CORDA:  Central Oklahoma Roller Derby Association
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Know Your Derby Talk





Jammer


The jammers are the only skaters who can score points.  After a jammer's first pass through the pack, she scores a point for each opposing team member she passes.  If either jammer completes her first pass through the pack legally passing each opposing pivot or blocker while in-bounds, the first jammer to do so is the Lead Jammer.  The Lead Jammer can call off the jam at any time by placing her hands on her hips.  The jammers are identified by the stars on their helmets.





Pivot


The pivots set the pace for the pack and are the last lines of defense for their teams.  They are responsible for calling out plays on a moment's notice, and all skaters look to this position for guidance.  The pivots are identified by the stripes on their helmets.





Blocker


Each team has 2 middle blockers and 1 lead blocker.  Blockers and pivots try to stop the opposing team's jammer.  Blockers may also knock around the opposing team's blockers and pivot to assist their own jammer through the pack.





Track

The track is 88 feet long and 52 or 55 feet wide, depending on which axis is aligned the long way.




Team


There are a maximum of 20 skaters on a team, 14 skaters on the roster for a bout, and 5 skaters on the track or in the penalty box at a time.




Game


Two teams play the game in either 3 20-minute periods or 2 30-minute periods.  The number of periods is agreed upon by the team captains before the game.





Period


Each period is made up of several 2 minute (or less) jams.





Jam

A jam is a scoring session that can last up to 2 minutes.  If a Lead Jammer is declared, then the Lead Jammer may call off the jam at any time prior to the 2 minute time limit.  If no Lead Jammer is declared, then the jam runs the full 2 minutes.  The teams have up to 30 seconds between jams to form up for the next jam.




Pack


The pack is the largest group of pivots and blockers, containing members of both teams, skating in proximity (within 10' of the nearest pack skater).  A "split pack" is two groups of pivots and blockers, equal in number, separated by more than 10'.  If the pack is split, no legal pack is defined and no points can be scored by a passing jammer.  If the pack becomes split, the referees will instruct the skaters to reform the pack, issuing penalties to skaters unable to do so.





Formation


The pack lines up in 3 rows in a 2-4-2 formation with pivots up front, blockers in the middle, and the lead blockers in the back.  The jammers start 20 feet behind the pack.  The ideal pack formation skates no more than an arm's length apart.





In Play


A pivot or blocker is in-play if they are in bounds and not more than 20 feet in front of or behind the pack.  Pivots and blockers who are not in play may not assist or block any other player.  A player who has moved out of play must take the opposite action to move back in play -- catch up if fallen behind, fall back if sprinted ahead, and move back in bounds if out.  In bounds jammers are always allowed to block each other, regardless of how far ahead of or behind the pack they are.





Whistles


1 long whistle starts the pack


2 short whistles start the jammers


2 shorts whistles signal lead jammer


1 long whistle signals a major penalty


4 short whistles call off the jam





Points


Each jammer begins scoring points on her second pass through the pack.  One point is scored for each opposing skater a jammer passes in bounds and legally.  Each time a jammer laps the opposing jammer, passing her in bounds and legally, called a "Grand Slam", a point is scored.  If a jammer does not score when passing an opponent, she may choose to drop back and try again.  If opponents are not in play when a jammer completes a pass through the pack, points for the missing opponents are awarded at the completion of the pass.