
Detroit
Roller Derby
Official Rules & Regulations
Teams
Maximum
5 members of each team on track per jam
Teams
no larger than 10-12 members including alternates
Periods
and Jams
Unlimited
jams per period, each jam no longer than 2 minutes
Four
10-minute periods per pair off - 4-team bouts will alternate
3 periods each, then play a championship period between the two
winning teams TBD: this may be revised
A
period begins when signaled by a single long whistle blow jammers
start sprinting at two short whistle blows.
Points
Points
are scored by the jammer when she passes opponents.
Player
Positions:
Jammer:
There is only one jammer per team on the track. The jammer
must be at least 20 feet behind the pack before a jam can begin.
The jammer wears a cover on her helmet designated by a star on
each side. Both jammers break through the pack and lap it
before scoring the first to break through the pack initially is
the lead jammer, and once that position is designated, the jam
begins. Both jammers can score on their second time through
the pack, and they get a point for each opponent passed. No
point is scored if any part of the jammers skates are out of bounds
when she passes an opponent. A jammer may pass their position
to the pivot at any time after a lead jammer has been established,
and they must pass the position off by handing the pivot the jammer
helmet cover.
Pivot:
Pivots are known as the pacesetters of each team and are designated
by a striped helmet. Pivots may never be more than 20 feet in
front of the pack and should have good control. They are the last
blocker to be passed when determining lead jam position. They can
also be used to take over jammer position any time after a lead
jammer has been established by a jammer handing her star to the
pivot. Pivots can never call off a jam. Once a lead
jammer hands over her position to the pivot, the new jammer gives up
all rights to call off a jam and the jam continues until the
referees signal the end of two minutes.
Blocker:
Each team has three blockers on the track. The blockers are
designated by a solid color helmet. Blockers play a vital
defensive role for their jammer and a key role in keeping the pack
together. A blocker must not fall more than 20 feet behind the pack.
A point is scored each time a jammer passes a blocker
one point per blocker per lap UNLESS the blocker chases the jammer
20 feet past the pack; then the jammer, if she passes again, can
score another point.
Pack
Consists
of the pivots and blockers of both teams skating around the track
in formation at a steady pace.
Formation
The
pivots act as pacesetters of the pack and should always be located
in the front, with blockers in rear. Pivots must never be more than
20-feet past the blockers, and blockers must never fall more than
20-feet behind the pack. A pack has a maximum of 8 skaters (2
pivots, 6 blockers). It is possible for a pack to be less due to
penalties. Pack
Consists
of the pivots and blockers of both teams skating around the track
in formation at a steady pace.
Formation
The
pivots act as pacesetters of the pack and should always be located
in the front, with blockers in rear. Pivots must never be more than
20-feet past the blockers, and blockers must never fall more than
20-feet behind the pack. A pack has a maximum of 8 skaters (2
pivots, 6 blockers). It is possible for a pack to be less due to
penalties.
Jam
Pack
must be in formation to begin. A single long whistle blow signals
the pack to proceed. Once the pack is at least 20 feet in front of
the jammers, a double whistle signals the jammers to begin. The
jammers must break through the pack to establish a lead jam
position. The Lead Jammer is the first to break through the
pack, determined by her chest. One short whistle designates the
lead jammer. One point is scored for each opponent the jammer
passes. No point is scored if any part of the jammers skates
are out of bounds when the opponent is passed. There are an
unlimited number of jams allowed each period. A jam may last up to
2 minutes.
The
lead jammer signals the end of a jam by placing both hands on her
hips Once a lead jammer passes their position to the pivot, they
forfeit all rights to call off a jam.
The
end of a jam is signaled by four whistle blasts for any of
the following reasons:
The
expiration of the two-minute time limit
Conclusion
of the period (can happen in mid-jam)
Lead
jammer signals to call off a jam by placing both hands on hip
Ref
calls due to a major penalty, injury or a skaters extreme
technical difficulty lace unties, wheel dislocates
Blocking
A
player may block an opponent with any part of her body below the
shoulders to any part of the front of an opponents body below the
shoulders with the following exceptions:
Illegal
use of the hands and feet. (i.e. grabbing, holding, pulling or
tripping)
Blocking
from the rear
Elbows
are not permitted to block above the shoulders or with an upward or
downward motion
A
player knocked out of bounds must get back on the track before she
may block an opponent (they may not perform a flying tackle on
their way back in)
Players
must allow opponents to get back in bounds when they are knocked
out
No
jammer may intentionally go out of bounds to more easily pass an
opponent
Penalties
Minor
penalties will be assessed after two warnings. Minor penalties
include illegal use of the hands and feet, grabbing, blocking from
behind.
Major
penalties will be assessed for unsportsmanlike-like conduct,
which includes:
Physical
and verbal misconduct directed towards any team member (fights)
Physical
and verbal misconduct directed towards the referee (which may
result in possible expulsion from the game for the duration of a
period or the remainder of the bout)
Physical
and verbal misconduct directed towards the referee (which may
result in possible expulsion from the game for the duration of a
period or the remainder of the bout)
A
player must set out for the rest of the period once she has
accumulated one major or three minor penalties (which means 2
warnings and 3 minors).
If
a team has too many players sidelined and is playing short the full
5 players on the track, the opposing teams jammer is still awarded
the full 4 points for passing the entire pack with no part of the
her skates out of bounds.
Time-Out
Each
team is given one-30 second timeout per period. Timeouts can
only be used between jams during reformation time.
Overtime
If
the score is a tied at the end of the game, it goes into overtime.
The teams will skate one final 2-minute jam.
Other
details/misc information
Helmets
and protective gear must be worn at all times on the floor.
One
referee per jammer. Each referee is assigned to a team and switches
between periods.
A
jammer may not be awarded points if one or both of her skates fall
out of bounds. A skater must quickly recover and opposing
blockers must not keep a jammer from returning in-bounds
The
jammer may not receive additional points if she falls and passes an
opponent as she recovers.
If
a blocker commits a foul on the jammer, the jammer will be awarded
the point that she is attempting to score
The
jammer will be awarded one extra point for every opposing skater in
the penalty box only after passing all opponents in the pack
Only
the captain has the privilege to discuss a ruling with the referee
The
jammer scores one point per blocker per lap UNLESS the blocker
chases the jammer 20 feet past the pack; then the jammer, if she
passes again, can score another point.
The
jammer *CAN* score the point on the first time through the pack if
an opposing team member chases her out past 20 feet
If
a jammer laps the opposing team's jammer, she scores an extra point
The
consensus of the referees will be the final decision on any disputed
point that is not clearly spelled out in these rules.