RULES OF THE
BANKED TRACK
ROLLER DERBY BOUT
How do they score? What is the object of a Bout?
Roller Derby Rules Summary
Two teams of fourteen skaters (seven men and seven women), wearing protective gear such as helmets and pads take up positions alongside each other in a "rolling" pack formation.
Banked track skaters also use protective uniforms that usually include jerseys, special trunks and tights.
Each team consists of two blockers and two jammers and a pivot skater. Some leagues use variations on this theme. Leagues make minor modifications to the player positions and rules based on that leagues collective experience and competitive needs.
Helmet colors or designs are used to differentiate between each players role and strategic positions.
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Potential scorer plays offense when breaks from the pack and laps the field |
Pack worker assists team mates can become defensive blocker |
Usually squad captain, the only player who can play offense and defense at the same time |
Once skaters are "rolling" in position, pivots at the front, blockers in the middle and jammers at the rear; a signal is given and the play commences. Delay of game penalty may be called if skaters do not fall into this moving formation with speed.
All skating is performed counter-clockwise on the banked track.
Above is the pack formation before a play begins
Before a play begins, the pack of skaters set the pace. Blockers who stray too far from the pack may not be allowed to engage opposing players and the referee's will not "start" the jam.
The play begins by the jammers working from their rear positions and 'break' from the front of the pack. There is no time limit for jammers to work out of the pack but each team is motivated to get a jammer out quickly and keep an offensive threat on the other team.
When a jammer breaks out in front of the pack the referee sounds the whistle and the JAM TIME begins.
JAM TIME is 60 seconds where the offensive jammer(s) who have broken away from the pack have 60 seconds to lap the entire field, come up to the rear of the pack and pass opposing players for points.
Jammers navigate against any opponent jammers that are also 'on the jam'. Keep in mind there are four possible jammers two for each team, and once a jammer has started the JAM TIME, a pivot may break on the jam too. These players use a variety of offensive strategies to out whit their opponents and the strategies are 'secret' to each team.
These offensive skaters lap around the track until reaching the back of the pack again. They may use clocking and body contact moves to gain an advantage over the other team.
The first jammer to get out of the pack legally (for example, without cutting through the infield, not stepping out of bounds, or causing any penalties) is dubbed lead jammer and may call off the jam at any time. The lead position can easily be challenged by other jammers.
The lead jammer may stop the 60 second jam by placing both hands on their hips and the referees will stop the play. Jammers usually cut the jam off should there be one of their own skaters in trouble of being scored by the opposing teams jammer, a teammate may be down or there may be an injury.
For each opposing skater a jammer passes is awarded a point for their team.
The team with the highest score at the end of the Bout wins.
Roller Derby Equipment
Roller Derby Skaters use Speed Skates with Single Action Trucks
Skates and Equipment for all ages, sexes and budget !
Skaters wear numbered jerseys that identify the team they skate for and their individual number identification.
Skaters may use many added accessories to enhance their individual look or personality such as gloves, scarf's, make up, hair style, leg wear and so on.
This video demonstrates the Rules
Banked Track Roller Derby Rule Book
1. What is a Bout:
A. A Bout is another word for a skating match or game
B. Each Bout involves body contact, speed and strategy
C. Two teams oppose one another
D. The teams skate in a counterclockwise direction
E. Skaters compete on a flat or banked surface
2. Number of Players on track:
A. Five for each team (Ten in All)
B. Team managers may change this rule by mutual agreement
3. Roster:
A. Teams may dress 14-18 per bout (Coed bouts)
B. All players are age 16 - 45
B. Each squad may dress substitutes, rookies, seasoned and
captain skaters
4. Length of CoEd Banked Track Bout:
A. Eight 10 minute periods
B. The women squads skate periods 1, 3, 5 and 7
C. The men squads face off in periods 2, 4, 6 and 8
D. There is a half time break and entertainment after the 4th period
5. Time outs and skater rest periods:
A. Each Team is allowed a single one minute time out per half
B. A player may stop at the rail after working a JAM for a
moments rest
D. Jammers rest in the infield after a jam, replaced by a fresh skater
E. Injured, exhausted skaters can rest and be replaced by an infield
team mate
6. Helmets
A. Each skater must wear a helmet
B. The JAMMERS must wear a helmet to score points
C. Tossing a helmet at another skater is an infraction of the rules
7. Officials
A. Three-person (or more) system
B. Banked track referees do not wear skates
C. Referees walk zig-zagging the infield in a clockwise direction
to cover the action
D. One referee follows the points for team A, and another
referee watches for points scored for the other team
E. On a disputed points, referee consensus will make final decision
F. Head referee may stop the action for roughness, fights & injuries
G. Any referee can warn or call a penalty on any skater
H. The referees queue the skates to get into proper formation
after each jam so the pack is rolling and ready
for the next play. Skaters must listen to the referees at
all times.
I. An infield medical trainer looks after fallen and injured skaters
Referee's official Signals
7. The play
A. The play begins once the moving pack of skaters is
in position with jammers at the rear
Skaters for the RED team and the WHITE team above are in position. The pack is rolling and the pivot helmets are at the front, blockers in the middle and jammers at the rear.
B. No blocking begins until the referee sounds the first whistle
to begin the play.
C. Jammers then work their way from the rear of the pack and
'break' on the jam
D. The 6- second jam time begins with another whistle
E. Jammers 'on the jam' try to eliminate one another with legal
blocking and strategies,
Above, two jammers one for each team has left the front of the pack and the 60 seconds jam time has begun.
The Pack is moving and jogging for positions while the jammers approach and try to block the opposition out of possible scoring threat
D. A Jam lasts 60-seconds
E. Jammers must lap the field and re-approach from the rear
F. If the lead jammer places both hands on hips, the JAM
is stopped (cut off)
G. If the 60-second jam time expires, the jam is stopped
H. Officials can stop the jam for injuries, fights and insubordination
8. Points
A. Only skaters who break from the pack with a marked
(jammer) helmet can score (or a PIVOT helmet)
B. A pivot player can ONLY break on the jam if and only if a
jammer has already begun the JAM by breaking first
B. One point is scored for each skater on the opposing team
that a jammer (or offensive pivot) passes after lapping the field
C. A jammer has 60 seconds to lap the track and score
D. At the end of the bout, the team with most points
wins the game
E. Teams innovate blocking and scoring plays
F. Teams use defensive moves to hinder being scored upon
9. No tie games
A. Five minute sudden-death overtime if score are tied
B. The team that scores the first point wins the game
C. If after 5 minutes and no score, another 5 minutes is added
10. Legal Blocking
A. Physical contact between players is frequent and violent
B. Blocking must be from a forward to back movement
C. When the play begins, the pack attempts to
shake a jammer out. Whips, blocks and team maneuvers
are allowed
C. Legal blocks include hips, legs, arms, shoulders, jump blocks
D. Two skaters from one team may cross arms/wrists to form
a double block
E. Flying jump blocks are allowed
F. Pack skaters may create defensive blocks to hinder
the opposing jammer from passing and scoring
G. Pack skaters may create offensive strategies that assist
their own jammer in passing and scoring
11. Illegal Blocking
A. No blocking is allowed above the neck or in the face
B. No jabbing directly into breast or groin areas
C. Skaters may not use hands to grab the other skaters
D. Skaters must block, while skating in a forward motion
E. Skaters may not hold, push or grab, hooking arms is allowed
F. Skaters cannot block from behind (pushing another skater forward)
G. Skaters cannot kick or trip another skater
12. Speed
A. The pack must maintain optimal speed
B. The slowest pack skater, holding others back, may be penalized
C. Out of shape, slow skaters may be ejected
D. Pack skaters stay within 20 feet of the main body of skaters
E. Except for a time out, the pack never stops
F. Each team can call ONE time out each 10 minute period
13. Fighting and Penalty Policy
A. 1 or 2 minute Major penalty for fights or insubordination
B. Illegal blocks such as jumping on another player is a penalty
C. Kicking, tripping, slugging, spitting are subject to penalties
D. Two skaters on a team can be penalized at one time
E. Player's who sum more than 4 penalties in a game are
automatically expelled
F. Teams skate empty handed when mates are penalized
G. A skater may be docked pay for a penalty
H. Penalties and expulsions are at the referees discretion
14. Track movement rules
A. Pack skaters delaying the game may be penalized
B. The jammer and blocker from one jam, can take a one lap rest
at the rail. All other skaters must keep the pack moving
between plays
C. After a play, a fresh jammer or blocker can be replaced
by a rested teammate from the infield
D. No stopping or standing is allowed on the track
E. Skaters who move into the 'safety zone' will be penalize
F. Counterclockwise movement only
G. Skaters cannot skate through the infield or out of bounds
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