|
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.
|
|