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Rules and Penalties

Tim Smith

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Rules Overview

  • We are NOT going to read the whole ruleset to you
    • You SHOULD read the whole ruleset!
    • That includes the casebook!
  • Today’s goal
    • Speedrun rules: point out easy-to-miss details
    • Focus on Penalties
  • We love questions, but we may cut them short so we can cover as much as possible.

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1: Game Parameters

  • Official Reviews
    • One per team, per half
    • Did you win your OR?
      • You get ONE more for that half
  • Team Timeouts
    • Only the C or A can call them
  • Official timeouts
    • Any official can call one!
    • OTOs do NOT add jams at the end of the period.

Mad Gent

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1: Game Parameters

  • Overtime
    • Two minute jam
    • No lead Jammer
    • Points scored IMMEDIATELY

  • Winning
    • The team with the most points at the end of the game wins

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2: Gameplay

  • Starting positions:
    • The Jam line belongs to the Jammers. Only Jammers may touch it.
    • The Pivot line belongs to the Pivots. Only the Pivots may touch it.
    • If a Pivot is touching the Pivot line, all the non-Pivot blockers must be behind them.
      • THAT INCLUDES TEAMMATES.
  • False start:
    • Partially touching where you shouldn’t, or ahead of a line-touching Pivot
    • Skater must YIELD, not go to the box.

DeFord Designs

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2: Gameplay

  • “Pass” vs “Trip”
    • A Trip is a complete circuit of the track
    • A Pass is moving past one single skater
  • “Earned” vs “No Earned Pass”
    • A Pass is earned if
      • The Jammer is upright, in bounds, and visibly wearing the Star
      • An opponent skates backwards past a Jammer. (Jammer does NOT need to be upright)
    • NOTT Passes
      • Earned as soon as a Jammer passes one opposing blocker.

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2: Gameplay

  • Lead Jammer
    • Earn a pass on all eight blockers (including teammates!)
    • Establish superior position to foremost in-play blocker
      • Happens immediately if foremost blocker goes out of play

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2: Gameplay

  • Star Passes
    • A star pass is complete when a Jammer releases the star into the Pivot’s grasp IF:
      • Both are in bounds
      • Both are upright
      • Neither has been penalized
      • The Pivot is wearing the stripe and In Play
    • An ILLEGAL star pass is one that fails one of these.
    • An INCOMPLETE star pass is when the Pivot gets the star some other way
    • ALWAYS warn the Pivot unless the pass is successful! (“You are not the Jammer!”)
    • Do not penalize in most cases. (Blocker can drop the star, Pivot can take it off)

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2: Gameplay

  • The Pack
    • Largest group of skaters
      • With members of both teams
      • With no gaps bigger than 10 feet
    • What if there isn’t one?
      • “No Pack”
    • What if there are two equal ones?
      • “No Pack, Split!”

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2: Gameplay

  • Engagement Zone
    • 20’ from the pack in either direction
    • Only place it is legal for blockers to hit or be hit.
    • Jammers are not allowed to hit blockers outside of the EZ.

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3: Scoring

  • A Jammer scores when they EARN a pass after their initial Trip.
    • This includes:
      • Passing opponents
      • opponents skating back
      • Not on the Track (NOTT) points
  • There are no clever ways to avoid boing a point.
    • Ahead of the EZ? Jammer gets your point at the end of the Trip. (That includes the end of the jam.)
    • Behind the EZ? Jammer gets your point when they come back from the box ahead of you.
    • Left the track and went to the snack bar? You’re an NOTT point.

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3: Scoring

  • Score Errors
    • We can only fix errors from the previous jam
      • In jam 6, we can still fix errors in jam 5
      • In the jam 6 -> 7 lineup, we can no longer fix jam 5
    • In the last two minutes, we can ONLY fix mistakes during lineups. (Call an OTO if you need one!)
  • If points were right at the time, we don’t go back and change them
    • Example: Official review results in a Jammer penalty in trip 1. Points in trips 1 and 2 still stand, because JR didn’t make a mistake by awarding them.��

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5: Officiating

  • Distinction
    • Referees must be clearly distinguishable for regulation play.
    • Get stripes with a name or number!
      • (Vinyl patches are super sweaty.)

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5: Officiating

  • Erroneous Information
    • If an official gives a skater wrong information, we don’t penalize the skater
      • Jammer who is being pointed at calling the jam
      • Skater accidentally released from the box early. (But they still have to go finish)
  • Warnings
    • Skaters who are illegally positioned must be warned before being penalized
    • Before the 5 second call, we MUST warn if:
      • The skater is doing something penalty worthy (illegally positioned, too many skaters)
      • They don’t appear to be doing it on purpose

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4: Penalties

  • Penalties require 3 “I”s
    • Initiation
    • Illegal-ness
    • Impact

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Penalties

  • Initiation
    • Who made the LAST choice that caused the contact?
    • Not always the person moving the fastest!
    • Every contact has an initiator
    • Some have two!

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Penalties

  • Impact
    • Standard examples:
      • Putting an opponent Down
      • Putting an opponent Out of Bounds
      • Putting an opponent Out of Play
      • Passing someone
      • Preventing one of these from happening
    • This is NOT a complete list!

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Penalties – What you can’t hit

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Penalties – What you can’t hit with

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Penalties with No Impact Needed

  • Forceful blocks to or with the head
  • Forceful blocks to the back
  • Deliberately positioning your head in the way of opponents
  • Intentional jabbing with the knee or elbow

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Penalties - Cutting

  • Whenever a skater goes out of bounds they must re-enter behind:
    • Anyone who was ahead of them when they went out (superior position)
    • The skater (if any) who blocked them out (initiator)

  • Try to take a “snapshot” when a skater goes out to remember who had superior position.
  • Skaters can lose superior position!
    • Down, Out of Bounds, Out of Play, penalized…
  • Skaters can get it back, UNLESS they are the initiator

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Penalties – Cutting

  • Details
    • Cutting one teammate is illegal, but doesn’t have impact
    • One hand out of bounds is still in
    • “No Pack” does NOT affect cutting in any way

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Penalties – Ceding cuts

  • Unlike any other penalty, there’s always a way out!
  • A skater who has cut may cede
    • Must step completely off the track
    • Must not do anything else before ceding
    • Calling the jam is not ceding.

  • Important consequence:
    • ALL cut calls must wait to see if the skater cedes.
    • To teams, this can feel like most (if not all) cut calls are late

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Penalties – Direction

  • It is illegal to initiate contact while stopped or moving clockwise.
    • “Motion” is defined by the skates
    • Do not call this if you don’t have a good angle

  • Secret Rule: it is illegal to hold yourself stopped and impede an opponent, even if you didn’t initiate
    • This is not actually in the rules at present
    • Everyone agrees it is illegal anyway, and calls it that way.

  • Remember that impact is still required!

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Penalties – Illegal Contact

  • In addition to moving clockwise, it is also illegal to initiate a block when either the initiator or the target is:
    • Down
    • Fully out of Bounds
    • Out of Play (Out of Play Block does NOT require a warning)
    • Impact is required for all of these.
  • It is also illegal to initiate a block before or after the jam
    • Fewer things are impactful in these cases

Halochic

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Penalties – Multiplayer blocks

  • Multiplayer blocks require three things:
    • Two skaters are connected by a link, a grasp, or an impenetrable connection
    • An opponent attempts to pass between the skaters who are linked
    • That attempt fails because of the link

  • Why isn’t a standard tripod a multiplayer block?
  • When would it become one?

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Penalties – Pack Related Penalties

  • Failure to Return: There’s a pack, and you’re not within 20’ of it.
    • Requires a warning (usually)

  • Failure to Reform: There’s no pack, and you didn’t fix it.
    • Requires a warning
    • Most responsible skater (can be one from each team!)�
  • Destruction: There’s no pack, and it’s your fault.
    • ANY clockwise skating that causes a no pack!
    • SUDDEN change in speed in derby direction that causes a no pack.

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Penalties – Pack Related Penalties

  • Warnings
    • “No Pack!” – what it says
    • “Pack is here!” – should be JUST AS LOUD
    • “No Pack, Split!” – two equal groups with skaters from both teams.
    • “Out of Play”

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Penalties – Misconduct / Insubordination

  • These are quite rare, fortunately
  • One in particular to note:
    • Avoidable, forceful contact to an official is an automatic expulsion.
    • No option to downgrade to a penalty

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Penalties – Delay of Game / Interference

  • Delay of Game – Illegally preventing a jam from starting
    • Failing to field a Jammer (penalty to the captain)
    • Failing to field ANY blockers (penalty to the captain)
    • Skater in queue not on the track (penalty to the skater)
    • Successfully requesting a TTO or OR when either you don’t have any, or you aren’t the C or A.
    • Injured skater back on the track at jam start (3 jam wait)
  • Interference – Illegally causing a jam to end early
    • Too many skaters
    • Calling off the jam while not lead. (Exception if you were being pointed at)

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Penalties – Illegal Procedures

  • Misc
    • Staying on the track too long after being called on a penalty. (Often called as Insubordination, but let’s not.)
    • Leaving the box early
    • Removing mouthguard during play

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Questions?

  • Smasher: dan@fnerk.com
  • Demon: leighvh@gmail.com