Blockers may line up in any order behind the Pivots.
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4.3JAM POSITIONING
4.3.1Once the pack is in motion, skaters may change location as long as they stay within the pack.
4.3.2In Play/Out of Play: When a Blocker is positioned more than 20 feet outside the pack or out of bounds, she is out of play and subject to penalties specified in Section 6.5.
4.3.2.1Skaters who are out of play may not engage the opposing Jammer or block any opposing players.
4.3.2.2Skaters who are out of play may not assist their Jammer or other teammates.
4.3.2.3Skaters who are not part of the pack as illustrated in Figure 1, but are still in play, may block and assist.
4.3.2.4Skaters may assist downed teammates within the Engagement Zone.
4.3.2.5Skaters may not assist teammates outside the Engagement Zone.
Figure 1: In/Out of Play Example

  • In the diagram, Group C is the pack as it is the largest group of Blockers, skating in proximity, containing members of both teams.
  • The two skaters in Group B are not part of the pack because they are more than ten feet from the pack, but they are still considered in play as they are within 20 feet of the pack. The skaters are not in danger of an out of play penalty, (see Section 6.5).
  • The two skaters in Group A are considered out of play since they are more than 20 feet from the nearest pack skater. Skaters in Group A will be warned to rejoin the pack and will be penalized if they do not return. If they block or assist, they will also receive out of play penalties (see Section 6.5).
  • 4.3.3Blockers who are out of play must slow or speed up to rejoin the pack.
    4.3.3.1A skater who is more than 20 feet in front of or behind the pack may receive an out of play warning by a referee; however, a referee is not required to issue a warning prior to giving a penalty. Once out of play, a skater must yield the right-of-way to the opposing Jammer by physically moving out of the Jammer’s path. Any engagement, including passive/positional blocking, can result in a penalty (see Section 6.5).
    4.3.3.2A skater who is out of play must rejoin the pack in the opposite way she left.
    4.3.3.2.1If the player sprinted forward of the pack, she must drop back to be considered in play.
    4.3.3.2.2To regain position in the pack after having fallen behind or recovering from a fall, a skater must catch up to the back of the pack by skating within the track boundaries to be considered back in play.
    4.3.3.2.3Any skater who rejoins the pack in an illegal manner, such as lapping the pack or allowing the pack to lap her after a fall, is subject to penalties (see Section 6.5.2 and 6.5.3).
    4.3.4The Jammers may engage each other anywhere inside the track boundaries for the duration of the jam. When a Jammer is outside of the Engagement Zone, she may only engage the opposing Jammer (See Section 6.5.8 and 6.5.9).
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    4.4STARTS
    4.4.1The pack begins rolling on a single whistle blast from the Official.
    4.4.2Once the rear of the pack has reached the Pivot line, the referee whistles the Jammers to begin their sprint through the pack with two short whistle blasts. Jammers may not be accelerating at the Jammer starting whistle. They are, however, permitted to be moving, coasting or braking.
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    5BLOCKING
    5.1GENERAL BLOCKING
    5.1.1Blocking is any movement on the track designed to knock the opponent down or out of bounds or to impede the opponent’s speed or movement through the pack.
    5.1.1.1Counter-blocking is any motion/movement towards an oncoming block by the receiving skater which is designed to counteract an opponent's block. Counter-blocking is treated as blocking and held to the same standards and rules.
    5.1.1.2Only skaters who are in play (as defined in Section 4.3.2) may skate in front of an opposing skater to impede her movement on the track (aka Passive, Positional, Frontal, or Body Blocking). Positional blocking need not include contact.
    5.1.2The skater who makes contact with a target zone of an opponent is considered the initiator of the block. The initiator of the block is always responsible for the legality of her contact.
    5.1.3A skater who is in play and stepping or skating (i.e. not down or at a standstill) may block or engage an opposing player at any time during the jam after their start whistle has blown.
    5.1.3.1Blockers begin at the first whistle.
    5.1.3.2Jammers begin at the second whistle.
    5.1.4To ensure safety, skaters may not use dangerous blocking techniques.
    5.1.4.1Skaters may not block to the back (as defined in Section 5.2.2.2).
    5.1.4.2Skaters must not skate clockwise in relation to the track when executing a block.
    5.1.4.3Skaters must have at least one skate on the floor when executing a block.
    5.1.4.4Skaters may not execute a block on an opponent who is down, falling, or getting up after a fall. After a fall, a skater who is not in a controlled position and skating in the proper direction is considered down.
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    5.2CONTACT ZONES
    Contact between opponents is limited to legal blocking zones and legal target zones.
    5.2.1Legal Target Zones—a skater may be hit in the following locations:
    5.2.1.1The arms and hands
    5.2.1.2The chest, front and side of the torso
    5.2.1.3The hips
    5.2.1.4The upper thigh (including the inner portion)
    5.2.1.5The mid thigh
    5.2.2Illegal Target Zones—for safety reasons, a skater must not be hit in the following locations:
    5.2.2.1Anywhere above the shoulders
    5.2.2.2On the back of the torso, booty or thigh
    5.2.2.3Below the mid-thigh
    5.2.3Legal Blocking Zones—apply to the body parts of the skater performing a block. Skaters may initiate contact with the following parts of the body:
    5.2.3.1The arm from the shoulder to the elbow
    5.2.3.2The torso
    5.2.3.3The hips and booty
    5.2.3.4The mid and upper thigh
    5.2.4Illegal Blocking Zones—apply to the body parts of the skater performing a block.
    5.2.4.1Elbows, see Section 6.2 for restrictions on use.
    5.2.4.2Forearms/Hands, see Section 6.3 for restrictions on use.
    5.2.4.3The head may not be used to block.
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    5.3BLOCKING ZONE DIAGRAMS

    Figure 2:
    Legal Target Zones: The shaded regions are the legal areas to block, hit or check an opponent.
    Legal Blocking Zones: The shaded regions are the legal areas with which a player can block, hit or check.

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    6PENALTIES
    A Penalty is a punishment, handicap, or loss of advantage imposed on a team or competitor for a rule infraction or a foul. Penalties are applied to both a player and the position she is currently playing. Skaters and teams are assessed penalties due to infractions. Penalties are signaled and enforced by the referees as they occur during a bout (see Appendix C for approved hand signals and Section 2.9 for approved whistles). When a player commits an illegal act she must receive and serve her appropriate penalty. The initiator of a block is always responsible for the legality of her contact.


    TYPES OF PENALTIES

    The following penalties are addressed in detail in the sections listed below. These sections hold specific examples that are to be followed explicitly. Illegal actions not specified below must be penalized using these specifics as guiding examples.
    6.1 Blocking to the Back
    6.2 Use of Elbows
    6.3 Use of Forearms and Hands
    6.4 Blocking with the Head
    6.5 Out of Play Penalties
    6.6 Skating Clockwise to Block
    6.7 Multiple Player Blocks
    6.8 Cutting the Track
    6.9 Out of bounds Blocking
    6.10 Tripping and Low-Blocking
    6.11 Skating Out of Bounds
    6.12 Illegal Procedures
    6.13 Misconduct and Gross Misconduct
    6.14 Insubordination
    6.15 Fighting
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    6.1BLOCKING TO THE BACK
    Hitting an opponent in the back of the torso, back of the legs, or booty is prohibited (refer to Illegal Target Zones Section 5.2.2).
    No Impact/No Penalty
    6.1.1Incidental contact to the back from an opponent that does not force the opponent to adjust her skating stance or position in any way.
    6.1.2Hitting an opponent with a legal blocking zone into a legal target zone while positioned behind said opponent.
    Minor Penalty
    6.1.3Any contact to the back of an opponent that forces the receiving opposing skater off balance, forward, and/or sideways, but does not cause her to lose her relative position.
    Major Penalty
    6.1.4Any contact to the back from an opponent that forces the receiving opposing skater out of her established position. This includes forcing a skater down, out of bounds, or out of position.
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    6.2USE OF ELBOWS
    6.2.1When engaging another skater, elbows may not be swung with a forward/backward motion.
    6.2.2When engaging another skater, elbows may not be swung with upward or downward motion.
    6.2.3The elbow must be bent while blocking with that arm.
    6.2.4Contact may not be made exclusively with the point of the elbow (i.e. jabbing).
    6.2.5Elbows may not be used to hook an opposing player in any way (such as by wrapping one’s arm around an opponent’s arm).
    No Impact/No Penalty
    6.2.6Incidental contact with the elbow that falls within legal target zones and does not force the opponent to adjust her skating stance or position in any way.
    Minor Penalty
    6.2.7Any illegal contact with the elbow or swinging motion of the elbow, that falls within the legal target zones that forces the receiving opposing skater off balance, forward and/or sideways but does not cause her to lose her relative position.
    Major Penalty
    6.2.8Any illegal contact with the elbow or swinging motion of the elbow that lands above the shoulders.
    6.2.9Any illegal swinging motion of the elbow or illegal elbow contact that forces the receiving opposing skater off balance, forward and/or sideways and causes her to lose her relative position.
    6.2.10Use of an elbow or arm to pin or hook an opponent’s arm in a manner as to impede her mobility.
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    6.3USE OF FOREARMS AND HANDS
    6.3.1Forearms or hands may never be used to grab, hold, or push an opponent.
    6.3.2Incidental forearm contact between skaters is acceptable.
    6.3.3During forearm contact between skaters, the following are indications that a push has occurred:
    6.3.3.1The initiating skater extends her arm during contact
    6.3.3.2The receiving skater is propelled forwards or sideways
    No Impact/No Penalty
    6.3.4Incidental contact of forearms or hands that falls within legal target zones that does not force the opponent to adjust her skating stance or position in any way.
    6.3.5Contact made with the forearms when forearms are pulled in to the body to absorb a hit.
    6.3.6A block initiated with the shoulder in which there is forearm contact to the opponent but no observable push with the forearm.
    Minor Penalty
    6.3.7Illegal forearm or hand contact to an opponent falling within the legal target zones that forces the receiving opposing skater off balance, forward, and/or sideways but does not cause her to lose her relative position. This includes:
    6.3.7.1A slight but observable push with the hands or forearms.
    6.3.7.2A block initiated with the shoulder, in which there is either a simultaneous or subsequent push with the forearm. A push is indicated by the initiating skater extending her arms while making contact with the forearms, resulting in the receiving skater being propelled forward or sideways.
    Major Penalty
    6.3.8Any illegal contact with hands or forearms above the shoulders.
    6.3.9Any illegal forearm or hand contact to an opponent that forces the receiving opposing skater off balance, forward, and/or sideways and causes her to lose her relative position. This includes:
    6.3.9.1Contact with hands or forearms, as indicated by the initiating skater extending her arms, resulting in the receiving skater being propelled forwards or sideways.
    6.3.9.2Use of hands or forearms to grab or hold an opposing skater, either impeding that skater’s mobility, causing that skater to lose advantage, or forcing that skater to the ground.
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    6.4BLOCKING WITH THE HEAD
    The head may not be used to block an opponent. Blocking with the head is dangerous for the initiator and the receiver.
    No Impact/No Penalty
    6.4.1Incidental contact by the initiator’s head that does not force the opponent to adjust her skating stance or position in any way.
    Minor Penalty
    6.4.2Incidental contact by the initiator’s head that forces the receiving opposing skater off balance, forward and/or sideways, but does not cause her to lose relative position.
    Major Penalty
    6.4.3Incidental contact by the initiator’s head that forces the receiving opposing skater off balance, forward, and/or sideways and causes her to lose her relative position.
    6.4.4Initiating a block with the head, regardless of impact or advantage.
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    6.5OUT OF PLAY PENALTIES
    Out of play penalties are applied for actions occurring outside the legal Engagement Zone. All actions are to be penalized equally regardless of position (Blocker vs. Jammer). Out of play actions include but are not limited to blocking, assisting, and destroying the pack.
    6.5.1A Blocker engaging, blocking, or assisting outside the legal Engagement Zone. A penalty should be applied to each offending Blocker for each action.
    6.5.2A Blocker re-entering the pack from behind, having lapped the pack. A penalty should be applied to each offending Blocker (see Section 4.3.3).
    6.5.3A Blocker re-entering the pack from the front, having fallen behind the pack. A penalty should be applied to each offending Blocker (see Section 4.3.3).
    6.5.4No pack. If a team or group of skaters does not rapidly attempt to reform a legal pack, one penalty will be applied to a single player per team, if applicable, who seems most responsible (or the Pivot per Section 7.1.2 and 7.2.4).
    6.5.5Continuing to intentionally skate more than 20' from the pack after being warned. A penalty should be applied to each offending Blocker.
    6.5.6A skater who is more than 20 feet in front of or behind the pack may receive an out of play warning by a referee; however, a referee is not required to issue a warning prior to giving a penalty. Issuing penalties takes priority over issuing warnings. A warning does not have to be issued in order for a penalty to be given (see Section 9.3.1.1).
    6.5.7Intentionally destroying the pack. If a player, team, or group of skaters intentionally destroys the pack with a conscious and orchestrated effort, one penalty will be applied to a single player who is most responsible (or the Pivot per Section 7.1.2 and 7.2.4).
    6.5.7.1Examples of intentionally destroying the pack, or creating a “no pack” situation, may include but are not limited to: one team running away, one team braking or coasting to fall more than 10ft behind the opposing team, a skater taking a knee, intentionally falling, or intentionally skating out of bounds in such a manner that the legally defined pack is destroyed.
    6.5.7.2Forcing an opponent down or out of bounds is NOT to be considered illegal destruction of the pack; however, players still must reform a pack immediately or be subject to out of play penalties per 6.5.4.
    6.5.8Jammers may initiate engagement with Jammers outside the Engagement Zone.
    6.5.9Jammers may not initiate engagement with Blockers outside the Engagement Zone. If a Blocker initiates engagement with a Jammer outside the Engagement Zone, the Jammer may counter-block and go unpenalized.
    No Impact/No Penalty
    6.5.10Incidental blocking or contact while out of play that does not force the opponent to adjust her skating stance or position in any way.
    6.5.11No Pack situations without a measurable impact on game play.
    Minor Penalty
    6.5.12If the out of play action affects a skater but does not cause harm or adversely affect the game, it is treated as a minor penalty.
    Major Penalty
    6.5.13If the out of play action causes harm or has a measurable consequence for the game, it is treated as a major penalty.
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    6.6SKATING CLOCKWISE TO BLOCK
    Skaters must not skate in the opposite direction of the pack (clockwise) when executing a block.
    No Impact/No Penalty
    6.6.1Incidental contact from skater getting spun around as a result of another block.
    6.6.2A clockwise block that does not force the opponent to adjust her skating stance or relative position in any way.
    Minor Penalty
    6.6.3If the illegal block affects a skater but does not cause harm or does not cause a skater to fall and does not adversely affect the game.
    Major Penalty
    6.6.4If the illegal block causes harm, causes a skater to fall, or has a measurable consequence for the game.
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    6.7MULTIPLE-PLAYER BLOCKS
    6.7.1Skaters may not grab and hold each other’s uniform or equipment in a multi-player block.
    6.7.2Skaters may not use their hands, arms, or legs in any grabbing, holding, linking, or joining fashion in a multi-player block.
    6.7.3Touching and assisting teammates that does not create a wall to impede an opponent is not a multi-player block.
    No Impact/No Penalty
    6.7.4Temporarily grabbing a teammate’s clothing, equipment, or body part to push or pull, thereby adjusting the player’s speed or the teammate’s speed.
    6.7.5Touching, but not grabbing and/or holding, a teammate while blocking.
    Minor Penalty
    6.7.6Maintaining a multi-player block to impede an opponent for less than three seconds but NOT causing her to fall or lose her relative position.
    Major Penalty
    6.7.7Maintaining a multi-player block to impede an opponent, causing her to fall or lose her relative position.
    6.7.8Maintaining a multi-player block to impede an opponent for more than three seconds but not necessarily causing her to fall or lose her relative position.
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    6.8CUTTING THE TRACK
    A skater that is in bounds need not yield the right of way to an out of bounds skater. Skaters that are out of bounds must find an entrance back in bounds that does not require in bounds skaters to move. When out of bounds, skaters must re-enter the track without bettering their position in relation to other skaters. Out of bounds players are subject to skating out of bounds penalties even if they do not cut the track (See Section 6.11).

    This section addresses penalties for cutting the track. Skaters must be upright and skating to receive cutting the track penalties. See Section 6.9 for downed players re-entering and illegally blocking and Section 6.10 for Tripping/Low Blocking.

    Downed players that have re-entered the track are subject to applicable cutting the track penalties when they return to an in bounds, upright and skating position. Downed skaters are not to be penalized with cutting the track penalties, but are still subject to low blocking and blocking from out of bounds penalties. Skaters cannot drop back while in-play in efforts to undo or avoid cutting the track penalties.

    6.8.1Re-entering behind the initiator of the block
    When sent out of bounds by a block, an opponent must re-enter the track without bettering her position in relation to other skaters. Re-entering the track from out of bounds in front of the initiator of the block is improving your relative position, regardless of who is in front when the block is executed. An in bounds skater who forces an opponent out of bounds earns and establishes superior position. A skater may not return in bounds in front of the skater who blocked her out of bounds, except under the following circumstances where no penalty is to be issued:
    6.8.1.1When the initiating skater is considered “in the box,” having been sent off the track for a penalty (see Section 7.3.2.2.1)
    6.8.1.2When the initiating skater goes out of bounds at any time after the initiating block
    6.8.1.3When the initiating skater downs herself or falls at any time after the initiating block
    6.8.1.4When the initiating skater exits the Engagement Zone at any time after the initiating block
    The outcome and aftermath of a block are complete when the receiving skater has reestablished control of her own self on the track. If the receiving skater exits the track after the outcome and aftermath of a block, she is not required to re-enter behind the initiator of the previous block. She is however, still subject to skating out of bounds penalties.

    6.8.2Players straddling the track boundary line
    Players are straddling the track boundary line when they are simultaneously touching both inside and outside the track boundary line. Straddling players are subject to cutting the track penalties when they are in bounds, upright and skating. The boundary line is considered in bounds. Airborne players are not considered straddling skaters. See Section 6.9.9 for the in bounds/out of bounds status of airborne players.
    No Impact/No Penalty
    6.8.3A skater who has re-entered the track in front of a downed, out of bounds, or out of play player is not bettering her position. However, such skaters are subject to cutting the track penalties for other in-play skaters and are still subject to skating out of bounds penalties.
    6.8.4A skater who has re-entered the track in front of a player who is “in the box,” having been sent off the track for a penalty.
    6.8.5A skater straddling the track boundary line who then completely exits the track, regardless of which, or how many, skaters she has passed while straddling.
    6.8.6An out of bounds skater that steps one foot inside the track boundary to become a straddling skater and then steps back completely out of bounds, never removing her out of bounds contact with the floor.
    6.8.7Any of the scenarios in Sections 6.8.1.1 – 6.8.1.4.
    Minor Penalty
    6.8.8An in bounds, upright and skating player who has re-entered the track from out of bounds in front of one in-play skater.
    6.8.9An upright player straddling the track boundary who passes one in-play player, and then ceases her out of bounds contact with the floor.
    Major Penalty
    6.8.10An in bounds, upright and skating player who has re-entered the track from out of bounds in front of multiple in-play skaters.
    6.8.11An in bounds, upright and skating player who has re-entered the track from out of bounds in front of the foremost in-play opposing Blocker.
    6.8.12An upright player straddling the track boundary who passes multiple in-play skaters, and then ceases her out of bounds contact with the floor.
    6.8.13An upright player straddling the track boundary who passes the foremost opposing Blocker, and then ceases her out play contact with the floor.
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    6.9OUT OF BOUNDS BLOCKING:
    6.9.1Skaters must be in bounds when initiating a block.
    6.9.2Skaters may not pick up momentum for a block until in bounds.
    6.9.3If a skater forces an opponent out of bounds while blocking, the initiating Blocker must cease blocking before her own skates touch outside the track boundary. No part of the initiating Blocker’s skate may touch the ground outside the track boundary.
    6.9.4A skater who is in bounds need not yield right of way to the out of bounds skater.
    6.9.5A skater may not initiate contact with an opponent who is completely outside the track boundary.
    6.9.6An in bounds skater may actively block or hit a returning skater when any part of the returning skater's skate is touching any in bounds track territory. The returning player has crossed the track boundary but remains out of bounds by definition as long as any part of her skates are still touching any out of bounds territory. However, by entering the track, she becomes a target and can be hit.
    6.9.7A skater who is straddling the line may not engage, block, or assist because she has one foot down outside the track boundary and is out of bounds by definition.
    6.9.8A skater who is straddling the line may be hit by a player who is on the track, since the straddling skater has one foot down inside the track boundary.
    6.9.9If a player jumps and ceases all contact with the ground, her prior in bounds/out of bounds status is maintained until contact with the ground re-establishes in bounds/out of bounds status.
    6.9.10Downed skaters re-entering the track are subject to blocking out of bounds penalties, even if the downed skater has fallen small.
    No Impact/No Penalty
    6.9.11There is no penalty for blocking a skater who has jumped off both skates and left contact with the track from in bounds.
    6.9.12A skater initiating or continuing a block while hanging a skate or other body part over the track boundary, but not touching outside the track boundary, is not blocking from out of bounds.
    6.9.13A skater who re-enters the track from out-of bounds while down, without making contact to any opponents or forcing them to fall or lose relative position, is not blocking from out of bounds.
    Minor Penalty
    6.9.14Any contact from out of bounds that does not cause the receiving opposing skater to fall or lose her relative position.
    6.9.15Continuing a block after any part of the initiating Blocker is touching the ground outside the track boundary.
    6.9.16Any contact with an opponent who is touching the track exclusively outside the track boundary that does not affect the opposing skater’s ability to re-enter play.
    6.9.17Any contact to opponents initiated by a downed skater re-entering the track from out of bounds that does not force opposing in-play skaters to fall or lose relative position.
    Major Penalty
    6.9.18Any contact or blocking from out of bounds that causes the receiving opposing skater to fall or lose her relative position.
    6.9.19Continuing a block which causes the receiving skater to fall where there is continued blocking contact past the point where any part of the initiating Blocker is touching out of bounds.
    6.9.20A downed skater re-entering the track from out of bounds who forces any in-play skaters to fall or lose relative position.
    6.9.21Any contact with an opponent who is touching the track exclusively outside the track boundary that causes her to fall or affects the opposing skater’s ability to re-enter play.
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    6.10TRIPPING AND LOW BLOCKING
    Skaters may not trip or intentionally fall in front of another skater. Any contact which lands on an opponent’s feet or legs, below the legal target zone, that causes the skater to stumble or fall is considered tripping and/or low blocking. Downed skaters re-entering the track are subject to tripping/low blocking penalties even on the first instance, and even if the downed skater has fallen small.
    No Impact/No Penalty
    6.10.1Contact between skates and wheels that is part of the normal skating motion.
    6.10.2A skater who “falls small” in an effort to avoid tripping.
    Minor Penalty
    6.10.3Any contact outside of the normal skating motion which lands below the legal target zone that causes an opposing skater to stumble.
    6.10.4Contact between skates and wheels that is not part of the normal skating motion that causes an opponent to stumble but not fall.
    6.10.5A downed skater re-entering the track that causes a skater to stumble.
    Major Penalty
    6.10.6Any contact outside of the normal skating motion which lands below the legal target zone that causes an opposing skater to fall.
    6.10.7Flailing and sprawling skaters that trip an opponent, regardless of intent.
    6.10.8Habitual contact, three or more times during the course of a bout, between skates and wheels that is part of the normal skating motion that causes an opposing skater to stumble or fall.
    6.10.9A skater who habitually, three or more times during the course of a bout, falls in front of opponents, causing them to lose relative position, even if she “falls small.”
    6.10.10A downed skater re-entering the track that causes an opposing skater to fall or lose relative position.
    6.10.11Intentional tripping with feet or hands. Expulsions will be issued for a conscious attempt to trip an opponent, whether or not the action was successful.
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    6.11SKATING OUT OF BOUNDS
    Skaters must remain in bounds. No part of the skater's skate(s) may touch the ground outside the track boundary. Skaters may not pick up momentum for a block until in bounds (see Section 6.9.2).
    No Impact/No Penalty
    6.11.1Being forced out of bounds by an opponent's block.
    6.11.2Skating out of bounds as the result of a missed or successful block. (Blocking out of bounds criteria still apply; see Section 6.9.)
    6.11.3Maintaining or increasing speed while skating to and from the penalty box.
    Minor Penalty
    6.11.4Skating out of bounds in an attempt to avoid a block.
    6.11.5Skating out of bounds to maintain or increase speed.
    Major Penalty
    6.11.6Skating across the track infield in a manner which substantially cuts short the lap distance. It is not necessary to pass an in bounds skater to commit a ‘skating out of bounds’ major penalty.
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    6.12ILLEGAL PROCEDURES
    Technical infractions that give the offending team an advantage but do not directly impact a specific opponent.
    No Impact/No Penalty
    6.12.1A Blocker who is on the track, between the Jammer and Pivot lines, skating into her position when the first whistle blows.
    6.12.2Assisting a downed teammate within the Engagement Zone.
    6.12.3A skater exiting the penalty box before her penalty time finishes because she was incorrectly instructed to do so by the penalty box official. The skater must return to the box and finish her penalty.
    Minor Penalty
    6.12.4False start–A Jammer or Blocker who false starts must yield advantage.
    6.12.4.1A Jammer false starts for being out of position at the Jammer starting whistle when she is touching beyond the Jammer line.
    6.12.4.2A Non-Pivot Blocker false starts for being out of position at the pack starting whistle when she:
    6.12.4.2.1is touching beyond the Pivot line
    6.12.4.2.2is touching behind the Jammer line
    6.12.4.2.3lines up in front of a Pivot Blocker who is on the Pivot line
    6.12.4.3A Pivot Blocker false starts for being out of position at the pack starting whistle when she:
    6.12.4.3.1is touching beyond the Pivot line
    6.12.4.3.2is touching behind the Jammer line
    6.12.5Too many skaters on the track–skater is pulled without stopping the jam. (The penalty is issued to the pulled skater.)
    6.12.6A Jammer attempting to call off a jam when she is not Lead Jammer, and the jam is not called off.
    6.12.7A skater exiting the penalty box and re-entering the track in front of one pack skater.
    6.12.8A skater, after being waived off of a full penalty box, re-entering the track in front of one pack skater.
    6.12.9A skater, after addressing mid jam equipment malfunction, re-entering the track in front of one pack skater.
    Major Penalty
    6.12.10A false start by a Jammer or Blocker who does not yield advantage.
    6.12.11Forcing a jam to be called off due to too many skaters on the track. (The Penalty is issued to the Pivot in that jam. If there is no Pivot in that jam the team Captain will receive the penalty.)
    6.12.12Improper uniform, jewelry, or skates
    6.12.13A Jammer successfully calling off a jam when she is not Lead Jammer
    6.12.14Violations of the Passing the Star procedures outlined in Section 3.5. The initiator of the star pass receives the penalty for the illegal star pass.
    6.12.15Illegally blocking a star pass.
    6.12.16A skater exiting the penalty box and re-entering the track in front of more than one pack skater.
    6.12.17A skater, after being waived off of a full penalty box, re-entering the track in front of more than one pack skater.
    6.12.18A skater, after addressing mid jam equipment malfunction, re-entering the track in front of more than one pack skater.
    6.12.19A skater exiting the penalty box before her penalty time finishes. (Note: If the penalty box official instructs the skater to leave early, this penalty does not apply.)
    6.12.20Too many skaters and/or team support staff in the designated team area. The penalty is issued to the team Captain.
    6.12.21Removing required safety equipment (see Section 10.1.1).
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    6.13MISCONDUCT AND GROSS MISCONDUCT
    No Impact/No Penalty
    6.13.1Not Applicable
    Minor Penalty
    6.13.2Not Applicable
    Major Penalty
    6.13.3Initiating contact with both skates off of the ground. Jumping and leaping contact is unsafe for the initiator and the receiver.
    6.13.4Executing a block on an opponent who is down.
    6.13.5Any block with initial contact landing above the shoulders.
    6.13.6The use of obscene, profane, or abusive language or gestures directed at an official, mascot, or audience member.
    6.13.7The excessive use of obscene, profane, or abusive language or gestures directed at an opposing player, manager, or coach.
    Expulsion (Gross Misconduct)
    6.13.8Gross misconduct is defined as an indiscretion so serious that it justifies the instant expulsion of a skater, even on the first occurrence.
    6.13.9Illegal interference in game-play by skaters not involved in the jam
    6.13.10The repeated use of obscene, profane, or abusive language or gestures directed at an official, mascot, or audience member.
    6.13.11The repetitive and excessive use of obscene, profane, or abusive language or gestures directed at an opposing player, manager, or coach.
    6.13.12Intentional tripping with feet or hands. Expulsions will be issued for a conscious attempt to trip an opponent, whether or not the action was successful.
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    6.14INSUBORDINATION
    Insubordination is willfully failing to comply with a referee’s orders. Examples of insubordination include but are not limited to failure to leave the track for a penalty or failure to leave the floor for an ejection.
    No Impact/No Penalty
    6.14.1Intentionally committing an illegal procedure is not insubordination and should not be penalized as such.
    Minor Penalty
    6.14.2Not Applicable
    Major Penalty
    6.14.3Willfully failing to leave the track for a penalty.
    Expulsion
    6.14.4Willfully failing to leave the floor for an ejection.
    6.14.5Deliberate and excessive insubordination to a referee.
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    6.15FIGHTING
    Fighting is an automatic expulsion for all participants and may result in a suspension (see Section 7.5.2). A fight is defined as a physical struggle that is not part of regular game play. A skater that only defends blows and does not engage in the fight will not be penalized.
    No Impact/No Penalty
    6.15.1Not Applicable
    Minor Penalty
    6.15.2Not Applicable
    Major Penalty
    6.15.3Not Applicable
    Expulsion or Suspension
    The following egregious acts will be automatic game expulsion, even if not during a fight, and can be punished as multi-game suspensions (see Section 7.5.2.2). Expulsions will be issued for a conscious attempt to commit any of the following egregious acts, whether or not the attempt was successful. (e.g. A swing-and-a-miss).
    6.15.4Intentional, negligent, or reckless contact above the shoulders
    6.15.5Punching another skater
    6.15.6Pulling of the head, neck, or helmet
    6.15.7Choking by helmet straps
    6.15.8Any contact with the head of a player not wearing a helmet
    6.15.9Kicking another skater
    6.15.10Intentional tripping with feet or hands
    6.15.11Biting
    6.15.12Jumping onto or into a pile of fighting skaters ("dog pile")
    6.15.13Slide Tackling an opponent
    6.15.14Holding or pinning another skater to the ground
    6.15.15Serious physical violence or any action deemed by the officials to cause an extraordinary physical threat.
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    7PENALTY ENFORCEMENT
    7.1Minor Penalties
    7.1.1Referees assess minor penalties to skaters based on their involvement in an infraction. When a minor penalty is assessed:
    7.1.1.1Referees will communicate the minor to the skater by hand signal and verbally calling out the penalty to the skater. The fourth minor is signaled with a whistle.
    7.1.1.2When a skater has earned four minor penalties, that skater will be sent to the penalty box. A skater who commits any four minor penalties must serve one minute at the time the 4th minor is assessed/communicated, according to the procedures defined in Section 7.3. Minor penalties carry over into the following period. They are not “reset” between periods.
    7.1.2If no one player can be singled out to receive the penalty. It will go to the active Pivot, if there is no Pivot, it will go to the Team Captain.
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    7.2Major Penalties
    7.2.1When a skater has earned a major penalty, that skater will be sent to the penalty box. Her team must play short, without the skater and the position she was playing, until the penalty has expired. See Section 7.3.2.
    7.2.2Major penalties expire after one minute served in the penalty box.
    7.2.3If an illegal procedure gives an unfair advantage, the referee will assess a penalty and may stop the jam if the offending team fails to yield the advantage immediately.
    7.2.4If no one player can be singled out to receive the penalty, it will go to the active Pivot. If there is no Pivot it will go to the Team Captain.
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    7.3Penalty Enforcement Procedures
    7.3.1Substitutions
    No substitutions are allowed if a penalty carries over to the next jam. The offending player must continue to serve her penalty time. The penalized team skates short until the penalty time expires and the penalized skater re-enters the track.
    7.3.1.1Penalized players must be substituted in the case of an ejection, expulsion, or injury. See Section 7.5.1, 7.5.4 and 10.3.1 respectively. These substitutions may only take place between jams. An ejected player is not permitted to return to play and her team must skate a player short for the remainder of the jam (see Section 7.5.1.1).
    7.3.2When a skater is sent to the penalty box, she must immediately exit the track and skate to the penalty box in the counter-clockwise direction.
    7.3.2.1Penalty timing will not begin until the penalized player legally enters the penalty box from the appropriate counter-clockwise direction.
    7.3.2.2No team may have more than two Blockers and one Jammer in the penalty box at a time. If a team has more than two penalized Blockers, the penalties will be served consecutively, i.e. the third Blocker will sit out once the first Blocker has served her penalty. (This may require the third Blocker to serve her penalty in the next jam.) The third penalized Blocker will be asked to return to the jam according to Section 7.3.2.3.
    7.3.2.2.1The moment the penalized player is directed off the track, she is considered “in the box” for scoring, Lead Jammer, and cutting the track rule purposes (See Section 3.4.2.2). However, her penalty time will not start until she is seated in the box.
    7.3.2.2.2In order to form a pack, a team must have at least one Blocker on the track at all times. If there is only one Blocker from a given team, that player will not be sent to the penalty box -- even if the penalty box cap has not been reached until another Blocker returns to the track.
    7.3.2.2.2.1The penalized player should be sent to the box as soon as there is room in the box, provided another Blocker from her team is on the track.
    7.3.2.3If there are already two Blockers in the box from the penalized Blocker’s team, the 3rd Blocker will be waved off by the penalty timer. If there are less than ten seconds left on penalties currently being served, the penalty timer should hold the 3rd Blocker in the box and start timing the penalty. If the skater is waved off she must return to the track as described in Section 7.3.4. A Jammer can never be waved off from the penalty box.
    7.3.3The penalty clock starts when the skater is seated in the penalty box (with exceptions noted is Section 7.3.2.3). The penalty clock only runs when the jam clock is running. If a penalty spans multiple jams, the penalty clock will stop between jams.
    7.3.3.1When there are ten (10) seconds remaining on the penalty clock of a penalized skater, she will be instructed by the penalty timer to stand. She must stand.
    7.3.4After serving one minute in the penalty box, a penalized skater may re-enter the track. She must enter the pack from the back.
    7.3.4.1A Jammer re-entering play from the penalty box during the same jam may score immediately upon re-entering if she was pulled from the jam after having completed her first pass through the pack.
    7.3.4.2If a Jammer is partially through a scoring pass when she is sent to the penalty box, she retains all of the points that she scored in the partial pass. When she re-enters the track, she has the opportunity to complete the pass, only earning points for players that she had not yet passed.
    7.3.4.3A skater may re-enter the track in front of opposing skaters that are out of play. If a Jammer is eligible to score (having completed her initial pass prior to being sent to the penalty box), she will immediately earn points for passing out of play Blockers that are behind her upon re-entry.
    7.3.4.4If a Jammer begins the jam in the box and her penalty time expires after the first whistle blows, but before the Jammer whistle blows, the Jammer coming out of the penalty box must enter behind the opposing Jammer.
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    7.4Both Jammers Penalized/Both Jammers Off The Track
    Concurrent Jammer penalties shorten the penalty time of both Jammers. Both Jammers will serve the same exact amount of time before they are each allowed back into play. When the second Jammer is seated in the penalty box, the first Jammer, who has already been serving her time, is released back into play by the penalty box official. The exact amount of time the first Jammer served before she was released will be the exact amount of time the second Jammer will serve before she is released back into play. (rule 7.4.4 is still applicable)

    Example: Jammer A has served 45 seconds when Jammer B is seated in the penalty box. Jammer A is released from the penalty box and Jammer B begins to serve 45 seconds. The actual time both Jammers serve will always be equal with the only exception being the end of the game as the final jam is whistled dead.

    7.4.1If the first penalized Jammer is sent back to the box after being released from the penalty box while the second penalized Jammer is still serving her required time, the game will continue without a Jammer on the track for the duration of any penalty time that is required to be served.
    7.4.1.1If the jam clock expires with both Jammers in the box serving their required time, a new jam will begin without Jammers on the Jammer line. Both Jammers will return to play following completion of any required penalty time. They cannot enter the jam until the Jammer starting whistle.
    7.4.2If both Jammers are seated in the box at the same exact moment, both Jammers will serve ten (10) seconds before they are simultaneously released back into play by the penalty box official. In all other cases no minimum time to serve will be required.
    7.4.3If any jam ends with one Jammer in the box and the second Jammer on her way to the box after being sent off the track, the penalty time for the Jammer that is already in the box will end with the jam ending whistle. She will start the new jam from the penalty box as her team’s Jammer, and will be allowed to re-enter play behind the pack after the second whistle in the new jam. The second Jammer will begin the new jam in the box to serve her required time.
    7.4.3.1A team may not make a substitution for either Jammer.
    7.4.4If a penalized Jammer exits the penalty box before she is officially dismissed by an official, she will be required to return to the box and serve any unserved time, no matter how small. Per Section 6.12.20 she will also be assessed a major penalty.
    7.4.5If one team’s Jammer does not make it on to the track in time to participate in the jam and during the course of that jam the opposing team’s Jammer is sent off for a penalty, the jam will be whistled dead when the penalized Jammer is seated in the penalty box. She will begin the new jam in the box, and the team that did not field a Jammer in the previous jam will be allowed to field a Jammer in the new jam.
    7.4.5.1In the new jam, player substitutions from the bench are allowed, with the exception of the penalized jammer.
    7.4.6With one Jammer already in the box, if the opposing team’s Jammer removes herself from the jam due to an injury, equipment failure, or because she has decided to quit, the jam will be whistled dead after it has been determined by the referee that she will not again be re-entering play. A new jam will be started with the penalized Jammer still in the box serving the remainder of her required penalty time, and the opposing team fielding a new Jammer.
    7.4.6.1In the new jam, player substitutions from the bench are allowed, with the exception of an injured jammer, who must now sit for either 3 jams (per Section 10.3.1), or the remainder of the period (per Section 10.3.1.1).
    7.4.7If the first penalized Jammer has been ejected from the period or expelled from the game, when the second penalized Jammer is seated in the box the jam will be whistled dead. The first penalized Jammer’s team will field a new Jammer in the new jam, and the second Jammer will remain in the box at the start of the new jam and she will serve an amount of time equal to the first.
    7.4.7.1Players may be substituted in the new jam.
    7.4.8When a penalized Jammer is serving more than one consecutive minute in the penalty box, and the opposing Jammer arrives in the penalty box when the first penalized Jammer has more than a minute of penalty time remaining to serve, the arriving Jammer will be released back into play by the penalty box official immediately after she has taken her seat in the penalty box. The remaining penalty time of the first Jammer is reduced by one minute.
    7.4.8.1If the opposing Jammer arrives during the timing of the final minute of the first penalized Jammer’s consecutive penalty minutes, normal rules apply to the second penalized Jammer (see Section 7.4).
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    7.5Expulsion and Fouling Out
    7.5.1Fouling Out/Ejection
    7.5.1.1Skaters who are sent to the box for an excessive amount of combined major and minor offenses will be ejected for the remainder of the period. All major and minor offenses count, not just repetitions of the same offense or family of offenses.
    7.5.1.1.1A player is ejected from the period for five penalty turns in the penalty box in that period.
    7.5.1.1.2If a penalty spans two periods, it should be included in the combined period total for the period in which the penalty timer begins timing the penalty.
    7.5.1.2When a skater fouls out of a game, the ejection applies to the current period only. It does not carry over to subsequent periods or games. The ejected skater must immediately leave the track and return to the locker room or staging area. She may not remain on the floor with her team or in an area where she can interfere with skaters on the track. Another player from her team must serve any applicable penalty time; this substitute must serve in the same position (Pivot, Blocker or Jammer) as the ejected skater. Substitutions for ejected players cannot happen during an in-progress jam. The ejected player is not permitted to return to play and her team must skate a player short for the remainder of the jam (see Section 7.1.1).
    7.5.2Expulsion and Suspension
    7.5.2.1A skater may be expelled from the bout at the Head Referee’s discretion for serious physical violence or any action deemed by the officials to cause an extraordinary physical threat to others.
    7.5.2.2Depending on the severity of the incident, an expulsion may result in the player being suspended from their next game.
    7.5.2.3Insubordination can be grounds for expulsion, but it will not cause a player to be suspended. Any intentional contact with a referee is grounds for suspension.
    7.5.2.4If a skater is expelled from a game during a tournament, she may not be replaced by a sub from her team roster during the in-progress game. Unless suspended (see Section 7.5.2.2) she is allowed to play in the next game in the tournament.
    7.5.2.5Coaches and managers are held to the same standard of sportsmanlike behavior as players. If a coach or manager is expelled, that team’s Captain will serve a one minute penalty. However that penalty does not count towards the player’s penalty cap in Section 7.5.1.
    7.5.3Referees do not need to meet with the team Captain prior to expelling a player from the game. However, any suspensions must be recommended by the Head Referee and signed off by team Captains prior to collecting signatures on the IBRF at the end of the game.
    7.5.4The expelled skater must immediately leave the track and return to the locker room or staging area. She may not remain on the floor with her team or in an area where she can interfere with skaters on the track. Another player from her team must serve the major penalty. This substitute must serve the penalty in the same position (Pivot, Blocker or Jammer) as the expelled skater. Her team must skate a player short while the penalty is being served.
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    8SCORING
    8.1Only skaters wearing the designated Jammer's star helmet cover with visible stars are eligible to accrue points.
    8.2Jammers do not score on their first pass (A.K.A. initial pass) through the pack.
    8.3After clearing the pack and completing her initial (first) pass, Jammers score points by passing skaters on their second and each subsequent pass. These are considered “scoring passes.” Jammers can score a maximum of one point per Blocker per scoring pass through the pack. In order to receive a point for passing an opponent the Jammer must:
    8.3.1Pass opposing skaters in bounds, legally, without committing penalties.
    8.3.1.1Any legal pass counts. If a Jammer becomes ineligible for a point by committing an illegal action or passing while out of bounds, she is allowed an opportunity to re-pass and score the point.
    8.3.1.2Once the Jammer has cleared the foremost pack skater by 20 feet, her scoring pass is complete. (See Section 3.4.1 and 3.4.2 for Lead Jammer details and Section 4 for pack definition.)
    8.3.2Pass the opposing Blocker’s hips.
    8.4The Jammer earns a point for each opposing skater who is not on the track immediately upon scoring her first point on an opposing blocker. If the jam ends before the Jammer scores, the additional points will not be awarded. The following are such circumstances when the Jammer will earn points in this manner:
    8.4.1Opponents in the penalty box. (The moment a penalized player is directed off the track she is considered “in the box” for scoring purposes.)
    8.4.2Opponents who have failed to be on the track when the Jam starting whistle blows.
    8.4.3Opponents who have removed themselves from play.
    8.4.4Opponents sent to the penalty box that have not yet been scored upon in that scoring pass.
    8.4.5Opponents returning from the penalty box behind the Jammer.
    8.4.5.1Standard scoring rules and requirements apply to opponents returning from the penalty box who skate ahead of the Jammer before the Jammer is able to earn her first point in that scoring pass.
    8.4.6Points for opponents who have not yet been scored upon in an incomplete scoring pass by a penalized Jammer, who themselves are penalized while the Jammer is serving penalty time, will be awarded to the penalized Jammer upon her legal in bounds re-entry onto the track in the same jam. If the jam ends before the Jammer legally re-enters the track in bounds, points for those opponents will not be awarded.
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    8.5Points
    8.5.1Points are earned when the Jammer passes each opposing skater, including those who have been knocked to the floor or are out of play.
    8.5.2Points are announced, verbally and by hand signal, once the Jammer has cleared the pack.
    8.5.3If the jam ends when the Jammer is still in the pack, the points for any passed opponents will be announced immediately.
    8.5.3.1The Jammer will also be awarded points for Blockers on the track and ahead of the Engagement Zone if said Blockers were not previously scored on during that scoring pass.
    8.5.4Once a Jammer earns a point that point can never be taken away. (Note: this does not apply to Points Awarded in Error.)
    8.5.4.1Points Awarded in Error are points that have not been legally earned by a Jammer and have been awarded to her and her team incorrectly and/or erroneously by a referee, an official, or as the result of a technology malfunction.
    8.5.5When the Jammer finishes serving a penalty she continues her scoring pass exactly where she left off. For example: If the Jammer has scored on opposing Blockers A and B when sent to the penalty box, she retains those points. When the penalty finishes in the same jam, the Jammer remains on the same scoring pass and can only score on opposing Blockers C and D. (See Section 3.4.1 for Lead Jammer details.)
    8.5.5.1A Jammer exiting the penalty box will still be on the same pass she was on when she was penalized, even if all points for a pass have been awarded.
    8.5.5.2When the Jammer’s penalty spans into the next jam she starts all of her passes over. Her points are announced at the end of the one jam and in the next jam she begins her initial pass when leaving the penalty box.
    8.5.6Grand Slam: If one Jammer completely laps the opposing Jammer, she will score an additional point each time she fully laps her.
    8.5.7At the end of the jam the Jammer will score on Blockers ahead of the Engagement Zone who were not previously scored upon during that scoring pass.
    8.5.8Points are earned until the 4th whistle of the jam ending signal.
    8.5.9In order to earn points for passing while airborne, the Jammer must maintain in bounds status after landing. See Section 6.9 Out of Bounds Blocking.
    8.5.10Jammers cannot accrue points while in the penalty box.
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    9OFFICIALS
    9.1Staffing
    9.1.1Each bout will have no less than three skating referees and no more than seven referees total. It is strongly encouraged that at least one referee be WFTDA Certified.
    9.1.1.1In tournament play each bout must have at least one WFTDA Certified Referee.
    9.1.2One referee is designated Head referee; the Head referee is the ultimate authority in the game. The Head referee will assign positions and duties to the other referees and nonskating officials.
    9.1.3Jammer referees: Two referees are responsible for observing Jammers, one per team.
    9.1.3.1Jammer referees wear an identifier (wrist band, sash, helmet cover, etc.) corresponding to team colors to indicate the team for which the referee is responsible.
    9.1.3.2At the end of a period, the Jammer referees switch the team they are responsible for and the identifier corresponding to each team.
    9.1.4Pack referees: The remaining referees observe the pack. The primary responsibility for Pack referees is to call penalties. Pack referee assignments and specifics regarding Pack referee positioning can be found in the WFTDA Referee and Officiating Best Practices document.
    9.1.4.1Inside Positioned Pack Referees
    9.1.4.1.1No more than two Pack referees should be stationed inside the track.
    9.1.4.1.2Pack referees stationed inside the track must be on skates.
    9.1.4.2Outside Positioned Pack Referees
    9.1.4.2.1Pack referees stationed outside the track may be on skates.
    9.1.4.2.2Only referees who are on skates may enter the track to remove a skater for penalty.
    9.1.4.2.3If referees are not on skates they should be stationary.
    9.1.5Non-Skating Officials
    9.1.5.1Scorekeepers: A game will have at least one scorekeeper. The scorekeeper records the points reported by the Jammer referees and keeps the official score.
    9.1.5.2Penalty Trackers: A game will have at least one penalty tracker. The penalty tracker records the penalties reported by referees and keeps track of the official penalty tally.
    9.1.5.3Penalty Timing Officials: A game will have at least two officials to oversee the penalty box. The penalty timing officials time penalties and assist referees in ensuring a team skates short when they ought.
    9.1.5.4Scoreboard Operator: A game will have one scoreboard operator. The scoreboard operator posts the score from the scorekeeper and the penalties from the penalty tracker.
    9.1.5.5Jam Timer: A game will have one jam timer. The jam timer is responsible for starting jams and for timing 30 seconds between jams. The jam timer is also responsible for ending jams that run the full two minutes.
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    9.2Duties
    9.2.1Assessing team readiness for each jam
    9.2.1.1The referees are responsible for determining that both teams have the correct number of skaters in the jam, taking into account skaters in the penalty box. (See Section 2.4.4 for details on starting with too few skaters.)
    9.2.1.1.1If the jam starts with too many skaters, the referees should try to pull the last Blocker who entered the floor; if that skater cannot be identified, the Blocker that is closest to the referees can be pulled off of the floor. The team should be penalized according to Section 6.12.5.
    9.2.1.1.2If the jam starts with too many skaters and the extra skater cannot be pulled, the ref should stop the jam. The team should be penalized according to Section 6.12.12.
    9.2.1.1.3Referees do not warn teams when too many skaters line up on the track.
    9.2.1.1.4Referees do not warn players or teams when they line up out of position (e.g. Blockers lining up in front of the Pivot line).
    9.2.1.2The referees will ensure that the players are wearing all required safety equipment, the correct uniforms, and the correct player designations.
    9.2.1.3The referees will determine that the skaters are in the proper formation.
    9.2.2Signaling pack and Jammer starts
    9.2.2.1The officials will whistle the start of the pack.
    9.2.2.2The officials will whistle the start of the Jammers.
    9.2.3Assigning and communicating Lead Jammer status
    9.2.3.1The referees determine who has earned Lead Jammer status. Lead Jammer status is indicated by official hand signal, by blowing two short whistle blasts, and by pointing at the Lead Jammer and calling out “Lead Jammer.”
    9.2.3.2The referee will continue pointing to the Lead Jammer for the duration of the jam.
    9.2.4The Jammer referees are responsible for counting and signaling score according to the guidelines laid out in Section 8 Scoring. They must communicate this score after each jam to the scorekeeper or scoreboard as per the WFTDA Referee and Officiating Best Practices document.
    9.2.5Safety is the number one priority for Referees. Illegal game play that causes an unsafe environment is not to be tolerated. The referees are to assess and enforce penalties, ejections and expulsions as described in Section 6 Penalties and Section 7 Penalty Enforcement Procedures. Referees will use their discretion and their decisions are binding.
    9.2.5.1Referees will use all officially designated hand signals as means to properly communicate to scorekeepers/penalty trackers, skaters, announcers and fellow referees.
    9.2.5.2Referees will:
    9.2.5.2.1Whistle, hand signal and vocally call out all major penalties.
    9.2.5.2.2Perform hand signals for all penalties.
    9.2.5.2.3Vocally call out minor penalties.
    9.2.5.2.4Exclusively use a player's team color and charter number for calling penalties on that player.
    9.2.5.3Referees will not:
    9.2.5.3.1Use officiating numbers or other abbreviations or systems outside of a player’s charter name and number and team color.
    9.2.6A referee calls off a jam by four short whistle blasts.
    9.2.6.1A referee may call off a jam for any of the following reasons:
    9.2.6.1.1Referees call an Official Timeout
    9.2.6.1.2Injury--Referees should only call off a jam in the case of a serious injury or an injury that could endanger another skater.
    9.2.6.1.3Technical difficulty or mechanical malfunctions (including skate trouble)
    9.2.6.1.4In response to a major penalty
    9.2.6.1.5Any player is unduly interfered with by spectators
    9.2.6.1.6Emergency
    9.2.6.1.7Disruption of the skating surface (debris or spills)
    9.2.6.1.8Too many skaters on the track. After the jam has started referees should expeditiously pull any extra skaters so that the jam does not have to be called off (See Section 9.2.6.2.6).
    9.2.6.2A referee must call off a jam for any of the following reasons:
    9.2.6.2.1Lead Jammer calls off the jam by repeatedly placing her hands on her hips.
    9.2.6.2.2End of two minute jam clock or the end of the period’s final jam.
    9.2.6.2.3An injury that is a safety hazard to continued game play.
    9.2.6.2.4Fighting.
    9.2.6.2.5Technical difficulty or mechanical malfunction (including skate trouble) that is a safety hazard to continued play.
    9.2.6.2.6Too many skaters on the track that gives that team a competitive advantage.
    9.2.7Declaring a Forfeit
    9.2.7.1The Head Referee may call a forfeit for the following reasons:
    9.2.7.1.1A team has five or fewer un-injured rostered skaters remaining due to expulsions.
    9.2.7.1.2A team refuses to field skaters on the track to continue play.
    9.2.7.2The Head Referee must call a forfeit for the following reasons:
    9.2.7.2.1A team fails to show up to a WFTDA sanctioned bout or tournament. The Head Referee must make this decision in conjunction with WFTDA Game Committee Representatives.
    9.2.7.2.2A team elects to forfeit rather than continue play.
    9.2.8Referees may break up fights at their discretion and play will resume as quickly as possible.
    9.2.9Referees have the option of calling an Official Timeout if they feel that there is a situation that would interfere with safety of the skaters or crowd, or that would interfere with proper game play.
    9.2.10In the event that there is a disagreement regarding a referee’s call or scoring, only the Captains or their Designated Alternates may discuss the ruling with the referees. Skaters, coaches or managers may act as Designated Alternates.
    9.2.11Official Review: A team request for a review of a referee decision
    9.2.11.1A team Captain or Designated Alternate requests an Official Review by asking the Head Referee for a timeout.
    9.2.11.2The Head Referee, in order to allow the Official Review, can grant a team timeout, take an Official Timeout (not charged to either team, see Section 2.6.4), or decide to wait until the end of the period. The Head Referee will never wait until the end of the final period.
    9.2.11.3During the Official Review, all referees will conference with both team Captains.
    9.2.11.4The Captain requesting the review will explain the grievance.
    9.2.11.5The Head referee will investigate the grievance with the other referees, and together determine merit.
    9.2.11.6The Head Referee will announce a decision. This decision is final.
    9.2.12A team may be granted up to one Official Review per period.
    9.2.13Official Reviews must be requested before the following jam starts. Only the immediately preceding jam is subject to Official Review.
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    9.3Referee Discretion
    9.3.1The consensus of the referees will be the final decision on any disputed point that is not clearly spelled out in these rules. The referee may increase the severity of a penalty at his or her discretion (i.e. in response to potentially harmful game play, an illegal block that normally results in a minor foul could be called as a major foul). Similarly, the referee may decrease the severity of a penalty to a warning as s/he sees fit.
    9.3.1.1Issuing penalties takes priority over issuing warnings. A warning does not have to be issued in order for a penalty to be given. Issuing penalties is always the priority over issuing a warning of any sort.
    9.3.1.2Referee discretion is intended ONLY to allow referees to keep the game safe, fair, and consistent in the event that an unexpected situation arises. Discretion does not allow referees to change rules.
    9.3.2If the referee is in doubt on a call, i.e. she/he sees the effects of a hit but does not see the action, she/he should not call a penalty.
    9.3.3If the referee is in a position where “intent” must be inferred but is not clear, she/he should assume legal intent.
    9.3.4If the referee is not sure whether an action warrants a major or a minor, it should be called a minor.
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    9.4Required Equipment
    9.4.1Referees are permitted to wear inline skates, but are strongly encouraged to wear quad skates.
    9.4.2Referees must be uniformed in a manner that makes them easily identifiable as the officials for the bout, e.g. a black and white striped shirt.
    9.4.2.1Non-Skating Officials are strongly encouraged to dress in an un-obtrusive uniform differentiating themselves from Referees.
    9.4.3Each referee participating in a bout must visibly display his/her name on the back of his or her jersey.
    9.4.4Each referee will provide a working regulated sports whistle that will aid in the appropriate whistles for jam play and calling penalties. Fox 40 Classic strongly encouraged.
    9.4.5Safety Gear: referees are required to wear the following safety equipment with hard protective shells or inserts, in addition to that which is required as a minimum by the liability insurer:
    9.4.5.1Helmet
    9.4.5.2Knee Pads
    9.4.5.3Wrist Guards
    9.4.5.4Elbow Pads
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    10SAFETY
    10.1Protective Gear
    10.1.1Protective gear must be worn while skating in a jam, including to and from the penalty box. Failure to wear required protective gear or removal of protective gear, such as a mouth guard, will result in a penalty (see Section 6.12.21).
    10.1.2Protective gear shall include, at a minimum: wrist guards, elbow pads, knee pads, mouth guards, and helmets.
    10.1.2.1Wrist guards, elbow pads, knee pads and helmets must have a hard protective shell or inserts.
    10.1.2.2Skaters are strongly encouraged to secure or tape down loose Velcro on pads.
    10.1.3Optional protective gear such as padded shorts, chin guards, form fitting face shields such as nose guards, shin guards, knee or ankle support, turtle shell bras, and tailbone protectors may be worn at the skaters’ discretion as long as they do not impair or interfere with the safety or play of other skaters, support staff, or officials.
    10.1.3.1Chin guards, form fitting shields such as nose guards, turtle shell bras, tailbone protectors and shin guards may have a hard protective shell. No other optional protective gear may have hard protective shells.
    10.1.3.2Non-form fitting face shields such as hockey style full face shields, half face shields or face cages are strictly prohibited
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    10.2Safety Personnel
    10.2.1The home team must provide at least two licensed or certified medical professionals with expertise in emergency and urgent medical care. These medical professionals will supply the necessary equipment and supplies to handle such injuries or conditions as can be reasonably expected to occur at a roller derby bout. The medical professionals will be present during the entire warm up and game.
    10.2.2Team Captains are responsible for supplying medical personnel with their skaters’ medical and/or emergency contact information as necessary.
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    10.3Injured Skaters
    10.3.1If a skater sustains an injury serious enough that the referees call off the jam the skater must sit out the next three jams.
    10.3.1.1If more than one jam is called off for the same player, she must sit out of the remainder of the period.
    10.3.2If a skater is bleeding, she may not participate in a bout until the bleeding has stopped.
    10.3.3If a skater removes herself or is removed from a jam during play for equipment issues, she may re-enter the jam once the issue has been resolved. If she removes herself or is removed for injury or any other reason, she may not re-enter the jam.
    10.3.3.1A skater who removes herself from the track due to equipment issues must reenter the pack from the back and is subject to penalties per Section 6.12, Illegal Procedures.
    10.3.4Skaters who are injured prior to the bout may play if they have received clearance from their doctor.
    10.3.4.1A Skater may not wear an appliance, cast, or brace that causes a danger to other skaters (as determined by the head ref).
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    10.4Impaired Skaters
    10.4.1Skaters may not participate in a bout while under the influence of alcohol, narcotics, or illegal drugs.
    10.4.2Skaters may not consume alcohol at bouts while wearing skates.
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    11GLOSSARY

    AssistHelping one of your teammates improve her position by giving her a push or whip.
    Bettering your PositionImproving your position while out of bounds by passing an upright and skating player who is in bounds and re-entering the track in front of her.
    BlockBlocking is any movement on the track designed to impede or dislocate an opponent. Blocking includes the possible counter-blocking motion initiated by the opponent to counteract the block; counter-blocking is treated as a block and held to the same standards and rules. Blocking need not include contact. Impeding the movement of an opposing skater by hitting her or positioning yourself in her path.
    BlockerBlockers are the positional players that form the pack. The Pivot Blocker is one of the four Blockers per team allowed in each jam. (See Section 3.1 Blocker.)
    Blocking to the BackAny contact to the back of the torso, booty, or legs of an opponent. It is not considered blocking from behind if the Blocker is positioned behind the opponent (as demarked by the hips) but makes contact to a legal target zone.
    Blocking ZonesAreas of the body that may be used to hit an opponent when performing a block. (See Figure 2.)
    CaptainThe skater identified to speak for the team. Only the Captain and the Designated Alternate may confer with the referees. (See Section 9.2.10.)
    Contact ZonesAreas of the body that may be used to give or receive a hit. (See “Blocking Zones” and ”Target Zones”)
    Counter-BlockCounter-blocking is any motion/movement towards an oncoming block by the receiving skater which is designed to counteract an opponent's block. Counterblocking is treated as a block and held to the same standards and rules. Standing up, turning away, ducking, etc is not considered counter-blocking.
    Designated AlternateThe Captain selects an additional person to act in their stead; this person is the Designated Alternate. The Designated Alternate may be another skater, coach or manager. The Designated Alternate must be one of the sixteen individuals described in Section 2.1.4. A team shall only have one Designated Alternate.
    DownSkaters are considered down if they have fallen, been knocked to the ground or have taken a knee. Skaters on one knee are considered down. After downing herself or falling, a skater is considered down until she is standing, stepping, and/or skating. Stationary standing players are not considered down.
    EjectionTo remove a player from the remainder of the period. This is the equivalent to “fouling out” for combined trips to the penalty box. (See Section 7.5 for complete details.) An ejected skater’s penalty must be served by a substitute from the team’s bench, and the team plays short until the penalty is finished. The ejected skater must immediately leave the track and return to the locker room or staging area. She may not remain on the floor with her team or in an area where she can interfere with skaters on the track.
    EngageAny sort of interaction with another player on the track during a jam. (see also "Assist" and “Block.”)
    Engagement ZoneThe zone in which players may legally engage. The legal Engagement Zone extends from 20’ behind the rearmost pack member to 20’ in front of the foremost pack member, between the inside and outside track boundaries. Jammers may engage each other outside of the Engagement Zone.
    ExpulsionTo remove a player from the remainder of the game, regardless of period or time left on the clock. The expelled skater must immediately leave the track and return to the locker room or staging area. She may not remain on the floor with her team or in an area where she can interfere with skaters on the track. A skater may be expelled from the bout at the Head Referees’ discretion for serious physical violence or any action deemed by the officials to cause an extraordinary physical threat to others. (See Section 7.5.2 for complete details.) Another player from her team must serve the major penalty, forcing her team to skate a player short (see Section 7.5.2 and 7.5.4).
    Fall SmallFalling with the arms and legs controlled, tucked in to the body, and not flailing.
    Fouling OutA skater “fouls out” for five penalty turns served in the penalty box. (See Ejection.)
    GameA bout or game is composed of 60 minutes of play divided into two periods of 30 minutes played between two teams.
    Game RosterThe skaters that are actually suited up and eligible to play on game day.
    Grand SlamIf one Jammer completely laps the opposing Jammer, she will score an additional point each time she fully laps her. Exceptions occur when the opposing Jammer is not on the track (See Section 8.4).
    Gross MisconductAn indiscretion so serious that it justifies the instant expulsion of a skater, even on the first occurrence.
    Illegal ProceduresTechnical infractions that give the offending team an advantage but do not directly impact a specific opponent.
    ImpactA foul has an impact on safety or game play when a measurable physical force or effect can be observed. (See Major Penalty and Minor Penalty.)
    In BoundsA skater is in bounds as long as all parts of the skater's body and equipment that are in contact with the ground are within or on the track boundary. If a player jumps, and ceases all contact with the ground her prior in bounds/out of bounds status is maintained until contact with the ground re-establishes in bounds/out of bounds status. In bounds skaters are not necessarily in-play.
    Initiator of the BlockThe skater who makes contact with a target zone of an opponent is the initiator of the block. The initiator of a block is always responsible for the legality of the contact.
    Initial PassThe first pass a Jammer makes through the pack. No score is awarded on this pass; it is only used to establish the Lead Jammer. (See Pass and Scoring Pass.)
    In-PlayWhen a skater is positioned within the Engagement Zone and is in bounds, she is in play and may legally block and assist. Downed players are not in play. Jammers may engage each other anywhere inside the track boundaries for the duration of the jam, but must be within the Engagement Zone in order to legally initiate engagement with Blockers.
    In PositionWhen a player is on the track, in the designated area for their position, when the first whistle of the jam blows. Blockers are in position when they are on the track, between the Pivot and Jammer start lines. Jammers are “in position” when they are on the track behind the Jammer line. Players are permitted to put on helmet covers after the jam has started. Players not in position before the Jammer starting whistle may not join the jam in progress.
    InsubordinationWillfully failing to comply with a referee’s orders.
    JamJams are two minute races between teams to score points.
    JammerJammers are the point scorers for their teams. Each team is permitted one Jammer per jam. The Jammers are identified by stars on their helmet cover. (See Section 3.3 Jammer.)
    LapA complete pass through the pack; this may require more than one trip around the track.
    Lead JammerLead Jammer is a strategic position established on the Jammers’ initial pass through the pack during each jam. The Lead Jammer is the first Jammer to pass the foremost in-play Blocker legally and in bounds, having already passed all other Blockers legally and in bounds.
    Loss of Relative PositionWhen a skater's position in relation to other skaters on the track is lost for a sustained period of time due to the actions of an opponent, such as a legal block or an illegal block. Being forced out of bounds is always to be considered a loss of relative position.
    Major PenaltyA foul has that has a measurable physical force or effect which causes harm or adversely affects the game. Assessed if the infraction has extensive impact on safety or game play.
    Minor PenaltyA foul has that has a measurable physical force or effect but does not cause harm or adversely affect the game. Assessed if the infraction has limited impact on safety or game play.
    MisconductWrongful or improper behavior motivated by intentional purpose or obstinate indifference to the rules.
    Multi-Player BlockBlocking with multiple players via a grabbing, holding, linking or joining fashion that impedes an opponents’ movement through the pack. Touching and assisting teammates that does not create a wall to impede an opponent is not a multi-player block.
    No PackThere is no pack when there is not a group of Blockers (from both teams) skating within proximity to each other or when there are two or more equally numbered groups of Blockers not skating within proximity to each other. (See Proximity)
    Out of BoundsA skater is out of bounds when any part of the skater's body or equipment is touching the ground beyond the track boundary. If a player jumps, and ceases all contact with the ground her prior in bounds/out of bounds status is maintained until contact with the ground re-establishes in bounds/out of bounds status. Out of Bounds skaters are not In-Play.
    Out of PackA skater is out of pack when she is more than 10 feet from the nearest pack skater but within 20 feet of the nearest pack skater.
    Out of PlayA Blocker that is positioned more than 20 feet outside the pack, out of bounds, or down is out of play. A Jammer that is out of bounds is out of play.
    PackThe pack is defined by the largest group of Blockers, skating in proximity, containing members from both teams. The Jammers are independent of this definition. (See also Proximity.)
    PassTo pass is to move in front of an opposing skater by positioning your hips in front of hers.
    A pass begins with the Jammer behind the pack and ends when the Jammer has cleared the pack by twenty feet. To begin the next pass, the Jammer must fully lap the pack and catch up to the back of the pack. (See Scoring Pass and Initial Pass.)
    PenaltyThe punishment meted out for misconduct.
    Pivot BlockerCommonly referred to as the Pivot. The Pivot is a Blocker, as defined in Section 3.1 Blocker, with extra abilities and responsibilities as outlined in Section 3.2 Pivot.
    Points Awarded in ErrorPoints that have not been legally earned by a Jammer and have been awarded to her and her team incorrectly and/or erroneously by a referee, an official, or as the result of a technology malfunction.
    Positional BlockingA.K.A. Body Blocking, Frontal Blocking, Passive Blocking Passive blocking is blocking without contact, positioning yourself in front of an opposing skater to impede her movement on the track. It may also be done unintentionally, if the blocking skater is not aware of the Jammer’s position behind her.
    ProximityA measure of distance for in play players that is defined as skating not more than ten feet in front of or behind the nearest pack skater.
    Re-engageA skater positioning herself in front of an opponent who has already passed her.
    Re-passThe act of passing an opponent who has already been passed during the current lap. If the Jammer drops back behind an opponent that she passed illegally, by being reengaged or repositioning herself, she may attempt to pass her again legally.
    Relative PositionThe position a skater holds in relation to other skaters on the track.
    Scoring PassAny pass a Jammer makes through the pack after the completed initial pass. Points may only be earned on scoring passes. A Grand Slam is independent of this definition. (See Grand Slam, Pass and Initial Pass.)
    Shorted SkaterThe skater serving a penalty in the penalty box.
    Straddling PlayersPlayers are straddling the track boundary line when they are simultaneously touching both inside and outside the track boundary line.
    SubstitutionsReplacing a player on the track or in the penalty box with another player.
    SuspensionTo remove a player from more than one game. (See Ejection.)
    The StarThe Jammers’ helmet cover, which has a star on it.
    Target ZonesAreas of the body on an opponent that a skater may hit when performing a block. (See Figure 2.)
    TripAny contact which lands on an opponent's feet or legs, below the legal target zone, that causes the skater to stumble or fall is considered tripping. Contact between skates and wheels that is part of the normal skating motion may not be considered tripping.
    WarningsA formal verbal indication from the referee that play is improper and that a skater must take corrective action.