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The Fast and Dirty Rules of Roller Derby

Roller Derby is essentially a series of races, called jams, between two teams of five players. Each game, called a bout, has 3 periods, with 10 minute intermissions in between. Each period lasts 20 minutes.

The Positions

Each team has three blockers and one pivot that skate close together and make up the pack. Each team also has a jammer. It is the jammer's job to score points by lapping opposing blockers, and if possible, the opposing jammer. The blockers play both offense and defense by trying to stop the other team's jammer while propelling their own jammer forward. Each team's pivot controls the speed of the pack, keeps an eye on the jammers, and calls her team's plays while acting as a blocker. Helmet covers or “helmet panties” differentiate the positions -- jammers wear stars, pivots wear stripes, and blockers don‘t wear panties at all (ha,ha).

The Jam

Each jam (race) lasts up to two minutes. At the start of the jam, the pivots and blockers from both teams gather in pack formation at the starting line. The jammers line up 20 feet behind them. The referee blows a whistle, and the pack (of pivots and blockers) takes off. When the pack is 20 feet from the starting line a second whistle signals the jammers to start.

The jammers sprint to the pack, work their way through and come out the other side. No one scores any points during the first lap, but the first jammer to pass  all of the opposing team's blockers and pivot without any penalties becomes the lead jammer. Lead jammer status gives a jammer the option of ending, or calling off the jam, anytime before the 2 minute jam time limit is up. A referee points out the lead jammer and follows her progress around the track.

After the initial pass through the pack, the jammers continue around the track and attempt to score by passing opposing players. Blockers and pivots stay together in a pack throughout the jam. A blocker or pivot more then 20 feet away from the pack, cannot engage or assist another skater and must either catch up or slow down to rejoin the pack.

Jam play continues until the lead jammer calls the jam by placing her hands on her hips or until the 2 minute clock runs out. Once jam play stops, the officials calculate the score. The teams have 30 seconds between jams to get their next line-up of skaters in position on the track and the next jam begins.

The Score

Jammers get one point for each opposing player they pass in-bounds during each lap once the initial lap is complete. In general, this is four points per lap -- one for each opposing player. If a jammer laps the opposing jammer, two points is awarded. Lapping the opposing jammer requires the scoring jammer to make a complete lap around the track and catch up with the opposing jammer. If an opposing skater is in the penalty box, the scoring jammer still gets her point(s) for the penalized skater as she completes her lap through the pack.

The Legalities

There are two kinds of legal contact in roller derby: positional blocking (no real contact, skater gets in front of another skater and stays in front, and slows down) and side blocking (engaging skaters laterally). Legal blocks involve the torso from shoulders to hip, the arm from shoulder to just above the elbow, hips, booty, and upper thigh. Skaters may NOT block out of bounds or from behind, purposefully trip, purposefully fall in front of someone, grab or hold, or swing elbows.

Whips can be given to swing the jammer ahead, and blockers and pivots may push their own jammer through the pack.

Major Penalties include any form of illegal procedures or blocking that has extensive impact on safety and/or game play. Common majors include: purposeful/dangerous illegal blocks, gross misconduct, excessive insubordination to ref, fighting, and too many skaters on track. Skaters committing major penalties must leave the track immediately and go to the penalty box for 1 minute.

Minor Penalties include any form of illegal blocking that has little or no impact on safety or game play, such as intentionally cutting the track or skating out of bounds, jammer false start, engaging/assisting skaters while outside of the pack, re-entering the pack illegally, splitting the pack, and attempting to call off the jam if not lead jammer. Skaters committing minors will be notified of penalty during play with a whistle blast, warning and sign. When a skater accumulates 4 minor penalties the skater immediately leaves the track and goes to the penalty box for 1 minute.

Basic Game Play sources:
http://entertainment.howstuffworks.com/roller-derby.htm
http://en.wikipedia.org/wiki/Roller_Derby

 

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