Rules of the Game

The Basics:

Games between two roller derby teams are called "bouts." There can only be five girls per team on the track at a time. There are three positions: Pivot, Blocker, and Jammer.

The Pivot
- Marked by a stripe on her helmet she leads the pack and is the last line of defense. The pivot controls the speed of the pack.

 

The Jammer
- Marked by a star on her helmet she attempts to break through the pack and score points for her team by passing opposing teams players.  The jammer may pass her helmet sock to the Pivot who then becomes the jammer.

 

The Blockers
- No special markings on their helmets.  The blockers attempt to prevent the opposing team jammer from passing them while simultaneously helping their own jammer through the pack.

Each team is represented on the track by one Pivot, one Jammer and three Blockers.

How the Game is Played

The event is called a bout and bouts are split up into periods.  The bout can consist of 3 15-20 minute periods, or 2 20-30 minute periods.  How the periods are set up is up to the league.  The time the skaters are considered in play is referred to as 'the jam.'  Before the jam starts the skaters must get into position with the pivots in front of the blockers forming the pack and the jammers starting behind them.  Once the referees check that the skaters are ready the jam can begin.  The jam starts when the first whistle is blown and the pack (the blockers and pivot) takes off.  Then the second whistle is blown and the jammers take off.  the jammers attempt to pass the pack and once they have successfully done so they can begin to score points.

The Objective:

The jammer attempts to pass opposing team members after making it through the pack the first time.  Each opposing team member the jammer passes scores one point for her team (including those in the penalty box).  The first jammer to legally get through the pack is referred to as "the lead jammer" and has the ability to call off the jam.  When done at the right moment it can prevent the opposing team from scoring any points or can be used defensively if the jammer is in trouble.

Concluding a jam:

A whistle is blown four times to signal the end of a jam for any of the following reasons:

·  The maximum two minutes is expired

·  The period time has expired

·  The lead Jammer (if there is one) calls off the jam (she signals by placing both hands on her hips)

·  An emergency/injury is called

·  An official timeout is called by the Referees

Referree Hand Signals:
brought to you by
 
 
 
 
 

Penalties:

Activities that result in a skater being sent to penalty box are:

·  holding

·  illegal blocking

·  tripping

·  illegal use of hands

·  deliberately falling as a method to block

·  grabbing a skater from the ground

·  fouling a skater who is down

·  intentional cutting of track

·  insubordination to referee

·  fighting

·  other minor penalties are called at the discretion of officials

_________________________________________________________________________

For an even more detailed description as per the WFTDA on rules n such, read and or download the rules from the WFTDA website.

More information can be found at 'howstuffworks.com' in the article How Roller Derby Works.