History | Rules

Adapted from TXRD Lonestar Rollergirls' "Skate of the Union"
TEAMS
Teams are composed of ten players, with a maximum of five players on the track per team for each jam: one Pivot, three Blockers and one Jammer.
1. Jammer – Designated by a star on her helmet and is known as the sprint skater. Her object is to score one point per opponent she passes.
a. Lead Jammer – The Jammer in the lead and the only one that can call off a jam. She must clear the pack once before being in a position to score. Jammers who leave the track before clearing the pack the first time through cannot be Lead Jammer and cannot call off the jam.
2. Pivot – Designated by a stripe down the middle of her helmet and known as the pace setter for the pack. She may take over the Jammer position once the star is in her possession.
3. Blocker – The most important position in determining points scored, Blockers set up plays to help fellow teammates or set up blocks for opposing Jammers. Blockers may "re-engage" Jammers – meaning that even though a Jammer has passed a blocker and scored a point, the Blocker may continue to block the Jammer as long as they are within 20 feet of the pack.
REFEREES
There are two Jammer Referees (lead arbitrators) and two Penalty Referees. In TXRD, the Jammer Referees are Fritz ("Master Blader") and Greg ("G-Spot"). The Jammer Referees:
- Count points scored by Jammers;
- Determine if penalty is major or minor and call penalties;
- Can eject players from game for three major penalties;
- Can assign a major penalty to a skater who has three minor penalties for the same infraction;
- Only will discuss team complaints or concerns during the game with the team captain.
The Penalty Referees are two team captains from derby teams that are not playing (i.e., off-duty rollergirls). They are responsible for reporting minor and major penalties to Jammer Referees.
THE JAM
1. The first whistle starts the pack, and the second whistle signals the Jammers to begin. A jam may last up to 60 seconds or until the lead Jammer calls it off by placing both hands on her hip.
THE GAME
1. Four eight-minute periods played between two teams.
STAYING ON TRACK
1. Any Jammer leaving the track cannot be Lead Jammer.
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If you leave the track prior to going through the pack the first time, you cannot be the Lead Jammer.
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If you leave the track after you have gained Lead Jammer status, you lose the right to call off the jam... so you are no longer Lead Jammer.
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Jammers will not receive points for passing people while one or both of her feet are off the track.
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If you leave the track you will not score points for passing opposing team members.
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You may re-enter the track behind the people you passed on the floor, to pass them and score the points for those opposing players.
2. Blockers cannot legally leave the track to cut off opposing Jammers.
- This will be considered a major penalty.
- The only exception is the "anything goes" Two Lap Duel.
PENALTIES
1. Major Penalties: Result in a repeat of the jam with the penalized skater sitting in the penalty box. Jammers score one point for the penalized player each time they pass all the blockers of the opposing team.
a. Three major penalties result in expulsion from the game.
2. Minor Penalties: Result in a spinning of the "Penalty Wheel."
a. Skaters who are charged with two minor penalties for the same infraction will be charged with a major penalty on the third.
LEGAL BLOCKS (TXRD)
1. Arms: Any block using your arm from the elbow to the shoulder is legal. Elbow blocks must be made in a straight and backward motion only.
2. Pushing: It is legal to push your own team's skaters or opposing skaters in order to block other Jammers, Blockers, etc. - but only if you use your forearm with a closed fist; and then, only if you are not endangering them by doing so.
3. Shoulders: Any block using the shoulder is legal.
4. Legs: Only knee and leg blocks approved by the Training Team, safely executed and rehearsed, are legal.
5. Body: Blocks using your whole body are legal.
ILLEGAL BLOCKS (TXRD)
1. Arms: Any block using your arm from the elbow to the wrist is illegal.
a. Clotheslining: Blocking with a straight arm is illegal.
b. Any block using an upward or downward motion to the body or face of opposing skaters is illegal.
c. Punching: Only allowed when engaged in a fight, these punches should be to the helmet or body.
d. Arm Block Violations are minor penalties.
2. Pushing: Pushing the opposing team's skaters from behind is not only illegal, but could seriously injure another skater.
a. Open hand pushing to either your team or the opposing team is a minor penalty.
b. Pushing anyone to the center of the track is illegal and may be considered a minor or major penalty depending on the severity of the penalty.
3. Tripping: Tripping is not allowed in any fashion! If you fall down, you must pull in your legs/arms/body so you don't accidentally trip anyone.
a. Accidental tripping is a minor penalty.
b. Throwing your legs out after a fall, throwing yourself (not "falling") in front of someone, or blatantly tripping an opposing skater will get you a major penalty!
4. Returning to the track:
a. If a blocker leaves the track and skates across the infield to get back in front of the Jammer, that is a minor penalty.
b. If a skater gets back on the track by skating across the infield then takes another skater down (even their own teammate), that will be a major penalty.
5. Miscellaneous: Penalty Referees may call other penalties. These may include unsportsmanlike conduct, unnecessary roughness, etc. These are real penalties and will be subject to the "three majors and you're out" rule.
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