What is Derby ALL About
?
So you don't know the first thing about
Roller Derby ?
Maybe you have seen "Whip It"
and have questions ?
Come and Be Your Own Hero !!!
TWO Teams of FIVE Players
each - FOUR defensive players and ONE Jammer.
JAMMER - Points Scorer .
DEFENSIVE Players - THREE
Blockers and ONE Pivot.
The PACK The tight
skating formation of both teams' defensive players. The Jammers must
get through the pack.
PLAYER POSITIONS
JAMMER:
Helmet Star. The speed skater who scores points by
legally passing opponents in-bounds.
If the jammer passes a blocker out of bounds, or commits a foul to pass
a blocker, she misses the point.
LEAD JAMMER:
The first jammer to break through the pack the first time around without
stepping out of
bounds or commiting a foul while passing an opposing player. Once a
Lead Jammer is determined, she
may strategically call off the jam by putting both hands on her hips.
Normally done once she has scored
as many points as she can and before the opposing jammer is able to
score more points.
PIVOT:
Helmet Striped. The pacesetters at the front of the pack and
the last line of defense. Pivots are
the team leaders responsible for calling out plays on a moments
notice. Occasionally, pivots can even
take over the jammer position in a jammer handoff
a sneaky strategy play!
BLOCKER:
Helmet Solid Team Color. Blockers play a vital defensive role,
helping their jammer get
through the pack while simultaneously working together to block the
opposing teams jammer.
POWER BLOCKER:
A strategy position that tries to hold back the jammer from entering
the pack. Once a power
blocker has been passed, she moves ahead of her blocking teammates to
re-engage the jammer. aka - The Mosquito.
THE JAM

At the first whistle blow, the blockers take off in a tight pack - knockin
& beatin on each other as their pivots set the pace. When
the pack is 20-ft. ahead, the whistle blows again for the jammers to
start their race! They dodge and push their way through the pack. Their
opponent blockers try to knock em down or force them out of bounds!
Jammers do NOT score points their first time through the pack. They
are fighting for Lead Jammer position!
After the first pass, the
jammers continue to race around the track & attempt to break through
the pack again. This time, the jammers score one point for each opponent
they pass legally while they are in-bounds. Typically, this means a
possibility of 4 points per pass through the pack. But read below for
exceptions! A jam will continue for 2 minutes or until the lead jammer
calls off the jam.
THE PACK
A pack has a maximum of 8 skaters (2 pivots, 6 blockers).
It is possible for a pack to have less skaters, due to penalties.
BLOCKING RULES
It is illegal to:
Block/push an opponent from behind.It is illegal for a skater to block
with her feet or trip an opponent.
Use any part of the arm below the elbow to aggressively push.
In using arms for blocking purposes, the arm must be BENT, not extended
full length.
GRAB, HOLD, or PULL an opposing player.
Elbows may be used in blocking, but not in the following manner:
A skater is not permitted to use an elbow block above the shoulders.
A skater is not permitted to use an elbow with an upward downward motion.
A skater may not use the elbow as a punch to the chest.
Why Aint That Blocker
BLOCKING?
Neither a pivot nor a blocker may chase down and block a jammer 20-feet
in front of the pack, and may not block
if they fall 20-feet behind the pack. Blocking 20-ft. from the pack
results in minor penalty. After 4 minor penalties,
a major penalty is given, which lands the player in the penalty box
for 1 minute.
GAME TIME
Two 30-minute periods, One
15-minute intermission.
Unlimited jams per period,
each jam no longer than 2 minutes.
A jam lasts 2 minutes UNLESS:
The lead jammer calls it off early.
Both jammers are in the penalty box at the same time.
Referees call off due to a major penalty, injury or skate equipment
failure.
The period clock continues
between jams. Teams have 25 seconds to get into formation for the next
jam or risk a Delay of Game penalty.
Timeouts - one-30 second
timeout per period per team. Can only be used between jams.
Overtime: If the score is
a tied at the end of the game, it goes into overtime. The teams will
skate one jam
for the full 2-minutes with no lead jammer. Team with the most points
at the end of the jam, wins.
A FAN'S RULES TO KNOW
No Lead Jammer! YIKES!
The first time through the
pack, if the jammer passes a blocker out of bounds, there is no lead
jammer &
the jam will continue for the full 2 minutes. This is tough on the jammers!
No Points! WHAT?
A Jammer will not be awarded
points if one or both of her skates is on the ground out of bounds.
BUT - If the jammer drops behind the blocker she passed out of bounds,
she may re-pass the
blocker in-bounds and get that point!
Why Penalties SUCK!
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 an extra point for every
opposing skater in the penalty box,
but only after passing at least one of the remaining opponents in the
pack. A jammer cannot score on
a blocker upon whom she committed a penalty.
Take THAT!
If a jammer laps the opposing
teams jammer, she scores an extra point, if she gets all 5 points
(pivot, 3 blockers and opposing jammer) it's a Grand Slam.