|
| 1.1 | Teams 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). |
|
| 1.2 | At most, 14 skaters may be on the roster for a specific game. Leagues may rotate their game
roster from their team roster between games. |
|
| 1.3 | During 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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| 2.1.1 | For 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. |
|
| 2.1.2 | The track surface shall be clean, flat, and suitable for roller skating. Acceptable surfaces
include polished or painted concrete, wood, or game court floors. |
|
| 2.1.3 | The 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”. |
|
| 2.1.3.1 | The track must have a clear demarcation for: |
|
| 2.1.3.1.1 | Pivot start line |
|
| 2.1.3.1.2 | Jammer start line |
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| 2.1.3.2 | Ten foot track intervals are strongly encouraged, see Appendix B. |
|
| 2.1.4 | The 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. |
|
| 2.1.5 | There 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. |
|
| 2.1.6 | For safety and visibility, the track surface, boundaries, safety zone, and penalty box
should be clearly lit. |
|
| 2.1.7 | The track and the boundary marker line are considered in bounds. |
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| 2.2.1 | A bout or game is composed of 60 minutes of play divided into two periods of 30 minutes
played between two teams. |
|
| 2.2.2 | The team with the most points at the end of the game wins. |
|
| 2.2.3 | Two 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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| 2.3.1 | The period begins when the designated Official blows the first jam whistle. The signal will
be one long whistle blast. |
|
| 2.3.2 | There will be at least a five-minute break between periods to allow for referee rotation
and, if applicable, skater warm-up. |
|
| 2.3.3 | The 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. |
|
| 2.3.4 | If 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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| 2.4.1 | A 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. |
|
| 2.4.2 | A jam may last up to two minutes. Jams end on the 4th whistle of the jam-ending signal,
(see Section 2.9 Whistles). |
|
| 2.4.3 | There are 30 seconds between jams. |
|
| 2.4.4 | If 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. |
|
| 2.4.4.1 | Jammers 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. |
|
| 2.4.4.1.1 | If 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. |
|
| 2.4.4.2 | Pivots 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. |
|
| 2.4.4.2.1 | If 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. |
|
| 2.4.5 | The 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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| 2.5.1 | If 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. |
|
| 2.5.1.1 | If 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. |
|
| 2.5.2 | Overtime is not a new period. Overtime is an extension of the final period. |
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| 2.6.1 | Each team is allowed three one-minute timeouts per game. |
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| 2.6.2 | To 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). |
|
| 2.6.3 | Teams may take timeouts only between jams. |
|
| 2.6.4 | Referees 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. |
|
| 2.6.5 | After a timeout the period clock does not resume until the next jam starts. |
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| 2.7.1 | Benches 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). |
|
| 2.7.2 | The 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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| 2.8.1 | Each game will have separate penalty clocks, jam clocks and period clocks. |
|
| 2.8.2 | Official Period Clock |
|
| 2.8.2.1 | The official period clock starts on the first whistle of the first jam. |
|
| 2.8.2.2 | The official period clock does not stop between jams unless a timeout is called.
The period clock stops during a timeout. |
|
| 2.8.2.3 | Officials must stop the official period clock between jams when time exceeds
30 seconds. |
|
| 2.8.2.4 | The official period clock must be highly visible to referees, teams and fans. |
|
|
| 2.8.3.1 | The jam clock starts on the first whistle of the jam. |
|
| 2.8.3.2 | The jam clock stops at the end of each jam (on the fourth whistle). |
|
| 2.8.3.3 | The jam clock must be highly visible to referees, teams and fans. |
|
|
| 2.8.4.1 | Each game must have enough time clocks to time all penalties simultaneously
(see Section 7.3.3 for details on penalty timing procedures). |
|
| 2.8.4.2 | All penalty clocks stops between jams (see Section 7.3.3 for procedure). |
|
| 2.8.4.3 | Penalty 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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|
Description | Whistle Signal |
Jam Start – Pack start | One long |
Jam Start – Jammer start | Two rapid |
Lead Jammer | Two rapid |
Minor Penalty | None |
4th Minor Penalty | One long |
Major Penalty | One long |
Jam Called Off/Ended | Four rapid |
|
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| 3.1 | BLOCKER
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). |
|
| 3.1.1 | Prior 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. |
|
| 3.1.2 | Blocker identification: Non-Pivot Blockers do not wear helmet covers. |
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| 3.2.1 | The 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. |
|
| 3.2.2 | Pivot identification: Pivots wear a striped helmet cover, as specified in Section 3.6 Helmet
Covers. |
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| 3.3.1 | Prior 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. |
|
| 3.3.2 | Jammer 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. |
|
| 3.3.2.1 | A 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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| 3.4.1 | Lead 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. |
|
| 3.4.1.1 | Lead Jammer status will be signaled immediately after it is earned. See Section 3.4.2.3 for ‘Not Lead Jammer’. |
|
| 3.4.1.2 | A Jammer must be ahead of the foremost in-play Blocker, as demarked by the
hips, in order to become Lead Jammer. |
|
| 3.4.1.3 | Jammers do not need to pass Blockers ahead of the legal Engagement Zone in
order to become Lead Jammer. |
|
| 3.4.1.4 | During a no pack situation (as per Section 4.1.2), the Jammer must pass all
Blockers to become Lead Jammer. |
|
| 3.4.2 | In 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. |
|
| 3.4.2.1 | Any 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. |
|
| 3.4.2.2 | To 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. |
|
| 3.4.2.3 | Once 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. |
|
| 3.4.2.4 | See 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. |
|
| 3.4.3 | A pass is determined by the skaters’ hips. |
|
| 3.4.4 | If 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. |
|
| 3.4.5 | A 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. |
|
| 3.4.6 | The 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. |
|
| 3.4.7 | Once a Jammer has been declared Lead Jammer, she retains Lead Jammer status for
the duration of the jam unless she forfeits the status by: |
|
| 3.4.7.1 | Removing her helmet cover for any reason. |
|
| 3.4.7.2 | Being removed from play due to a penalty. |
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[^TOP^] | 3.5 | PASSING 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. |
|
| 3.5.1 | The 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. |
|
| 3.5.2 | The star may only be transferred to a Pivot who is in play. |
|
| 3.5.3 | The initiator of the star pass is always responsible for the legality of the star pass. |
|
| 3.5.3.1 | Jammers may not transfer the star while in route to or while in the penalty box. |
|
| 3.5.3.2 | Jammers may transfer the star upon returning to play from the penalty box. |
|
| 3.5.4 | Pass 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: |
|
| 3.5.4.1 | Her ability to accrue points, unless she returns the helmet cover to her head
with visible stars. |
|
| 3.5.4.2 | Her Lead Jammer status. |
|
| 3.5.5 | Jammer status is transferred when the Pivot is wearing the helmet cover on her helmet. |
|
| 3.5.6 | Once Jammer status is transferred, it cannot be transferred back to the original Jammer. |
|
| 3.5.7 | A star pass may be blocked by the opposing team by any means of legal blocking. |
|
| 3.5.8 | Incomplete star passes and recovery |
|
| 3.5.8.1 | If 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. |
|
| 3.5.8.1.1 | The Pivot is eligible to obtain Jammer status by retrieving a
dropped helmet cover and placing it on her helmet. |
|
| 3.5.8.2 | A 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. |
|
| 3.5.8.3 | If 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) |
|
|
| 3.5.9.1 | A 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. |
|
| 3.5.9.2 | A 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. |
|
| 3.5.9.3 | A 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. |
|
| 3.5.9.4 | A Jammer who successfully completes a helmet cover transfer to her Pivot will
play the position of Blocker for the remainder of the jam. |
|
| 3.5.10 | Passing the Star Penalty Procedures |
|
| 3.5.10.1 | If, 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. |
|
| 3.5.10.2 | If, 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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| 3.6.1 | A 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. |
|
| 3.6.2 | A 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. |
|
| 3.6.3 | All 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. |
|
| 3.6.4 | The 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. |
|
| 3.6.4.1 | Only 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. |
|
| 3.6.5 | The 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. |
|
| 3.6.5.1 | Only 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). |
|
| 3.6.6 | Helmet 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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| 3.7.1 | Each 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. |
|
| 3.7.1.1 | A 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. |
|
| 3.7.1.2 | A 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. |
|
| 3.7.1.2.1 | A 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. |
|
| 3.7.2 | Each 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. |
|
| 3.7.2.1 | Numbers may be placed on the hip or thigh in addition to the arm/sleeve. |
|
| 3.7.2.2 | Numbers may be placed on the helmet in addition to the arm/sleeve. |
|
| 3.7.2.3 | The minimum height for a player’s number on the arm/sleeve is 2 inches. |
|
| 3.7.2.4 | The maximum height for a player’s number on the arm/sleeve is 4 inches. |
|
| 3.7.3 | Each member of a respective team participating in a bout must wear a uniform which
clearly identifies her as a member of her team. |
|
| 3.7.3.1 | All 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. |
|
| 3.7.4 | The 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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| 3.8.1 | Jewelry 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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| 3.9.1 | Players must wear quad roller skates only. Players may not wear inline or any other type
of skate. |
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|
| 4.1.1 | The pack is defined by the largest group of in bounds Blockers, skating in proximity,
containing members from both teams. |
|
| 4.1.1.1 | The pack is comprised of the Blockers. The Jammer is not part of the pack. |
|
| 4.1.1.2 | Proximity is defined as not more than ten feet (as measured from the hips) in
front of or behind the nearest pack skater. |
|
| 4.1.1.3 | In order to form a pack, a team must have at least one Blocker on the track at
all times. |
|
| 4.1.2 | When 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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|
| 4.2.1 | Prior 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. |
|
| 4.2.2 | Pivot Starting Position: Pivots generally line up in the front of the pack. Only the Pivots
may line up on the Pivot line. |
|
| 4.2.3 | Non-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. |
|
| 4.2.4 | Jammer Starting Position: Jammers line up on or behind the Jammer line. |
|
| 4.2.5 | No rules govern inside/outside positioning. Blockers may line up in any order behind the
Pivots. |
|
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|
| 4.3.1 | Once the pack is in motion, skaters may change location as long as they stay within the
pack. |
|
| 4.3.2 | In 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. |
|
| 4.3.2.1 | Skaters who are out of play may not engage the opposing Jammer or block
any opposing players. |
|
| 4.3.2.2 | Skaters who are out of play may not assist their Jammer or other teammates. |
|
| 4.3.2.3 | Skaters who are not part of the pack as illustrated in Figure 1, but are still in
play, may block and assist. |
|
| 4.3.2.4 | Skaters may assist downed teammates within the Engagement Zone. |
|
| 4.3.2.5 | Skaters 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).
|
|
|
| 4.3.3 | Blockers who are out of play must slow or speed up to rejoin the pack. |
|
| 4.3.3.1 | A 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). |
|
| 4.3.3.2 | A skater who is out of play must rejoin the pack in the opposite way she left. |
|
| 4.3.3.2.1 | If the player sprinted forward of the pack, she must drop back to be
considered in play. |
|
| 4.3.3.2.2 | To 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. |
|
| 4.3.3.2.3 | Any 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). |
|
| 4.3.4 | The 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). |
|
[^TOP^]
|
| 4.4.1 | The pack begins rolling on a single whistle blast from the Official. |
|
| 4.4.2 | Once 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. |
|
[^TOP^]
|
|
| 5.1.1 | Blocking 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. |
|
| 5.1.1.1 | Counter-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. |
|
| 5.1.1.2 | Only 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. |
|
| 5.1.2 | The 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. |
|
| 5.1.3 | A 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. |
|
| 5.1.3.1 | Blockers begin at the first whistle. |
|
| 5.1.3.2 | Jammers begin at the second whistle. |
|
| 5.1.4 | To ensure safety, skaters may not use dangerous blocking techniques. |
|
|
| 5.1.4.2 | Skaters must not skate clockwise in relation to the track when executing a
block. |
|
| 5.1.4.3 | Skaters must have at least one skate on the floor when executing a block. |
|
| 5.1.4.4 | Skaters 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. |
|
[^TOP^] | 5.2 | CONTACT ZONES
Contact between opponents is limited to legal blocking zones and legal target zones. |
|
| 5.2.1 | Legal Target Zones—a skater may be hit in the following locations: |
|
| 5.2.1.1 | The arms and hands |
|
| 5.2.1.2 | The chest, front and side of the torso |
|
|
| 5.2.1.4 | The upper thigh (including the inner portion) |
|
|
| 5.2.2 | Illegal Target Zones—for safety reasons, a skater must not be hit in the following
locations: |
|
| 5.2.2.1 | Anywhere above the shoulders |
|
| 5.2.2.2 | On the back of the torso, booty or thigh |
|
| 5.2.2.3 | Below the mid-thigh |
|
| 5.2.3 | Legal Blocking Zones—apply to the body parts of the skater performing a block.
Skaters may initiate contact with the following parts of the body: |
|
| 5.2.3.1 | The arm from the shoulder to the elbow |
|
|
| 5.2.3.3 | The hips and booty |
|
| 5.2.3.4 | The mid and upper thigh |
|
| 5.2.4 | Illegal Blocking Zones—apply to the body parts of the skater performing a block. |
|
| 5.2.4.1 | Elbows, see Section 6.2 for restrictions on use. |
|
| 5.2.4.2 | Forearms/Hands, see Section 6.3 for restrictions on use. |
|
| 5.2.4.3 | The head may not be used to block. |
|
[^TOP^] | 5.3 | BLOCKING ZONE DIAGRAMS |
|
[^TOP^] | 
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.
|
[^TOP^]6 | PENALTIES
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
|
|
[^TOP^] | 6.1 | BLOCKING 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). |
|
| 6.1.1 | Incidental contact to the back from an opponent that does not force the opponent to
adjust her skating stance or position in any way. |
|
| 6.1.2 | Hitting an opponent with a legal blocking zone into a legal target zone while positioned
behind said opponent. |
|
| 6.1.3 | Any 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. |
|
| 6.1.4 | Any 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. |
|
[^TOP^]
|
| 6.2.1 | When engaging another skater, elbows may not be swung with a forward/backward
motion. |
|
| 6.2.2 | When engaging another skater, elbows may not be swung with upward or downward
motion. |
|
| 6.2.3 | The elbow must be bent while blocking with that arm. |
|
| 6.2.4 | Contact may not be made exclusively with the point of the elbow (i.e. jabbing). |
|
| 6.2.5 | Elbows may not be used to hook an opposing player in any way (such as by wrapping
one’s arm around an opponent’s arm). |
|
| 6.2.6 | Incidental 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. |
|
| 6.2.7 | Any 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. |
|
| 6.2.8 | Any illegal contact with the elbow or swinging motion of the elbow that lands above the
shoulders. |
|
| 6.2.9 | Any 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. |
|
| 6.2.10 | Use of an elbow or arm to pin or hook an opponent’s arm in a manner as to impede her
mobility. |
|
[^TOP^] | 6.3 | USE OF FOREARMS AND HANDS |
|
| 6.3.1 | Forearms or hands may never be used to grab, hold, or push an opponent. |
|
| 6.3.2 | Incidental forearm contact between skaters is acceptable. |
|
| 6.3.3 | During forearm contact between skaters, the following are indications that a push has
occurred: |
|
| 6.3.3.1 | The initiating skater extends her arm during contact |
|
| 6.3.3.2 | The receiving skater is propelled forwards or sideways |
|
| 6.3.4 | Incidental 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. |
|
| 6.3.5 | Contact made with the forearms when forearms are pulled in to the body to absorb a hit. |
|
| 6.3.6 | A block initiated with the shoulder in which there is forearm contact to the opponent but
no observable push with the forearm. |
|
| 6.3.7 | Illegal 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: |
|
| 6.3.7.1 | A slight but observable push with the hands or forearms. |
|
| 6.3.7.2 | A 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. |
|
| 6.3.8 | Any illegal contact with hands or forearms above the shoulders. |
|
| 6.3.9 | Any 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: |
|
| 6.3.9.1 | Contact with hands or forearms, as indicated by the initiating skater extending
her arms, resulting in the receiving skater being propelled forwards or
sideways. |
|
| 6.3.9.2 | Use 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. |
|
[^TOP^] | 6.4 | BLOCKING 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. |
|
| 6.4.1 | Incidental contact by the initiator’s head that does not force the opponent to adjust her
skating stance or position in any way. |
|
| 6.4.2 | Incidental 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. |
|
| 6.4.3 | Incidental 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. |
|
| 6.4.4 | Initiating a block with the head, regardless of impact or advantage. |
|
[^TOP^] | 6.5 | OUT 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. |
|
| 6.5.1 | A Blocker engaging, blocking, or assisting outside the legal Engagement Zone. A penalty
should be applied to each offending Blocker for each action. |
|
| 6.5.2 | A 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). |
|
| 6.5.3 | A 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). |
|
| 6.5.4 | No 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). |
|
| 6.5.5 | Continuing to intentionally skate more than 20' from the pack after being warned. A
penalty should be applied to each offending Blocker. |
|
| 6.5.6 | A 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). |
|
| 6.5.7 | Intentionally 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). |
|
| 6.5.7.1 | Examples 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. |
|
| 6.5.7.2 | Forcing 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. |
|
| 6.5.8 | Jammers may initiate engagement with Jammers outside the Engagement Zone. |
|
| 6.5.9 | Jammers 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. |
|
| 6.5.10 | Incidental blocking or contact while out of play that does not force the opponent to adjust
her skating stance or position in any way. |
|
| 6.5.11 | No Pack situations without a measurable impact on game play. |
|
| 6.5.12 | If 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. |
|
| 6.5.13 | If the out of play action causes harm or has a measurable consequence for the game, it
is treated as a major penalty. |
|
[^TOP^] | 6.6 | SKATING CLOCKWISE TO BLOCK
Skaters must not skate in the opposite direction of the pack (clockwise) when executing a block. |
|
| 6.6.1 | Incidental contact from skater getting spun around as a result of another block. |
|
| 6.6.2 | A clockwise block that does not force the opponent to adjust her skating stance or
relative position in any way. |
|
| 6.6.3 | If 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. |
|
| 6.6.4 | If the illegal block causes harm, causes a skater to fall, or has a measurable
consequence for the game. |
|
[^TOP^] | 6.7 | MULTIPLE-PLAYER BLOCKS |
|
| 6.7.1 | Skaters may not grab and hold each other’s uniform or equipment in a multi-player block. |
|
| 6.7.2 | Skaters may not use their hands, arms, or legs in any grabbing, holding, linking, or joining
fashion in a multi-player block. |
|
| 6.7.3 | Touching and assisting teammates that does not create a wall to impede an opponent is
not a multi-player block. |
|
| 6.7.4 | Temporarily grabbing a teammate’s clothing, equipment, or body part to push or pull,
thereby adjusting the player’s speed or the teammate’s speed. |
|
| 6.7.5 | Touching, but not grabbing and/or holding, a teammate while blocking. |
|
| 6.7.6 | Maintaining a multi-player block to impede an opponent for less than three seconds but
NOT causing her to fall or lose her relative position. |
|
| 6.7.7 | Maintaining a multi-player block to impede an opponent, causing her to fall or lose her
relative position. |
|
| 6.7.8 | Maintaining 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. |
|
[^TOP^] | 6.8 | CUTTING 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. |
|
| 6.8.1 | Re-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: |
|
| 6.8.1.1 | When the initiating skater is considered “in the box,” having been sent off the
track for a penalty (see Section 7.3.2.2.1) |
|
| 6.8.1.2 | When the initiating skater goes out of bounds at any time after the initiating
block |
|
| 6.8.1.3 | When the initiating skater downs herself or falls at any time after the initiating
block |
|
| 6.8.1.4 | When 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.
|
|
| 6.8.2 | Players 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. |
|
| 6.8.3 | A 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. |
|
| 6.8.4 | A 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. |
|
| 6.8.5 | A skater straddling the track boundary line who then completely exits the track,
regardless of which, or how many, skaters she has passed while straddling. |
|
| 6.8.6 | An 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. |
|
|
| 6.8.8 | An in bounds, upright and skating player who has re-entered the track from out of bounds
in front of one in-play skater. |
|
| 6.8.9 | An upright player straddling the track boundary who passes one in-play player, and then
ceases her out of bounds contact with the floor. |
|
| 6.8.10 | An in bounds, upright and skating player who has re-entered the track from out of bounds
in front of multiple in-play skaters. |
|
| 6.8.11 | An 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. |
|
| 6.8.12 | An upright player straddling the track boundary who passes multiple in-play skaters, and
then ceases her out of bounds contact with the floor. |
|
| 6.8.13 | An upright player straddling the track boundary who passes the foremost opposing
Blocker, and then ceases her out play contact with the floor. |
|
[^TOP^] | 6.9 | OUT OF BOUNDS BLOCKING: |
|
| 6.9.1 | Skaters must be in bounds when initiating a block. |
|
| 6.9.2 | Skaters may not pick up momentum for a block until in bounds. |
|
| 6.9.3 | If 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. |
|
| 6.9.4 | A skater who is in bounds need not yield right of way to the out of bounds skater. |
|
| 6.9.5 | A skater may not initiate contact with an opponent who is completely outside the track
boundary. |
|
| 6.9.6 | An 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. |
|
| 6.9.7 | A 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. |
|
| 6.9.8 | A 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. |
|
| 6.9.9 | 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. |
|
| 6.9.10 | Downed skaters re-entering the track are subject to blocking out of bounds penalties,
even if the downed skater has fallen small. |
|
| 6.9.11 | There is no penalty for blocking a skater who has jumped off both skates and left contact
with the track from in bounds. |
|
| 6.9.12 | A 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. |
|
| 6.9.13 | A 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. |
|
| 6.9.14 | Any contact from out of bounds that does not cause the receiving opposing skater to fall
or lose her relative position. |
|
| 6.9.15 | Continuing a block after any part of the initiating Blocker is touching the ground outside
the track boundary. |
|
| 6.9.16 | Any 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. |
|
| 6.9.17 | Any 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. |
|
| 6.9.18 | Any contact or blocking from out of bounds that causes the receiving opposing skater to
fall or lose her relative position. |
|
| 6.9.19 | Continuing 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. |
|
| 6.9.20 | A downed skater re-entering the track from out of bounds who forces any in-play skaters
to fall or lose relative position. |
|
| 6.9.21 | Any 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. |
|
[^TOP^] | 6.10 | TRIPPING 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. |
|
| 6.10.1 | Contact between skates and wheels that is part of the normal skating motion. |
|
| 6.10.2 | A skater who “falls small” in an effort to avoid tripping. |
|
| 6.10.3 | Any contact outside of the normal skating motion which lands below the legal target zone
that causes an opposing skater to stumble. |
|
| 6.10.4 | Contact between skates and wheels that is not part of the normal skating motion that
causes an opponent to stumble but not fall. |
|
| 6.10.5 | A downed skater re-entering the track that causes a skater to stumble. |
|
| 6.10.6 | Any contact outside of the normal skating motion which lands below the legal target zone
that causes an opposing skater to fall. |
|
| 6.10.7 | Flailing and sprawling skaters that trip an opponent, regardless of intent. |
|
| 6.10.8 | Habitual 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. |
|
| 6.10.9 | A 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.” |
|
| 6.10.10 | A downed skater re-entering the track that causes an opposing skater to fall or lose
relative position. |
|
| 6.10.11 | Intentional tripping with feet or hands. Expulsions will be issued for a conscious attempt
to trip an opponent, whether or not the action was successful. |
|
[^TOP^] | 6.11 | SKATING 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). |
|
| 6.11.1 | Being forced out of bounds by an opponent's block. |
|
| 6.11.2 | Skating out of bounds as the result of a missed or successful block. (Blocking out of
bounds criteria still apply; see Section 6.9.) |
|
| 6.11.3 | Maintaining or increasing speed while skating to and from the penalty box. |
|
| 6.11.4 | Skating out of bounds in an attempt to avoid a block. |
|
| 6.11.5 | Skating out of bounds to maintain or increase speed. |
|
| 6.11.6 | Skating 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. |
|
[^TOP^] | 6.12 | ILLEGAL PROCEDURES
Technical infractions that give the offending team an advantage but do not directly impact a
specific opponent. |
|
| 6.12.1 | A Blocker who is on the track, between the Jammer and Pivot lines, skating into her
position when the first whistle blows. |
|
| 6.12.2 | Assisting a downed teammate within the Engagement Zone. |
|
| 6.12.3 | A 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. |
|
| 6.12.4 | False start–A Jammer or Blocker who false starts must yield advantage. |
|
| 6.12.4.1 | A Jammer false starts for being out of position at the Jammer starting whistle
when she is touching beyond the Jammer line. |
|
| 6.12.4.2 | A Non-Pivot Blocker false starts for being out of position at the pack starting
whistle when she: |
|
| 6.12.4.2.1 | is touching beyond the Pivot line |
|
| 6.12.4.2.2 | is touching behind the Jammer line |
|
| 6.12.4.2.3 | lines up in front of a Pivot Blocker who is on the Pivot line |
|
| 6.12.4.3 | A Pivot Blocker false starts for being out of position at the pack starting whistle
when she: |
|
| 6.12.4.3.1 | is touching beyond the Pivot line |
|
| 6.12.4.3.2 | is touching behind the Jammer line |
|
| 6.12.5 | Too many skaters on the track–skater is pulled without stopping the jam. (The penalty is
issued to the pulled skater.) |
|
| 6.12.6 | A Jammer attempting to call off a jam when she is not Lead Jammer, and the jam is not
called off. |
|
| 6.12.7 | A skater exiting the penalty box and re-entering the track in front of one pack skater. |
|
| 6.12.8 | A skater, after being waived off of a full penalty box, re-entering the track in front of one
pack skater. |
|
| 6.12.9 | A skater, after addressing mid jam equipment malfunction, re-entering the track in front of
one pack skater. |
|
| 6.12.10 | A false start by a Jammer or Blocker who does not yield advantage. |
|
| 6.12.11 | Forcing 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.) |
|
| 6.12.12 | Improper uniform, jewelry, or skates |
|
| 6.12.13 | A Jammer successfully calling off a jam when she is not Lead Jammer |
|
| 6.12.14 | Violations 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. |
|
| 6.12.15 | Illegally blocking a star pass. |
|
| 6.12.16 | A skater exiting the penalty box and re-entering the track in front of more than one pack
skater. |
|
| 6.12.17 | A skater, after being waived off of a full penalty box, re-entering the track in front of more
than one pack skater. |
|
| 6.12.18 | A skater, after addressing mid jam equipment malfunction, re-entering the track in front of
more than one pack skater. |
|
| 6.12.19 | A 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.) |
|
| 6.12.20 | Too many skaters and/or team support staff in the designated team area. The penalty is
issued to the team Captain. |
|
|
[^TOP^] | 6.13 | MISCONDUCT AND GROSS MISCONDUCT |
|
|
|
| 6.13.3 | Initiating contact with both skates off of the ground. Jumping and leaping contact is
unsafe for the initiator and the receiver. |
|
| 6.13.4 | Executing a block on an opponent who is down. |
|
| 6.13.5 | Any block with initial contact landing above the shoulders. |
|
| 6.13.6 | The use of obscene, profane, or abusive language or gestures directed at an official,
mascot, or audience member. |
|
| 6.13.7 | The excessive use of obscene, profane, or abusive language or gestures directed at an
opposing player, manager, or coach. |
|
| Expulsion (Gross Misconduct) |
| 6.13.8 | Gross misconduct is defined as an indiscretion so serious that it justifies the instant
expulsion of a skater, even on the first occurrence. |
|
| 6.13.9 | Illegal interference in game-play by skaters not involved in the jam |
|
| 6.13.10 | The repeated use of obscene, profane, or abusive language or gestures directed at an
official, mascot, or audience member. |
|
| 6.13.11 | The repetitive and excessive use of obscene, profane, or abusive language or gestures
directed at an opposing player, manager, or coach. |
|
| 6.13.12 | Intentional tripping with feet or hands. Expulsions will be issued for a conscious attempt
to trip an opponent, whether or not the action was successful. |
|
[^TOP^] | 6.14 | INSUBORDINATION
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. |
|
| 6.14.1 | Intentionally committing an illegal procedure is not insubordination and should not be
penalized as such. |
|
|
| 6.14.3 | Willfully failing to leave the track for a penalty. |
|
| 6.14.4 | Willfully failing to leave the floor for an ejection. |
|
| 6.14.5 | Deliberate and excessive insubordination to a referee. |
|
[^TOP^] | 6.15 | FIGHTING
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. |
|
|
|
|
|
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).
|
|
| 6.15.4 | Intentional, negligent, or reckless contact above the shoulders |
|
| 6.15.5 | Punching another skater |
|
| 6.15.6 | Pulling of the head, neck, or helmet |
|
| 6.15.7 | Choking by helmet straps |
|
| 6.15.8 | Any contact with the head of a player not wearing a helmet |
|
| 6.15.9 | Kicking another skater |
|
| 6.15.10 | Intentional tripping with feet or hands |
|
|
| 6.15.12 | Jumping onto or into a pile of fighting skaters ("dog pile") |
|
| 6.15.13 | Slide Tackling an opponent |
|
| 6.15.14 | Holding or pinning another skater to the ground |
|
| 6.15.15 | Serious physical violence or any action deemed by the officials to cause an extraordinary
physical threat. |
|
[^TOP^]
|
|
| 7.1.1 | Referees assess minor penalties to skaters based on their involvement in an infraction.
When a minor penalty is assessed: |
|
| 7.1.1.1 | Referees 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. |
|
| 7.1.1.2 | When 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. |
|
| 7.1.2 | If 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. |
|
[^TOP^]
|
| 7.2.1 | When 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. |
|
| 7.2.2 | Major penalties expire after one minute served in the penalty box. |
|
| 7.2.3 | If 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. |
|
| 7.2.4 | If 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. |
|
[^TOP^] | 7.3 | Penalty Enforcement Procedures |
|
| 7.3.1 | Substitutions
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. |
|
| 7.3.1.1 | Penalized 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). |
|
| 7.3.2 | When 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. |
|
| 7.3.2.1 | Penalty timing will not begin until the penalized player legally enters the penalty
box from the appropriate counter-clockwise direction. |
|
| 7.3.2.2 | No 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. |
|
| 7.3.2.2.1 | The 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. |
|
| 7.3.2.2.2 | In 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. |
|
| 7.3.2.2.2.1 | The 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. |
|
| 7.3.2.3 | If 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. |
|
| 7.3.3 | The 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. |
|
| 7.3.3.1 | When 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. |
|
| 7.3.4 | After serving one minute in the penalty box, a penalized skater may re-enter the track.
She must enter the pack from the back. |
|
| 7.3.4.1 | A 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. |
|
| 7.3.4.2 | If 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. |
|
| 7.3.4.3 | A 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. |
|
| 7.3.4.4 | If 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. |
|
[^TOP^] | 7.4 | Both 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. |
|
| 7.4.1 | If 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. |
|
| 7.4.1.1 | If 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. |
|
| 7.4.2 | If 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. |
|
| 7.4.3 | If 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. |
|
| 7.4.3.1 | A team may not make a substitution for either Jammer. |
|
| 7.4.4 | If 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. |
|
| 7.4.5 | If 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. |
|
| 7.4.5.1 | In the new jam, player substitutions from the bench are allowed, with the
exception of the penalized jammer. |
|
| 7.4.6 | With 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. |
|
| 7.4.6.1 | In 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). |
|
| 7.4.7 | If 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. |
|
| 7.4.7.1 | Players may be substituted in the new jam. |
|
| 7.4.8 | When 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. |
|
| 7.4.8.1 | If 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). |
|
[^TOP^] | 7.5 | Expulsion and Fouling Out |
|
| 7.5.1 | Fouling Out/Ejection |
|
| 7.5.1.1 | Skaters 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. |
|
| 7.5.1.1.1 | A player is ejected from the period for five penalty turns in the
penalty box in that period. |
|
| 7.5.1.1.2 | If 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. |
|
| 7.5.1.2 | When 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). |
|
| 7.5.2 | Expulsion and Suspension |
|
| 7.5.2.1 | A 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. |
|
| 7.5.2.2 | Depending on the severity of the incident, an expulsion may result in the player
being suspended from their next game. |
|
| 7.5.2.3 | Insubordination 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. |
|
| 7.5.2.4 | If 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. |
|
| 7.5.2.5 | Coaches 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. |
|
| 7.5.3 | Referees 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. |
|
| 7.5.4 | 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. 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. |
|
[^TOP^]
|
| 8.1 | Only skaters wearing the designated Jammer's star helmet cover with visible stars are eligible to
accrue points. |
|
| 8.2 | Jammers do not score on their first pass (A.K.A. initial pass) through the pack. |
|
| 8.3 | After 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: |
|
| 8.3.1 | Pass opposing skaters in bounds, legally, without committing penalties. |
|
| 8.3.1.1 | Any 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. |
|
| 8.3.1.2 | Once 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.) |
|
| 8.3.2 | Pass the opposing Blocker’s hips. |
|
| 8.4 | The 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: |
|
| 8.4.1 | Opponents in the penalty box. (The moment a penalized player is directed off the track
she is considered “in the box” for scoring purposes.) |
|
| 8.4.2 | Opponents who have failed to be on the track when the Jam starting whistle blows. |
|
| 8.4.3 | Opponents who have removed themselves from play. |
|
| 8.4.4 | Opponents sent to the penalty box that have not yet been scored upon in that scoring
pass. |
|
| 8.4.5 | Opponents returning from the penalty box behind the Jammer. |
|
| 8.4.5.1 | Standard 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. |
|
| 8.4.6 | Points 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. |
|
[^TOP^]
|
| 8.5.1 | Points are earned when the Jammer passes each opposing skater, including those who
have been knocked to the floor or are out of play. |
|
| 8.5.2 | Points are announced, verbally and by hand signal, once the Jammer has cleared the
pack. |
|
| 8.5.3 | If the jam ends when the Jammer is still in the pack, the points for any passed opponents
will be announced immediately. |
|
| 8.5.3.1 | The 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. |
|
| 8.5.4 | Once a Jammer earns a point that point can never be taken away. (Note: this does not
apply to Points Awarded in Error.) |
|
| 8.5.4.1 | Points 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. |
|
| 8.5.5 | When 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.) |
|
| 8.5.5.1 | A 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. |
|
| 8.5.5.2 | When 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. |
|
| 8.5.6 | Grand Slam: If one Jammer completely laps the opposing Jammer, she will score an
additional point each time she fully laps her. |
|
| 8.5.7 | At 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. |
|
| 8.5.8 | Points are earned until the 4th whistle of the jam ending signal. |
|
| 8.5.9 | In 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. |
|
| 8.5.10 | Jammers cannot accrue points while in the penalty box. |
|
[^TOP^]
|
|
| 9.1.1 | Each 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. |
|
| 9.1.1.1 | In tournament play each bout must have at least one WFTDA Certified
Referee. |
|
| 9.1.2 | One 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. |
|
| 9.1.3 | Jammer referees: Two referees are responsible for observing Jammers, one per team. |
|
| 9.1.3.1 | Jammer referees wear an identifier (wrist band, sash, helmet cover, etc.)
corresponding to team colors to indicate the team for which the referee is
responsible. |
|
| 9.1.3.2 | At the end of a period, the Jammer referees switch the team they are
responsible for and the identifier corresponding to each team. |
|
| 9.1.4 | Pack 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. |
|
| 9.1.4.1 | Inside Positioned Pack Referees |
|
| 9.1.4.1.1 | No more than two Pack referees should be stationed inside the
track. |
|
| 9.1.4.1.2 | Pack referees stationed inside the track must be on skates. |
|
| 9.1.4.2 | Outside Positioned Pack Referees |
|
| 9.1.4.2.1 | Pack referees stationed outside the track may be on skates. |
|
| 9.1.4.2.2 | Only referees who are on skates may enter the track to remove a
skater for penalty. |
|
| 9.1.4.2.3 | If referees are not on skates they should be stationary. |
|
| 9.1.5 | Non-Skating Officials |
|
| 9.1.5.1 | Scorekeepers: A game will have at least one scorekeeper. The scorekeeper
records the points reported by the Jammer referees and keeps the official
score. |
|
| 9.1.5.2 | Penalty 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. |
|
| 9.1.5.3 | Penalty 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. |
|
| 9.1.5.4 | Scoreboard Operator: A game will have one scoreboard operator. The
scoreboard operator posts the score from the scorekeeper and the penalties
from the penalty tracker. |
|
| 9.1.5.5 | Jam 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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| 9.2.1 | Assessing team readiness for each jam |
|
| 9.2.1.1 | The 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.) |
|
| 9.2.1.1.1 | If 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. |
|
| 9.2.1.1.2 | If 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. |
|
| 9.2.1.1.3 | Referees do not warn teams when too many skaters line up on the
track. |
|
| 9.2.1.1.4 | Referees do not warn players or teams when they line up out of
position (e.g. Blockers lining up in front of the Pivot line). |
|
| 9.2.1.2 | The referees will ensure that the players are wearing all required safety
equipment, the correct uniforms, and the correct player designations. |
|
| 9.2.1.3 | The referees will determine that the skaters are in the proper formation. |
|
| 9.2.2 | Signaling pack and Jammer starts |
|
| 9.2.2.1 | The officials will whistle the start of the pack. |
|
| 9.2.2.2 | The officials will whistle the start of the Jammers. |
|
| 9.2.3 | Assigning and communicating Lead Jammer status |
|
| 9.2.3.1 | The 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.” |
|
| 9.2.3.2 | The referee will continue pointing to the Lead Jammer for the duration of the
jam. |
|
| 9.2.4 | The 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. |
|
| 9.2.5 | Safety 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. |
|
| 9.2.5.1 | Referees will use all officially designated hand signals as means to properly
communicate to scorekeepers/penalty trackers, skaters, announcers and fellow
referees. |
|
|
| 9.2.5.2.1 | Whistle, hand signal and vocally call out all major penalties. |
|
| 9.2.5.2.2 | Perform hand signals for all penalties. |
|
| 9.2.5.2.3 | Vocally call out minor penalties. |
|
| 9.2.5.2.4 | Exclusively use a player's team color and charter number for
calling penalties on that player. |
|
| 9.2.5.3 | Referees will not: |
|
| 9.2.5.3.1 | Use officiating numbers or other abbreviations or systems outside
of a player’s charter name and number and team color. |
|
| 9.2.6 | A referee calls off a jam by four short whistle blasts. |
|
| 9.2.6.1 | A referee may call off a jam for any of the following reasons: |
|
| 9.2.6.1.1 | Referees call an Official Timeout |
|
| 9.2.6.1.2 | Injury--Referees should only call off a jam in the case of a serious
injury or an injury that could endanger another skater. |
|
| 9.2.6.1.3 | Technical difficulty or mechanical malfunctions (including skate
trouble) |
|
| 9.2.6.1.4 | In response to a major penalty |
|
| 9.2.6.1.5 | Any player is unduly interfered with by spectators |
|
|
| 9.2.6.1.7 | Disruption of the skating surface (debris or spills) |
|
| 9.2.6.1.8 | Too 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). |
|
| 9.2.6.2 | A referee must call off a jam for any of the following reasons: |
|
| 9.2.6.2.1 | Lead Jammer calls off the jam by repeatedly placing her hands on
her hips. |
|
| 9.2.6.2.2 | End of two minute jam clock or the end of the period’s final jam. |
|
| 9.2.6.2.3 | An injury that is a safety hazard to continued game play. |
|
|
| 9.2.6.2.5 | Technical difficulty or mechanical malfunction (including skate
trouble) that is a safety hazard to continued play. |
|
| 9.2.6.2.6 | Too many skaters on the track that gives that team a competitive
advantage. |
|
|
| 9.2.7.1 | The Head Referee may call a forfeit for the following reasons: |
|
| 9.2.7.1.1 | A team has five or fewer un-injured rostered skaters remaining due
to expulsions. |
|
| 9.2.7.1.2 | A team refuses to field skaters on the track to continue play. |
|
| 9.2.7.2 | The Head Referee must call a forfeit for the following reasons: |
|
| 9.2.7.2.1 | A 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. |
|
| 9.2.7.2.2 | A team elects to forfeit rather than continue play. |
|
| 9.2.8 | Referees may break up fights at their discretion and play will resume as quickly as
possible. |
|
| 9.2.9 | Referees 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. |
|
| 9.2.10 | In 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. |
|
| 9.2.11 | Official Review: A team request for a review of a referee decision |
|
| 9.2.11.1 | A team Captain or Designated Alternate requests an Official Review by asking
the Head Referee for a timeout. |
|
| 9.2.11.2 | The 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. |
|
| 9.2.11.3 | During the Official Review, all referees will conference with both team Captains. |
|
| 9.2.11.4 | The Captain requesting the review will explain the grievance. |
|
| 9.2.11.5 | The Head referee will investigate the grievance with the other referees, and
together determine merit. |
|
| 9.2.11.6 | The Head Referee will announce a decision. This decision is final. |
|
| 9.2.12 | A team may be granted up to one Official Review per period. |
|
| 9.2.13 | Official Reviews must be requested before the following jam starts. Only the immediately
preceding jam is subject to Official Review. |
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| 9.3.1 | The 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. |
|
| 9.3.1.1 | Issuing 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. |
|
| 9.3.1.2 | Referee 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. |
|
| 9.3.2 | If 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. |
|
| 9.3.3 | If the referee is in a position where “intent” must be inferred but is not clear, she/he
should assume legal intent. |
|
| 9.3.4 | If the referee is not sure whether an action warrants a major or a minor, it should be
called a minor. |
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| 9.4.1 | Referees are permitted to wear inline skates, but are strongly encouraged to wear quad
skates. |
|
| 9.4.2 | Referees 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. |
|
| 9.4.2.1 | Non-Skating Officials are strongly encouraged to dress in an un-obtrusive
uniform differentiating themselves from Referees. |
|
| 9.4.3 | Each referee participating in a bout must visibly display his/her name on the back of his
or her jersey. |
|
| 9.4.4 | Each 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. |
|
| 9.4.5 | Safety 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: |
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| 10.1.1 | Protective 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). |
|
| 10.1.2 | Protective gear shall include, at a minimum: wrist guards, elbow pads, knee pads, mouth
guards, and helmets. |
|
| 10.1.2.1 | Wrist guards, elbow pads, knee pads and helmets must have a hard protective
shell or inserts. |
|
| 10.1.2.2 | Skaters are strongly encouraged to secure or tape down loose Velcro on pads. |
|
| 10.1.3 | Optional 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. |
|
| 10.1.3.1 | Chin 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. |
|
| 10.1.3.2 | Non-form fitting face shields such as hockey style full face shields, half face
shields or face cages are strictly prohibited |
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| 10.2.1 | The 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. |
|
| 10.2.2 | Team Captains are responsible for supplying medical personnel with their skaters’
medical and/or emergency contact information as necessary. |
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| 10.3.1 | If a skater sustains an injury serious enough that the referees call off the jam the skater
must sit out the next three jams. |
|
| 10.3.1.1 | If more than one jam is called off for the same player, she must sit out of the
remainder of the period. |
|
| 10.3.2 | If a skater is bleeding, she may not participate in a bout until the bleeding has stopped. |
|
| 10.3.3 | If 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. |
|
| 10.3.3.1 | A 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. |
|
| 10.3.4 | Skaters who are injured prior to the bout may play if they have received clearance from
their doctor. |
|
| 10.3.4.1 | A 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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| 10.4.1 | Skaters may not participate in a bout while under the influence of alcohol, narcotics, or
illegal drugs. |
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| 10.4.2 | Skaters may not consume alcohol at bouts while wearing skates. |
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Assist | Helping one of your teammates improve her position by giving her a push or whip. |
Bettering your Position | Improving 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. |
Block | Blocking 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. |
Blocker | Blockers 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 Back | Any 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 Zones | Areas of the body that may be used to hit an opponent when performing a block.
(See Figure 2.) |
Captain | The 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 Zones | Areas of the body that may be used to give or receive a hit. (See “Blocking Zones”
and ”Target Zones”) |
Counter-Block | Counter-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 Alternate | The 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. |
Down | Skaters 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. |
Ejection | To 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. |
Engage | Any sort of interaction with another player on the track during a jam. (see also
"Assist" and “Block.”) |
Engagement Zone | The 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. |
Expulsion | To 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 Small | Falling with the arms and legs controlled, tucked in to the body, and not flailing. |
Fouling Out | A skater “fouls out” for five penalty turns served in the penalty box. (See Ejection.) |
Game | A bout or game is composed of 60 minutes of play divided into two periods of 30
minutes played between two teams. |
Game Roster | The skaters that are actually suited up and eligible to play on game day. |
Grand Slam | If 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 Misconduct | An indiscretion so serious that it justifies the instant expulsion of a skater, even on
the first occurrence. |
Illegal Procedures | Technical infractions that give the offending team an advantage but do not directly
impact a specific opponent. |
Impact | A 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 Bounds | A 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 Block | The 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 Pass | The 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-Play | When 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 Position | When 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. |
Insubordination | Willfully failing to comply with a referee’s orders. |
Jam | Jams are two minute races between teams to score points. |
Jammer | Jammers 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.) |
Lap | A complete pass through the pack; this may require more than one trip around the
track. |
Lead Jammer | Lead 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 Position | When 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 Penalty | A 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 Penalty | A 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. |
Misconduct | Wrongful or improper behavior motivated by intentional purpose or obstinate
indifference to the rules. |
Multi-Player Block | Blocking 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 Pack | There 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 Bounds | A 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 Pack | A 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 Play | A 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. |
Pack | The 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.) |
Pass | To 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.) |
Penalty | The punishment meted out for misconduct. |
Pivot Blocker | Commonly 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 Error | 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. |
Positional Blocking | A.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. |
Proximity | A 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-engage | A skater positioning herself in front of an opponent who has already passed her. |
Re-pass | The 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 Position | The position a skater holds in relation to other skaters on the track. |
Scoring Pass | Any 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 Skater | The skater serving a penalty in the penalty box. |
Straddling Players | Players are straddling the track boundary line when they are simultaneously
touching both inside and outside the track boundary line. |
Substitutions | Replacing a player on the track or in the penalty box with another player. |
Suspension | To remove a player from more than one game. (See Ejection.) |
The Star | The Jammers’ helmet cover, which has a star on it. |
Target Zones | Areas of the body on an opponent that a skater may hit when performing a block.
(See Figure 2.) |
Trip | 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. Contact between
skates and wheels that is part of the normal skating motion may not be considered
tripping. |
Warnings | A formal verbal indication from the referee that play is improper and that a skater
must take corrective action. |
|