WFTDA 2. Gameplay — The Rules of Flat Track Roller Derby _ 20230101

Page 1:

  • The track must conform to standardized dimensions

    • The track must be flat, clean, and suitable for roller skating

    • The track boundary must stand in high contrast to the floor

  • The Team Bench Area and Penalty Box must be marked out

    • Skaters actively serving a penalty may enter the Penalty Box Area

Page 2:

  • Each team must field one Jammer and at most four Blockers

  • Blockers may not change positions during a Jam, except for a Star Pass

  • The Track layout and design is shown in Figure 2.1

Page 3:

  • Jammers must be touching on or behind the Jammer Line at the start of a Jam

  • Blockers must be behind the Pivot Line and ahead of the Jammer Line

  • Skaters who are illegally positioned must yield their position

  • The Jammer is denoted as the Skater in visible possession of the Jammer helmet cover

Page 4:

  • The Lead Jammer is the first Jammer who establishes superior position to the foremost in-play Blocker

  • The Lead Jammer can call off a Jam before the full two minutes elapse

  • The Pivot has additional abilities, such as becoming their team's Jammer and controlling the Star

Page 5:

  • A legal Star Pass transfers the position of Jammer to the Pivot

  • The previous Jammer becomes a Non-Pivot Blocker

  • If the Star is passed illegally, both Skaters retain their existing positions

  • The Pack is the largest group of in bounds and upright Blockers in proximity and containing members from both teams

Page 6:

  • Pack definition and relative position determinations

    • Pack defined as not more than 10 ft (3.05m) from the hips of the nearest Pack Skater

    • Penalized Skaters are considered to no longer be on the track for Pack definition

  • Maintaining the Pack and illegal actions

    • All Blockers responsible for maintaining the Pack

    • Intentionally destroying the Pack is illegal

    • Illegal to destroy the Pack when it is moving counterclockwise, stopped, or has no established speed

  • Reforming the Pack

    • All Blockers from both teams must act to reform the Pack

    • Rear group Blockers must accelerate toward the front group until a Pack is reformed

    • Front group Blockers must actively brake until they come to a complete stop

  • Engagement Zone

    • Area where Blockers can engage or be engaged

    • Extends forward and backward 20 ft (6.10m) from the foremost and rearmost Pack Skaters

    • Blockers outside of the Engagement Zone are out of play and must attempt to return immediately

  • Blocking and counter-blocking

    • Blocking refers to any physical contact or movement to impede an opponent's speed or movement

    • Counter-blocking is any movement towards an oncoming block to counteract it

    • Blocking actions considered even if accidental

  • Legal blocking zones

    • Legal to initiate a block to opponent's chest, front and sides of the torso, arms, hands, hips, and front and sides of the legs above mid-thigh

Page 7:

  • Blocking rules and restrictions

    • Skaters may not block or assist while out of bounds, out of play, down, stopped, or moving clockwise

    • Skaters may not initiate a block on an opponent who is down, out of play, or fully out of bounds

    • Skaters may initiate a block on someone who is straddling, stopped, or moving in any direction

    • Skaters may not assist a teammate who is out of play or fully out of bounds

  • Legal target zones for blocking

    • Legal to initiate a block using one's torso, arms above the elbow, and legs above mid-thigh

Page 9:

  • Passing and earning passes

    • Skaters gain superior position by passing in the counterclockwise direction

    • Passing refers to moving one Skater's center of mass from behind another Skater's to ahead of it

    • Jammers earn a pass if it occurs while wearing the Star on their helmet with the stars showing

  • Earned passes and opponents "not on the track"

    • Earned passes count as passes

    • Passes are earned if the Jammer is upright and in-bounds during the pass or if another Skater skates behind the in-bounds Jammer, giving up their position

    • Jammer earns a pass on opponents who are "not on the track" and cease to be part of active gameplay

  • Passing while airborne

    • Passing someone while airborne is considered "in bounds" if the Skater is in bounds when they leave the floor and the first contact upon landing is in bounds

    • Passing someone while airborne is considered "upright" if the Skater is upright when they leave the floor and the first contact upon landing is with