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Roller Derby History - The Rules
National Roller League
1960
Rule 1 - General
- Each session shall be divided into four 12 minute periods each.
- The clock shall run continuously except:
- In cases of official time-outs.
- In cases of team time-outs, each of which is limited to two minutes duration. One time-out per period is allowed each team.
In the above cases the clock shall resume when play is officially started by an official's whistle.
- A jam shall be defined as an effort to score one or more points. A jam occurs when one or more skaters breaks away from the field of skaters (hereinafter referred to as the pack) in an effort to score. A buzzer or whistle will signify the time when play is officially started by an official, the pack is intact and a jam can be attempted.
- The time limit for all jams shall be 90 seconds duration as regulated by penalty dials of the clock. The clock-face color used for a particular jam will be designated by the commentator.
- The jam starts when the leading skater reaches a position 20 feet in front of the pack.
- The pack shall be considered intact when two skater from each opposing team are in alternate positions in front of the remainder of the field. These positions shall be determined in the following manner:
- The team having scored on last, or the team having the most points scored against it on the previous play shall receive the first and third positions. The opposition shall receive the second and fourth positions. If an equal amount of points were scored for each team on the preceding jam, then the positions will be determined by the last preceding scoring jam.
- It is the privilege of each team to place any member of their team in either of the designated positions at the front of the pack. These skaters will show their designation by raising their arms so that both teams will be able to recognize such skaters.
Rule 2 - Scoring
- Points are scored as follows:
- For completing a jam by circling the track within 90 seconds and passing one member of the opposition
1 point
- For passing two members of the opposition
2 points
- For passing three members of the opposition
3 points
- For passing four members of the opposition
4 points
- For passing all members of the opposing team on the track at the time of the jam
5 points
- If a blocker commits a foul on a JAM skater, the jam skater will be awarded the point that he is attempting to score will be awarded to the jamming skater.
- When a blocker is passed by a jam skater for one point, that same blocker may be passed for another point by the same jam skater if the jam skater LAPS the blocker for the second time. The blocker could be passed by the same jam skater any number of times for points in this manner.
- Any defensive skater who is knocked down, forced over the rail, forced into the infield or injured may attempt the block the jammer before he is passed.
- A skater forced into the infield may not better the position he was in when he left the track. A defensive skater (defending against a jammer) who is forced on the infield and betters his position will be considered passed for a point.
- A penalized skater, not fouling the jammer, cannot be passed for a point.
- A fouled skater cannot be passed for a point unless he has had sufficient time to recover from the foul and attempt a block. If a fouled skater attempts to block then it shall be considered enough time to have recovered from the foul.
- A fouled skater put into the infield, over the rail, or putt off his feet will be allowed enough time necessary to rejoin the pack before being eligible to be scored over.
- A fouled skater who has been injured due to said foul cannot be passed for a point.
- A skater with skate trouble cannot be passed for a point.
- A jamming skater who is not the leader and is forced off the track with both skates, or knocked down, may return to a jamming position which is not an improvement on his original position.
- A skater is not eligible to score unless he is in a position 20 feet in front of the pack.
Rule 3 - Replacements
- When one skater replaces a teammate he must report to the official score and then make contact with the skater he is replacing and drop in back of the first man in the pack.
- Any skater who illegally replaces a teammate will be considered a 6th man on the track and will automatically be penalized with a minor penalty (twp minutes).
- There will no substitutions while the jam is in progress except when one of the active skaters has skate trouble. A defensive skater who is forced over the rail, forced into the infield or injured, may not be replaced until he is passed by an opposing jammer.
- An immediate substitution is allowed only in case of skate trouble.
- A skater replacing a teammate who has skate trouble must rejoin the field within one lap of the replacement.
Rule 4 - Concluding a Jam
- A jam will be considered at an end for any of the following reasons:
- The expiration of the 90 second time limit.
- At the conclusion of each 12 minute skating period.
- When the leading jam skater falls.
- When the leading skater leaves the track or skating area with both feet.
- In case of an official time-out.
- By the leading jam skater placing both hands on his hips.
- When all the jamming skaters have passed all of the members of the opposition
- A jam may be called off at the discretion of the officials when existing conditions, such as injured skaters, track damage, endanger any skaters on the track.
Rule 5 - Penalties
- There will be two penalties, a major (5 minutes) and a minor (2 minutes).
- A minor penalty will be of two minutes duration and will be called at the discretion of the referee for
- holding
- illegal blocking
- stalling
- tripping
- illegal use of the hands
- and other minor fouls.
- A major penalty will be of five minutes duration and will be called at the discretion of the referee for
- fighting and intentional roughness
- deliberate and excessive insubordination
- and gross unsportsmanlike conduct.
- A major penalty calling for expulsion from the session will be called at the discretion of the referee for fighting with officials.
- If a penalized skater does not leave the track immediately or interferes with the remainder of the field he will receive an additional two minutes penalty time.
- In the event that six or more skaters of one team are competing on the track at the same time, a penalty will be called. The two leading skaters in scoring position on the penalized team must leave the track immediately with one of them drawing an automatic two minutes penalty.
- If a skater's penalty time overlaps into the following period, ANY member of the opposite sex taking the track must serve out the balance of the penalty time.
- Any number of players may be penalized at the same time.
Rule 6 - Banishment
- If any player accumulates a total of 8 minutes in penalties during any one session, he is automatically ruled out of the session and his substitute will spend the time of the last penalty in the penalty box.
- Any skater banished from the session for any reason may not return to the track for the balance of the session.
- In cases of a BANISHMENT PENALTY, on a rule out the substitute must sit five (5) minutes in the penalty box before returning to the track.
Rule 7 - Blocking
- A player may bock an opponent with any part of his body with the following exceptions:
- It is illegal to use any part of the arm below the elbow.
- It is illegal for a skater to block with his feet or trip and opponent.
- 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.
- In setting up a DOUBLE block, it is illegal for the defensive skaters to grip hands or lock arms. Both blockers may receive a penalty at the discretion of the officials.
- Other forms of illegal blocking may be called at the discretion of the officials.
- There will be no blocking in the pack until the official's signal sounds signifying the the pack is intact and a jamming attempt can be made.
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