The Rules Of The Game

Roller Derby Coalition of Leagues Rule Set

South Side Roller Derby y plays roller derby according to the latest rules and clarifications from the Roller Derby Coalition Of Leagues.

The latest full ruleset is downloadable at the Roller Derby Coalition of Leagues.

Basics of play

Roller derby is played by two teams of five members simultaneously skating counterclockwise on a flat or banked track. Each team designates a scoring player (the "jammer"); the other four members are "blockers." One blocker can be designated as a "pivot" - a blocker allowed to become a jammer in the course of play. The jammer wears a helmet cover bearing two stars; the pivot wears a striped cover; the remaining members' helmets are uncovered.

The bout is played in four periods of 15 minutes. Point scoring occurs during "jams": plays that last up to 60 seconds. During a jam, points are scored when a jammer on a scoring pass (every pass a jammer makes through the pack after the initial pass) laps members of the opposing team. Each team's blockers use body contact, changing positions, and other tactics to assist its jammer to score while hindering the opposing team's jammer. Certain types of blocks and other play are violations; referees call penalties and require violators to serve time in a penalty box.

POSITIONS

Jammer Designated by star on her helmet and known as the sprint skater. Her objective is to score one point per opponent she laps.
Lead Jammer The Jammer in the lead and the only one that can call off a jam.
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 she has the star in her possession.
Blocker The most important element in determining points scored. They set up plays to help fellow mate or setup blocks for opposing Jammer.

PENALTIES

Illegal Engagement Blocking while out of bounds or blocking the opposing jammer more than 20’ away from the pack.
Illegal Blocking Blocking using illegal blocking zones.
Advancement Cutting the track or passing players while out-of-bounds.
Failure To Yield Not yielding to the opposing jammer when more than 20’ away from the pack.
Other Unnecessary Roughness - Pushing - Back Blocking - High Blocking - High Blocking- Unsportswoman-Like Conduct - Tripping.