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How We Play:
OLD SCHOOL DERBY
ASSOCIATION 1.1 RULES
Scenario 1:
The whistle blows:
The pack takes off around the track, and the jam officially begins. Each jam
can last up to 90 seconds. The Jammers race to get through the
pack first. The
first to emerge from the pack is considered the “Lead Jammer.” The Lead
Jammer can change throughout the game as the two Jammers battle for front
position. The Jammers continue lapping the pack as many times as they can,
scoring points for each opposing team member they pass.
The lead Jammer may call off the jam at any point after their initial pass
through the pack by placing their hands on their hips. The teams then have 30
seconds to regroup and get back on the line. If a jam starts without all the
players from each team, that team will be short those players for the rest of
the jam, creating a power play situation for the opposing team.
Scenario 2:
One team’s Jammer gets hung up in the pack during their initial pass through
the pack, but the other team’s Jammer emerges through the pack. As soon as
that Jammer’s foot reaches the front of the pack, the opposing Pivot may
assume Jammer status and take off after the other Jammer, thereby creating a
fast-paced, high-endurance game.
BLOCKING & PENALTIES: It is legal to block an opposing player with
your body, hips or upper arms (shoulder and tricep) only.
This is where the excitement of Roller Derby really comes to life! You will
see the skaters get pretty creative, as they search for new methods of
stopping and deflecting opponents using only the legal blocking zones
allowed. From double spin whips, to a mightily-thrown tri-block, OSDA skaters
are some of the most skilled skaters in the nation.
Illegal blocks would
consist of any usage of hands such as punching, pushing, shoving, or
grabbing. Any striking with forearms, elbows, tripping, kicking or blows to the head
are also illegal. Vindictive skaters will be called on all penalties and
removed from the jam immediately. If the jam ends and the penalty box time
has not run out, that team start the next jam short one skater until the
penalty time is over.
DERBY DEFINITIONS
PERIOD: Each game consists of four 15-minute periods.
JAM: A 90-second game of play. There are an unlimited number of jams in
each period.
THE PACK: The Pivots and Blockers from each team who skate together on
the track.
JAMMER: The skaters with the stars on their helmet. There is one
Jammer on each team. The Jammer is the point scorer.
PIVOT: The skaters with the stripe on their helmet. The Pivot is
usually the last line of defense and keeps the pace of the pack. But keep
your eye on the pivot...the pivot can also become the Jammer (as long as the
opposing team’s Jammer has broken from the pack)!
BLOCKERS: The skaters that will try to keep the opposing team’s Jammer
from getting through the pack while simultaneously getting their own Jammer
through the pack in order to score points. There are 3 blockers on each team. |
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