1. Spielgrundlagen und Sicherheit

1.1. Spieldauer

A game lasts for 60 minutes of play, divided into two 30-minute periods with a halftime between them. Periods are broken into Jams, which are the basic unit of play for roller derby.

Ein Jam kann bis zu zwei Minuten dauern. Jams können, wie unten beschrieben, vor Ablauf der zwei Minuten abgebrochen werden. Jeder Jam beginnt mit einem kurzen Pfiff und endet mit dem letzten Pfiff einer Folge von vier kurzen Pfiffen. Zwischen den einzelnen Jams müssen mindestens 30 Sekunden vergehen. Es dürfen nicht mehr als 30 Sekunden vergehen, falls kein Time-out genommen wird.

A period starts on the Jam-Starting Whistle of the first Jam for that period. The period clock does not stop between Jams unless a timeout is called. If the period clock reaches zero before the next Jam has started, the period ends at that moment; otherwise, the period ends at the conclusion of the final Jam for the period.

If a Jam is called off due to officiating discretion (see Abschnitt 5.2) or there is an officiating error that potentially impacted the outcome (as in winner/loser) of the game, and there are less than 30 seconds remaining on the period clock at the end of the game (including when the period clock has expired), an additional Jam may be run at the discretion of the Head Referee. This additional Jam will have the same form (Overtime or not; see Abschnitt 1.5.1) as the Jam that ended and be part of the same period.

1.2. Teams

A team is comprised of Skaters, who must be uniquely identified by a roster number. Each team must have a jersey of the same base color, such that uniform colors of the two teams playing are of high contrast. Roster numbers must be clearly displayed on a Skater’s back and upper arm areas. Each team must have helmet covers to clearly indicate who their Jammer and Pivot are. The Jammer and Pivot helmet covers for the two teams must be easy to differentiate.

Skaters must wear quad-style roller skates and protective gear during play. Inline skates are not permitted. Protective gear may not be removed during play. Protective gear may not impair or interfere with the safety or play of other Skaters, support staff, or Officials.

Skaters who are injured during play may return to play as long as they are no longer apparently injured or bleeding. A Skater whose injury alters the flow of the game (examples include a Jam being called off, a period clock stoppage, or a substitute being seated in the Penalty Box) may not participate during the following three Jams (extending into the following period if necessary). A Skater whose injury alters the flow of the game more than once in a period may not participate as a Skater for the rest of that period. The Head Referee may also declare that a team has forfeited the game if that team has five or fewer Skaters eligible to participate, or refuses to field Skaters on the track to continue play.

1.3. Time-outs

Teams and Officials may stop the period clock by calling a timeout. Timeouts may only be called between Jams, though Officials may end a Jam in order to call an Official Timeout. The beginning of a timeout is marked by four short whistle blasts, and the end of a timeout is marked by a long rolling whistle, after which the next Jam begins as soon as possible if there is time remaining on the period clock. At most, 30 seconds may pass before the next Jam begins. The period clock starts again at the Jam-Starting Whistle.

Es gibt drei Arten von Time-outs.

1.3.1. Team-Time-outs

Each team has three timeouts that they can take during the game. Team Timeouts may be requested only by the team’s Captain or Designated Alternate. Penalized Captains or Designated Alternates cannot request a Team Timeout. Team Timeouts last for 60 seconds.

1.3.2. Official-Reviews

Each team begins the period with one Official Review which they may use during that period. An Official Review is a formal request made by a team’s Captain or Designated Alternate for Officials to review a specific officiating decision. The only officiating decisions that can be the subject of an Official Review are those made during the prior Jam, or during the lineup time preceding the prior Jam. The Head Referee investigates the review with other Officials, and uses the information gathered to render a decision on the item under review, as well as related decisions. The Head Referee then announces their findings and any changes that result from the review to both teams‘ representatives. This decision is final and not reviewable.

Falls der Head-Referee bestimmt, dass in Bezug auf die zu untersuchende Situation ein Fehler der Officials vorliegt, behält das Team das Recht, später in der Halbzeit ein weiteres Official-Review zu verlangen. Das Recht auf ein Official-Review kann so nur einmal pro Halbzeit erneuert werden.

A team may also elect to use their Official Review as a Team Timeout. In this case, the review will not be retained. Penalized Captains or Designated Alternates cannot request an Official Review.

Official Reviews (whether unused or retained) are not carried forward to the subsequent period.

1.3.3. Official Time-outs

Officials können ein Time-out nehmen, um sicherzustellen, dass das Spiel reibungslos und korrekt läuft. Falls der vorherige Jam mit weniger als 30 Sekunden auf der Spieluhr endete, muss das Ausrufen eines Time-outs durch die Officials nicht unbedingt zu einem weiteren Jam führen wie bei einem Team-Time-out oder einem Official-Review. Falls die Officials bestimmen, dass es keinen Grund gibt, einen weiteren Jam abzuhalten, müssen beide Teams die Möglichkeit bekommen, ein Team-Time-out oder ein Official-Review zu nehmen (falls sie welche übrig haben). Falls sie ablehnen, endet das Spiel.

1.4. Spielinformationen

Kritische Spielinformationen müssen so dargestellt werden, dass sie für die Teams, Officials und Zuschauer gut sichtbar sind. Diese dargestellten kritischen Spielinformationen gelten als offiziell und müssen mindestens Folgendes enthalten:

  • The period clock

  • The Jam clock

  • The Official Score

Fehler bei der Uhr oder beim Punktestand sollten so schnell wie möglich korrigiert werden. Falls der Fehler für längere Zeit besteht, sollte er lediglich ausgebessert werden, wenn die Ausbesserung nur eine minimale Auswirkung auf das Spiel hat.

1.5. Gewinnen

Das Team mit den meisten Punkten am Ende des Spiels gewinnt.

1.5.1. Overtime (Verlängerung)

Falls das Spiel mit einem Gleichstand endet, wird die zweite Halbzeit um mindestens einen weiteren Jam verlängert. Dieser Overtime-Jam ist genau wie jeder andere Jam, mit zwei Ausnahmen:

  • No Lead Jammer is declared

  • Both Jammers begin scoring on their first trip through the Pack (each Jammer is in position to lap the opposing Blockers on their first earned pass of those Blockers)

In dieser Weise werden weitere Jams gespielt, bis ein Jam nicht unentschieden endet.