This rules seminar was conducted by our head referee for Pacific Roller Derby, Bacon AteHer. He takes his position on the league very seriously and can be counted on as a reliable source for rules explanation and interpretation. He is approachable and an invaluable asset to our league. Refs are entirely underrated and deserve to be thanked profusely. Without them, we would be a dangerous, sloppy mess on the track. His presentation was intended for beginning Fresh Meat as a supplement to the newly updated 2013 WFTDA rules, found here:
http://wftda.com/rules
Powerpoint to Bacon's Derby Rules 101 Seminar is here:
https://docs.google.com/presentation/d/1Yl1mBXPbQKj8Y5o3ZdeuYePsX6ECObfgKKrXZqrynIg/edit#slide=id.p
Recap, diligently jotted down by Taleisha. I freaking LOVE IT when I can rely on others to help me in a pinch. Thank you so much, T!!!!! Excellent notes to accompany the powerpoint above:
THE TRACK:
*Please refer to APPENDIX A of
WFTDA rules for further specification*
1. Boundaries are considered in bounds
2. Pivot line is 35 feet in front of the Jammer line
·
TIME &
WHISTLES:
·
Two, 30 minute periods
·
2 minute jams (or 10.8 laps) unless called off by the
lead jammer
·
30 seconds between jams in regulation time
·
Over time consists of 2 minute jams with ONE minute
between jams
·
If less than 30 seconds are left in the period – no new
jam will start UNLESS a time out is called.
IF a jam DOES start with under 30 seconds left in the period the jam
continues until the end of 2 minutes
·
Each team has 3 timeouts and one official review PER
GAME. Timeouts are one minute long and
official reviews last as long as it takes to resolve the issue.
·
Single whistle =
Jam start, or penalty
·
2 whistles = lead jammer status awarded
·
4 whistles = end of the jam
·
One long “twirling” whistle = Game start
·
TEAMS &
GEAR:
·
20 skaters on a roster
·
14 skaters can play a bout
·
Each team can have up to 2 bench staff
·
Each team must have one Captain and one Alternate. The Captain MUST be a skater, the alternate
doesn’t have to be a skater
·
Uniform safety: Skater can’t have a helmet with a stripe
that looks like a pivot stripe, nor can a skater have a helmet with stars that
look like the jammer star. NO SAFETY
PINS ON UNIFORM TO HOLD SKATER OFFICIAL NUMBER! ALL SAFETY GEAR MUST FIT WELL!!
A cracked helmet must be replaced, while cracked knee caps/elbow caps
can be taped up. Mouth guards must
cover ALL upper teeth!
·
Uniforms need to match with LEGAL NUMBERS (number can
consist of alphabet but must have a digit as well). Numbers must be visible on the back of skater jersey
·
Numbers must be 4 inches in height – any other symbols
must be 2 inches or less
·
Skaters MUST have their OFFICIAL number on both of the
skater’s arms and the number needs to be 2 inches high.
·
You can have your number on leggings/shorts/helmet, etc
in addition to required areas.
·
Skater jersey number cannot be altered with tape!
·
Referees will NOT check your skates – make sure to
check your own skates and toe stops!
·
POSITIONS:
·
Blocker – you block, that’s it.
·
Pivot –wears a striped helmet panty. Can block or take the jammer panty and
become the jammer due to being eligible for a star pass. (Has to wear star
panty OVER pivot panty after a star pass occurs) Owns the pivot line. Is a “penalty magnet”, meaning the pivot can
be assessed a penalty if no other responsible player is available
·
Jammer– wears the helmet panty with a star on it and is
the only player that can score points.
(The star on the panty has to be visible and the panty on your helmet in
order for the jammer to score points)
·
SCORING &
LEAD JAMMER:
·
*Rule 2.2.2 = The team with the most points wins.
·
A jammer scores by passing opponents actively.
·
The initial pass determines who the lead jammer is, no
points are scored during initial pass
·
Star pass results in loss of lead jammer status and
occurs as soon as the starred helmet panty comes off of the jammer’s helmet.
·
Lead jammer can call off the jam by touching hips
repeatedly, per the rules the defined hip area is from mid thigh to the waist –
front/back
·
Points can be scored until the end of the 4th
whistle
·
In overtime, there is NO LEAD JAMMER and points are
scored, by both jammers, on the INITIAL PASS.
With no lead jammer status given in overtime, the jam continues until
the full two minutes of the jam is completed.
·
PACK & ENGAGEMENT
ZONE:
·
The pack = MAJORITY of blockers from BOTH teams within
10 feet of each other. A no pack
situation = no majority of blockers from both teams.
·
Position = is relative to other skaters (measured by
where your hips are). The lines within
the track denote 10 foot increments and can be used to tell you your relative
position. Position can be determined by
whether you’re UP vs. DOWN: Can you
skate? If yes, you are UP. If not, you’re considered DOWN and getting
up to skate is all you can do.
·
In bounds – out of bounds – exclusively out of bounds: Touching the taped boundary = in
bounds. Any contact outside of the
taped boundary = out of bounds. No
contact with the track at all = exclusively out of bounds.
·
Engagement zone = 20 feet from the pack while being up
and in bounds. Engagement zone can be
both in FRONT and BEHIND the defined pack.
·
PENALTIES : THE FOLLOWING SECTION CAN BE FOUND IN
CHAPTER 6 OF THE WFTDA RULES AND IS BROKEN DOWN BY SPECIFIC PENALTIES IN THE
FOLLOWING SECTION OF NOTES
·
**Blocking zones must impact target zones. Target zone are front of torso and arms,
there is no target zone in the area of the back surrounding the spine
(basically no target zone between the bra straps from shoulders, extending all
the way down) Blocking zones are the
entire torso, and shoulder to elbow but
not including the elbow and extends to mid thigh.
·
ILLEGAL
ZONES:
·
Illegal target zone – blocking to the back, high or low
block (above shoulders or below mid thigh)
·
Illegal block zone – use of elbow or forearm and hand,
or blocking with the head
·
Illegal blocking = multiplayer blocks (2 or more
players with a link while blocking an opposing player)
·
Out of bounds engagement = assisting or blocking while
out of bounds. ALL ILLEGAL!
·
DIRECTION OF
GAMEPLAY:
·
Direction of game play is counter clockwise aka “derby
direction”. All skaters on the track
must be stepping or skating in derby direction
·
PENALTIES:
·
Clockwise block = skating opposite of derby direction
and perform a block. This is a penalty.
·
Stopped block = performing a block while not skating or
stepping at all. This is a penalty.
·
Clockwise or stopped assist = occurs opposite of derby
direction and assisting a teammate.
This is a penalty.
·
Out of play= leaving the engagement zone and fail to
return to the pack. Unless you take
action towards returning to the pack, you will be assessed a penalty. You may or may not be warned of being out of
play by the referees so be aware of your position on the track!
·
Failure to re-form:
A no pack situation is called, there is no engagement zone as a result. Every skater on the track MUST reform a
pack, failure to do so results in a penalty being assessed.
·
Out of play block = left the engagement zone and
engaged an opposing player. Stopping
and returning to the pack will prevent this penalty from being given.
·
Illegal return = skater leaves the engagement zone and
fails to return to the track in the opposite direction. Can be called on this penalty if you’re
being lapped by the pack or you lap the pack.
·
Destruction of the pack = Purposefully causing a no
pack situation.
ILLEGAL NON-CONTACT:
·
Cutting the track = your hips advancing an opponent’s
hips and improving position out of bounds.
·
Skating out of bounds = improving speed or position
while out of bounds (you can’t improve either while OOB) or skating across the
infield to gain position.
·
Insubordination = Can be assessed if a skater fails to
do what the referees or NSOs say.
Cursing, failure to act on referee’s instruction in a timely manner, etc
can be seen as being insubordinate.
·
Delay of game = a team fails to field skaters on the
track at the time of jam start ( you need at least one blocker on the track at
jam start), an injured player doesn’t sit out the required amount of time and
comes back into the track illegally, failure to field a jammer. Basically, having no jammer (unless in
penalty box) or not having any blockers on the track can be delay of game. If you’re in queue to be in the penalty box
and fail to return to the track if waved off by penalty box NSOs can also cause
a delay of game.
ILLEGAL PROCEDURES:
·
False start can occur if blockers are lined up in front
of the pivot’s hips or in front of the pivot line. Can also occur if a jammer accelerates before the whistle, if the jammer lines up in front of the
jammer line, or if blockers line up on or behind the jam line.
·
Too many skaters on the track = more than the 5
required players on the track when the jam starts. This also takes any players in the penalty box into account.
·
Illegal call-off = calling off the jam when you are NOT
the lead jammer
·
Illegal re-entry= when a skater is sent off the track
(for injury or to serve penalty time) and fails to return to the track BEHIND
THE PACK SKATERS.
·
Illegal engaging = contact prior to the jam start OR
after the end of the 4th whistle at the end of a jam.
·
Penalty box violation = Going to the penalty box
without being penalized. A skater is
not allowed to be in the penalty box – for any reason – unless there to serve
the required time for a penalty assessed to them by a referee. ( In other words, stay out of the box unless
you are supposed to be there). Once a
skater is in the box, serving the required time, the skater needs to stay there
until all their time is served and they are released by the penalty box NSO;
this includes staying in the penalty box during time outs.
·
Uniform violation = **this was discussed in the notes
under the section “Teams&Gear”
· Star
pass violation = a star pass MUST occur IN the engagement zone. The jammer panty has to be HANDED to the
pivot. The pivot cannot be in queue for
the penalty box. Any blocker illegally
blocking the star pass will be given a penalty.
· Equipment
violation = removal of ANY equipment during the bout. The only exception is removal of mouthguard while in the penalty
box. ALL EQUIPMENT MUST STAY ON FOR THE
DURATION OF THE GAME.
· Interference=
occurs prior to the jam whistle and involves lining up and interfering with
other players at jam start
· Stalling
=lining up prior to jam start, where at the starting whistle it takes you an
unreasonable time to skate
· Illegal
positioning = prior to jam start, a team lines up in such a way to where a pack
cannot be formed
ILLEGAL CONTACT:
· Misconduct
is always a major penalty.
· Gross
misconduct can lead to expulsion and can be grounds for multi-game suspension
SERVING YOUR
PENALTY TIME:
·
When given a penalty, immediately skate off the track
and to the penalty box in derby direction
·
“Sit like a lady” – approach the box in a controlled
manner and sit in the appropriate chair without causing the chair to move
and/or hit someone
·
Stand when instructed to by the NSO. Don’t stand before given the instruction!
·
Make a clean exit once time has been served.
·
If you attempt to serve a penalty and the penalty box
is full – YOU MUST BE WAVED OFF BY THE PENALTY BOX STAFF BEFORE RETURNING TO
THE TRACK. YOU WILL BE WAVED OFF BY THE
PENALTY BOX STAFF UNTIL AN OPENING OCCURS.