Flat-Track Roller-Derby Regeln

Offizielle Übersetzung der Regeln, Stand 1. Januar 2017

Änderungen Änderungen sind nur mit Zustimmung der Women’s Flat Track Derby Association zulässig.

Offizielle Sprachversionen Der Text wurde aus dem Englischen übersetzt. Die WFTDA veröffentlicht die Flat-Track Roller-Derby Regeln in mehreren Sprachen. Sollte sich eine Abweichung im Wortlaut der Sprachversionen der Flat-Track Roller-Derby Regeln ergeben, ist das englische Original maßgebend.

Aufgrund der Lesbarkeit und um im Deutschen etablierte englische Fachbegriffe nicht zu verändern, wurden Begriffe für Rollen und Positionen in der maskulinen Version benutzt. Die Rede ist jedoch nicht von einem realen Mann, sondern von einer imaginären Person als Träger einer Rolle oder von Eigenschaften und ohne Hinweis auf deren Geschlecht. Dieser generalisierende Singular gilt z.B. für „Skater“, „Blocker“, „Official“ usw.

Derby-typische, englische Ausdrücke (wie „down“ oder „out-of-bounds“), sind im Text oder im Glossar erklärt und werden wie deutsche Begriffe (ohne Hervorhebung) verwendet.

Maßangaben Die im metrischen System angegebenen Werte (m und cm) sind gerundet. Die Maßangaben im US-imperialen System (Fuß und Zoll) sind verbindlich.

Zusammenfassung

Das Spiel „Flat-Track Roller-Derby“ wird auf einem flachen, ovalen Spielfeld gespielt. Das Spiel wird in zwei 30-minütige Halbzeiten eingeteilt, und innerhalb dieser Halbzeiten gibt es Spieleinheiten, die als „Jams“ bezeichnet werden, und bis zu zwei Minuten dauern. Zwischen allen Jams sind 30 Sekunden Pause.

Während eines Jams schickt jedes Team bis zu fünf Skater auf das Spielfeld. Vier dieser Skater werden als „Blocker“ bezeichnet (alle Blocker zusammen werden als „Pack“ bezeichnet) und ein Skater ist der „Jammer“. Der Jammer trägt eine Helmhaube mit einem darauf abgebildeten Stern (in der Folge auch „Star“ genannt).

The two Jammers start each Jam behind the Pack, and score a point for every opposing Blocker they lap, each lap. Because they start behind the Pack, they must get through the Pack, then all the way around the track to be eligible to score points on opposing Blockers.

Roller Derby ist ein Sport mit vollem Körperkontakt. Skater dürfen jedoch ihren Kopf, ihre Ellenbogen, ihre Unterarme, ihre Knie, ihre Unterschenkel und ihre Füße nicht einsetzen, um Gegner zu attackieren. Der Kontakt mit Kopf, Rücken, Knien, Unterschenkeln oder Füßen von Gegnern ist illegal.

Gefährliche oder regelwidrige Aktionen können dazu führen, dass ein Skater ein Penalty erhält, was bedeutet, dass dieser Skater während eines Jams 30 Sekunden in der Penalty-Box verbringen muss.

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

Ein typischer Jam könnte wie folgt ablaufen:

  1. Die Blocker stellen sich hinter der Pivot-Linie und vor der Jammer-Linie auf.

  2. Die Jammer stellen sich hinter der Jammer-Linie auf.

  3. Beim Jam-Startpfiff skaten die Blocker nach vorne und kämpfen um die beste Positionierung. Die Jammer skaten vorwärts und versuchen, durch das Pack zu gelangen. Jeder Blocker versucht gleichzeitig zu verhindern, dass der gegnerische Jammer vorbeikommt, sowie dem eigenen Jammer beim Durchkommen zu helfen.

  4. Ein Jammer kommt aus dem Pack heraus und wird zum Lead-Jammer erklärt, was es ihm ermöglicht, den Jam zu beenden, wenn er das will. Dieser Jammer skatet einmal um den Track, um in eine Position zu gelangen, in der er Punkte erzielen kann.

  5. Der gleiche Jammer versucht, zum zweiten Mal durch das Pack zu kommen, während der gegnerische Jammer zum ersten Mal aus dem Pack kommt.

  6. Als der zweite Jammer dabei ist, aus dem Pack zu kommen und in eine Position zu gelangen, in der er punkten kann, beendet der erste Jammer den Jam.

  7. The first Jammer has scored points (up to four), and held their opponent at zero points. Meanwhile, the opposing Jammer (by getting into scoring position) held the first Jammer at only those points, as they could have scored more points on subsequent passes.

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.

Jam Timing

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.

Period Timing

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.

Additional Jams

If a Jam is called off due to officiating discretion (see Abschnitt 5.2) or there is an officiating error that potentially impacts which team wins or loses 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 composed 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.

Skater Identification

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.

Captains and Alternates

Each team may have one Captain and one Alternate. The Captain must be a Skater able to serve penalties on behalf of their team. The Alternate may be a non-skating participant. A team must designate a Captain if one is necessary to serve a penalty on behalf of the team. The Captain and Alternate must be visibly identified by wearing a „C“ and an „A“, respectively, on their uniform or body.

Equipment

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.

Injured Skaters

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.

Forfeits

The Head Referee may 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.

There are three types of timeouts:

1.3.1. Team-Time-outs

Each team may take three timeouts during the game. Team Timeouts may be requested only by the team’s Captain or Alternate. Captains or Alternates currently serving a penalty cannot request a Team Timeout. Team Timeouts last for 60 seconds.

1.3.2. Official-Reviews

Both teams begin each 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 Alternate for Officials to review a specific officiating decision. Captains or Alternates currently serving a penalty cannot request an Official Review.

The only officiating decisions that can be the subject of an Official Review are those made:

  • During the prior Jam;

  • After the prior Jam; or

  • During the Lineup Time preceding the prior Jam.

After the final Jam of a Period, an Official Review may be requested within 30 seconds of the conclusion of the Jam. This review may only result in an additional Jam under the conditions in Abschnitt 1.1.

Official Review Procedure

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.

Official Review Outcomes

If the Head Referee determines that an officiating error was made in relation to the situation under review, the team will retain the privilege to call an additional review later in the same period. The review can be retained in this manner only once per period. Official Reviews (whether unused or retained) are not carried forward to the subsequent period.

Official Reviews as Timeouts

A team may elect to use any of their Official Reviews as a 60 second timeout. In this case, the review will not be retained.

1.3.3. Official Time-outs

Officials may take a timeout in order to ensure that the game is running smoothly and correctly.

If a Jam ends with less than 30 seconds remaining on the Period clock, and an Official Timeout is taken, Officials must determine if there is a reason to hold another Jam in that Period.

If the Officials determine that there is no reason to hold another Jam, both teams must be given an opportunity to call a Team Timeout or Official Review (if they have any remaining). If they decline, the period will end.

1.4. Spielinformationen

Critical game information must be displayed in a manner that is highly visible to teams, officials, and spectators. This displayed information is considered official, and must include, at a minimum:

  • 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)

If the game ends with the score tied, the second period will be extended by at least one additional Jam. This Overtime Jam is like any other Jam, but with these changes:

  • The Lineup Time before the Jam is sixty seconds.

  • 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).

More Overtime Jams will be added until a Jam ends with the score no longer tied.

2. Gameplay

2.1. Der Track

The track must conform to the standardized dimensions of the WFTDA Track Specifications. (Abb. 2.1) The track must be flat, clean, and suitable for roller skating.

Boundary Lines

The track must be marked by a boundary that stands in high contrast to the floor. The boundary counts as part of the track (the boundary is „in bounds“) and may not vary in width around the track. The track boundary, Pivot Line, and Jammer Line may be of any pattern or color so long as they clearly mark the edge of the track.

Penalty Box and Team Areas

Near the track, an area must be marked out for each team (the Team Bench Area) and for the Penalty Box. The boundary in these cases must also be high contrast and counts as part of the relevant area. For example, the boundary for the Penalty Box counts as part of the Penalty Box. Only Skaters who are actively serving a penalty may enter the Penalty Box Area.

_images/track_dimensions.png

Abb. 2.1 The Track (Track Layout and Design © 2002 Electra Blu/Amy Sherman, Texas Rollergirls, used here with permission)

2.2. Skater Roles

For each Jam, a team must field one Jammer, and at most four Blockers. One of these Blockers may be designated as the Pivot. Any Skaters who are not completely on the track at the Jam-Starting Whistle may not participate in the Jam, and do not count toward these limits. Skaters serving penalties (in, or on their way to, the Penalty Box) are counted toward these limits. Teams must field at least one Blocker who is not serving a penalty. Skaters may not change Roles during a Jam, except in the case of a Star Pass (see below).

2.2.1. Jammer

The Jammer is denoted as the Skater in visible possession of the Jammer helmet cover (a.k.a. the Star) at the beginning of the Jam.

Identification

The Jammer for the upcoming Jam is determined based on this order:

  1. The Jammer from the previous Jam who is in, or en route to, the Penalty Box

  2. The Skater who visibly controls the Star, who has lined up in the Jammer Starting Position

  3. The Skater who visibly controls the Star, who has lined up In Bounds, but out of position

If no Skater from a team satisfies any items in this list, that team has not fielded a Jammer, and the Jam should not start. If multiple Skaters from a team satisfy the same item in the list, that team is acting in an illegal way, and the Jam should not start.

Controlling the Star

The Star may only be carried by the Jammer wearing it on their helmet, or by that team’s Jammer or Pivot holding it in their grasp. Other Skaters may not control the Star, and the Jammer and Pivot may not hide the Star (for example, putting it in a pocket or hiding it in a uniform).

Jammer Privileges

The Jammer is the only Skater who can score points for their team (see Abschnitt 3). Jammers may also legally exit and remain outside of the Engagement Zone.

2.2.2. Lead-Jammer

The Lead Jammer (Lead) is the first eligible Jammer who establishes superior position to the foremost in-play Blocker, having already earned a pass on all Blockers excluding those ahead of the Engagement Zone (see Abschnitt 2.5). When one Jammer is determined to be the Lead Jammer, this is indicated by two short whistle blasts. If both Jammers qualify for Lead at the same moment (for example, if the foremost Blocker goes Out of Play), the foremost Jammer at that moment will be declared Lead.

Lead Eligibility

Both Jammers begin each Jam eligible to earn Lead Jammer status during that Jam. A Jammer becomes ineligible to earn Lead during a Jam if they commit a penalty during that Jam or the Lineup Time before that Jam, exit the front of the Engagement Zone without having earned Lead on their initial trip, remove their helmet cover, or have their helmet cover removed by a teammate. Only Skaters who begin the Jam as Jammers may become Lead (so a Pivot who receives the Star cannot become Lead).

Loss of Lead Jammer Status

The Lead Jammer will lose their Lead Jammer status if they commit a penalty, intentionally remove the Star once it is on, or have the Star intentionally removed from their head by a teammate. Lead Jammer status is maintained if the Star is removed via natural gameplay or is pulled off by an opponent.

Calling Off the Jam

The Lead Jammer is the only Skater who may call off a Jam before the full two minutes elapse. The Lead Jammer calls off the Jam by repeatedly placing their hands on their hips. The Lead Jammer retains the ability to call off the Jam even if they are not wearing the Star.

2.2.3. Pivot

The Pivot is a Blocker, and is denoted as the Skater in possession of the Pivot helmet cover (a.k.a. the Stripe) at the Jam-Starting Whistle. The Pivot wearing the Stripe with the stripe showing has several additional abilities that other Blockers do not.

  • Der Pivot kann zum Jammer des Teams werden (siehe Abschnitt 2.2.4).

  • The Pivot may control the Star (pick it up, move it, etc.)

  • Der Pivot darf beim Jam-Start die Pivot-Linie berühren.

When not wearing the Stripe with the stripe showing, the Pivot cannot utilize these additional abilities. Only the Pivot may legally control or wear the Stripe.

2.2.4. Star-Pass

A team’s Jammer may transfer their Role to their team’s Pivot by successfully completing a legal Star Pass. A legal Star Pass requires the Jammer to hand the Star to their team’s Pivot while both Skaters are Upright, In Bounds, and In Play; and while neither Skater is en route to, or In Queue for, the Penalty Box. Upon releasing the Star into the Pivot’s grasp, the Role of Jammer is transferred to the Pivot. The new Jammer takes over for the previous Jammer in terms of points scored, trips through the Pack, and Skaters passed. The previous Jammer becomes a Non-Pivot Blocker.

Illegal Star Passes

If the Star is passed illegally, both Skaters retain their existing Roles. This includes:

  • Releasing the Star into the grasp of a Skater other than their Pivot

  • Releasing the Star into the Pivot’s grasp while either of the two Skaters is Down, Out of Bounds, Out of Play, or en route to the Penalty Box

  • Releasing the Star into the Pivot’s grasp while the Pivot is In Queue for the Penalty Box (even if the Pivot is not yet en route)

  • Releasing the Star into the grasp of a Pivot who is not wearing the Stripe

The initiator of an illegal Star Pass that impacts the game should be penalized.

Pivot Controlling the Star

If the Pivot comes into control of the Star though any means other than a legal Star Pass, they will be warned that they are not the Jammer. The Pivot may not put the Star on their own helmet, but they may hold the Star in their hand, drop it, or return it to the Jammer. Only the Jammer or Pivot may recover or control the Star.

2.2.5. Blocker

All other Skaters are considered Blockers. Non-Pivot Blockers‘ helmets or helmet covers may not have any markings that could be confused for the Stripe or the Star.

2.2.6. Skater Starting Locations

Skaters start each Jam in the following locations on the track:

  • Jammers must be behind or touching the Jammer Line.

  • Blockers must be behind the Pivot Line and ahead of the Jammer Line.

  • Additionally, Pivots may be touching the Pivot Line.

  • If either Pivot is touching the Pivot Line, all non-Pivot Blockers must be behind that Pivot.

Illegally Positioned Skaters

Any skater who is In Bounds at the start of the Jam but is touching entirely out of their designated starting location should be penalized.

False Starting Skaters

Skaters in the following states at the Jam starting whistle are considered to have committed a False Start:

  • A fully In Bounds Skater who is touching both inside and outside their designated starting location

  • A non-Pivot Blocker whose hips are ahead of those of a Pivot who is touching the Pivot Line.

  • A Jammer who is gaining speed in the counterclockwise direction at the Jam start.

False starting skaters are required to yield their position to all other Skaters in the immediate vicinity. Blockers who are required to yield are not considered for Pack definition until they have done so. Jammers who are required to yield cannot earn passes until they have done so.

2.3. Pack & Engagement Zone

The Pack is the largest group of In Bounds and Upright Blockers in proximity and containing members from both teams. If no single group of Blockers meets this definition, there is no Pack, even if there are multiple groups of the same size. Proximity is defined as not more than 10 ft (3.05m), in front of or behind the nearest Pack Skater. When a Skater is penalized, they are considered to no longer be on the track for the purposes of Pack definition and relative position determinations.

Die Entfernungen für die Bestimmung des Packs und der Engagement-Zone werden als die kürzeste Distanz zwischen den Hüften der Skater parallel zur inneren Trackbegrenzung gemessen.

Maintaining the Pack

It is the responsibility of all Blockers to maintain a Pack, and intentionally destroying the Pack is illegal. When the Pack is moving counterclockwise, stopped, or has no established speed, clockwise skating which destroys the Pack is illegal.

Reforming the Pack

When there is no Pack, all Blockers from both teams must act to reform a Pack. For Skaters in the rear group, this includes stepping or skating in the counterclockwise direction. For Skaters in the front group, this includes coasting, braking, or coming to a complete stop.

If an immediate action is not sufficient to reform the Pack, additional effort is required. If a Blocker is in the rear group, they must accelerate (until sprinting) toward the front group until a Pack is reformed (coasting, stepping slowly, or stepping in an only somewhat counterclockwise direction are insufficient), but they may slow in order to avoid unsafe contact when the Pack reformation is imminent. If a Blocker is in the front group, they must actively brake until they come to a complete stop (coasting is insufficient), but they are not required to skate clockwise.

Blocking Without a Pack

Blocks on or by Blockers which have impact while there is no Pack should be penalized.

Engagement Zone

The Engagement Zone is the area in which it is legal for Blockers to engage or be engaged. The Engagement Zone extends forward and backward 20 ft (6.10m) from the foremost and rearmost Pack Skaters, respectively. Any Blocker outside of the Engagement Zone is Out of Play and cannot engage or be engaged.

Returning to the Engagement Zone

Blockers who are outside of the Engagement Zone will be warned, and will be penalized if they do not immediately attempt to return to the Engagement Zone. Blockers ahead of the Engagement Zone are only compelled to skate clockwise to return to the Engagement Zone if the Pack is stopped or moving clockwise.

Blocking while Out of Play

Skaters who are illegally blocked while Out of Play may legally counter-block, but may not initiate new blocks or continue blocking beyond what is necessary for safety.

Blocking while Out of Bounds

Skaters who are blocked while completely Out of Bounds may actively absorb the block, but may not continue counter-blocking beyond that, and may not initiate a new block.

2.4. Blocks und Assists

During a Jam, „Blocking“ refers to any attempt at making physical contact to impede an opponent’s speed or movement, whether or not contact occurs. ‚Positional Blocking‘ refers to any attempt to position oneself so that an opponent’s speed or movement is impeded without the use of contact, whether or not the action is successful.

Initiation

All contact between opponents has an initiator. It is possible for two or more Skaters to mutually initiate blocks against one another.

2.4.1. Target-Zonen

It is only legal to initiate a block to an opponent’s chest, front and sides of the torso, arms, hands, hips, and the front and sides of the legs above mid-thigh.

_images/target_zones.png

Abb. 2.2 Legale Target-Zonen

2.4.2. Blocking-Zonen

Es ist nur erlaubt, jemanden mit dem Oberkörper, den Oberarmen und den Beinen oberhalb der Mitte des Oberschenkels zu blocken.

_images/blocking_zones.png

Abb. 2.3 Legale Blocking-Zonen

2.4.3. Counter Blocking

Counter-blocking is any movement towards an oncoming block by the receiving Skater designed to counteract an opponent’s block. Counter-blocking is blocking. Actions that meet the above description are considered blocking, even if accidental. Contact made to teammates is not considered blocking even if it is a disadvantage to the initiator or teammate.

2.4.4. Illegal Blocks and Assists

Skaters may not block or assist while Out of Bounds, Out of Play, down, stopped, or moving clockwise. Skaters also may not initiate a block on an opponent who is down, Out of Play, or fully Out of Bounds. Skaters may, however, initiate a block (or assist) on someone who is straddling, stopped, or moving in any direction (even clockwise). Skaters may not assist a teammate who is Out of Play or fully Out of Bounds; however, they may assist a downed teammate in returning to an Upright position.

2.5. Passieren

Skater erreichen eine überlegene Position gegenüber anderen Skatern, indem sie sie gegen den Uhrzeigersinn überholen.

Einen anderen Skater zu passieren bedeutet, dass sich der Körperschwerpunkt (zwischen den Hüften) des Skaters von hinter dem Körperschwerpunkt eines anderen Skaters zu davor bewegt.

Earned Passes

Jammers only „earn“ a pass if the pass occurs while the Jammer is wearing the Star on their helmet with the stars showing and:

  • The Jammer is Upright and In Bounds during the pass, or

  • Another Skater skates behind the In Bounds Jammer, giving up their position.

All earned passes count as passes.

Not on the Track Points

As soon as a Jammer earns a pass on an opposing Blocker, they also earn a pass on any Blockers who are „not on the track“–meaning that they are not part of active gameplay for some reason–and who cease to be a part of active gameplay prior to the completion of the Jammer’s scoring trip. This includes Skaters who:

  • Are sent to or serving time in the Penalty Box

  • Leave the track due to injury

  • Leave the track temporarily to fix equipment or skates

  • Were not part of the Jam in the first place (because their team did not field the maximum number of Skaters)

  • Return to active gameplay behind the Jammer

Airborne Passes

A Skater who passes someone while airborne is considered to be „in bounds“ if they are In Bounds when they leave the floor and the first contact they make upon landing is In Bounds. A Skater who passes someone while airborne is considered to be „upright“ if the Skater is Upright when they leave the floor, and if the first contact they make upon landing is with their skate to the floor.

3. Punkten

3.1. Punkte erzielen

Jammers score one point every time they lap an opposing Blocker. A Jammer laps a Blocker if they pass that opponent twice in a row (without that opponent having passed that Jammer), but score a point only if the lapping pass is earned (see Abschnitt 2.5). If an opponent is lapped but a point is not scored (because the lapping pass was not earned), the Jammer may yield position to that opponent and re-pass them, earning a pass, to score on that opponent.

Only Blockers can be scored upon. All Blockers are considered to be on the same trip, including former Jammers who have passed the Star.

3.2. Scoring-Trips

Points are grouped by trips through the Pack. One trip through the Pack ends, and the next begins, when the Jammer exits the front of the Engagement Zone (or, if no Pack can be defined, when the Jammer is more than 20 ft ahead of the foremost in-bounds member of the previous Pack). Upon completion of a trip through the Pack, the Jammer’s score for that trip can no longer be altered by returning to the previous trip. When a Jam ends, whatever trips the Jammers were on are considered to have been completed by the Jam ending.

Returning to the Previous Trip

If a Jammer enters the Engagement Zone from the front, they return to their previous trip until they exit the Engagement Zone from the front again. A Jammer cannot, however, fall behind by more than one trip. Whenever a Jammer exits the Engagement Zone from the front, they return to their latest trip. If a Jammer falls behind their initial trip through the Pack, passes on Blockers do not count toward scoring or lapping until they return to their initial trip through the Pack.

3.3. Verhindern von Punkten

Opponents can only avoid being scored upon by remaining ahead of the Jammer, or by ensuring that when they are passed, the pass is not earned.

Blockers Unable to be Passed

If a Jammer completes a trip through the Pack without the opportunity to earn a pass on an opponent, the Jammer earns a pass on that opponent. This includes but is not limited to:

  • Opponents who are ahead of the Engagement Zone when the Jammer completes their trip through the Pack by exiting the front of the Engagement Zone

  • Opponents who are ahead of the Engagement Zone at the end of the Jam when the Jammer is on a scoring trip and ahead of the rearmost Pack Blocker

  • Any Not On the Track Points (see Abschnitt 2.5) that the Jammer cannot earn because they complete their trip through the Pack without the opportunity to earn a pass on any opposing Blocker (which would earn them a pass on the off-the-track opponents)

  • Opponents who are Out of Play behind the Pack, if a Jammer reenters the track from the Penalty Box in front of that Blocker

Jammers Unable to Score Points

If a Jammer renders themself unable to score points–for example, by committing a penalty or by removing the Star–any Not On the Track Points they would have earned while unable to score are earned once they become able to score again. If an opponent’s action renders the Jammer unable to score–for example, a Jammer who is blocked out of bounds–the Jammer continues to score Not-On-the-Track points as usual.

3.4. Bestrafte Jammer

When a Jammer is penalized, they are considered to no longer be on the track (even if they are physically still on the track). Accordingly, a penalized Jammer cannot earn passes on any further opponents until that Jammer completes their penalty. Upon release from the Penalty Box, a Jammer returns to the same trip through the Pack, having scored on (and/or being in position to score on) the same Blockers.

3.5. Fehler beim Punkten und Spielstandsanzeige

The Official Score is that which is reported and visible to teams, Officials, and spectators.

Errors with Points Awarded Incorrectly

If a point is awarded (or denied) in error, or if a Jammer Referee has reported a score incorrectly, the score may be corrected no later than the end of the Jam after the one in which the error occurred. If there are fewer than 2 minutes in the game remaining on the period clock, score corrections must be made before the start (rather than the end) of the Jam after the one in which the error occurred.

Siehe: Points Awarded in Error (Irrtümlich anerkannte Punkte) und Points Denied in Error (Irrtümlich verweigerte Punkte)

Errors with Points Awarded Correctly

Points awarded (or denied) correctly, given the information available at the time, may not be taken away (or awarded) later. For example, a Jammer who exits the Engagement Zone and is awarded four points has earned those points, even if upon review they were found to have committed a penalty two trips prior (and thus would not have been able to earn those points).

4. Penaltys

When a Skater commits a rule infraction or a foul, a penalty may be assessed as a punishment, handicap, or loss of advantage. Penalties are applied to both a Skater and the Role that Skater is currently playing.

Officials signalisieren und sprechen Penaltys und Warnungen aus, wie sie im Spiel auftreten. Penaltys sollten nicht für Aktionen vergeben werden, die wenig bis keinen Einfluss auf das Spiel oder die Skater haben.

Die nachfolgenden Arten von Penaltys werden sowohl in den Abschnitten weiter unten, als auch im Casebook, das zu den Regeln für Flat-Track-Roller-Derby gehört, im Detail beschrieben. Diese Abschnitte enthalten spezifische Beispiele, denen explizit zu folgen ist.

Illegale Aktionen, die nicht klar in eine der nachfolgenden Kategorien fallen, sollten mithilfe der Beschreibungen und Beispiele als Richtlinien bestraft werden.

Opponent’s Illegal Action

Falls eine illegale Aktion einen Gegner dazu zwingt, ebenfalls eine illegale Aktion auszuführen, dann wird der Gegner kein Penalty für die unvermeidbare verbotene Aktion erhalten. Der erste Skater sollte für seine verbotene Aktion bestraft werden, wenn diese genug Einfluss auf das Spiel hatte.

4.1. Kontakt-Penaltys

Dass man eine bessere Position gegenüber einem Gegner erlangt oder einen Gegner in eine schlechtere Position gegenüber einem anderen Mitspieler zwingt, indem man illegalen Kontakt herstellt, wird immer als ausreichend hoher Einfluss auf das Spiel angesehen.

Star Passes may only be blocked by legal means. Skaters who prevent a Star Pass using illegal contact should be penalized.

4.1.1. Kontakt mit einer illegalen Target-Zone

Making contact to an Illegal Target Zone should be penalized based on the impact it has on the target (see Abschnitt 2.4.1).

Illegal Target Zones

Illegal Target Zones include:

  • Back of the body, including the back of the buttocks and the back of the thighs

  • Head, down to the collarbone

  • Legs, from below mid-thigh to the wheels of the skate

_images/target_zones.png

Abb. 4.1 Legale Target-Zonen

Illegal Target Zones Penalized Regardless of Impact

For safety reasons, avoidable forceful contact to the back, or any forceful contact to the head or neck should be penalized regardless of impact.

Initiation with an Illegal Target Zone

A Skater suddenly presenting an Illegal Target Zone to an opponent, giving that opponent no reasonable opportunity to avoid illegal contact, is considered to be initiating with that target zone.

4.1.2. Kontakt mit einer illegalen Blocking-Zone

Making contact with an Illegal Blocking Zone should be penalized based on the impact it has on the target (see Abschnitt 2.4.2).

Illegal Blocking Zones

Illegal Blocking Zones include:

  • Head, down to the collarbone

  • Forearm, from the point of the elbow to the fingertips

  • Legs, from below mid-thigh to the wheels of the skate

Forearms are considered a Legal Blocking Zone when they are held close against the initiator’s torso.

_images/blocking_zones.png

Abb. 4.2 Legale Blocking-Zonen

Illegal Blocking Zone Impact Examples

Examples of sufficient impact to warrant a penalty from using an Illegal Blocking Zone include, but are not limited to:

  • The contact puts an opponent significantly off balance;

  • The contact significantly alters an opponent’s trajectory or speed (for example, significantly holding them back);

  • The contact with an opponent allows the Skater to maintain an In Bounds position (that otherwise would not have been maintained); or

  • The contact with an opponent allows the Skater to maintain an Upright position (that otherwise would not have been maintained).

Illegal Blocking Zones Penalized Regardless of Impact

The following types of contact / blocks should be penalized regardless of the impact on the target.

  • Forceful contact initiated with the head or neck

  • Intentional use of the head or neck to positionally block

4.1.3. Other Illegal Contact

Initiating a block is legal when a Skater is moving counterclockwise, in play, upright, and in bounds during a Jam using Legal Contact Zones.

Accordingly, Skaters cannot initiate a block while Down, Out of Bounds, Out of Play, airborne, stopped, or skating clockwise. Skaters also cannot initiate a block on opponents who are Down, fully Out of Bounds, or Out of Play. Skaters may initiate a block on an opponent who is straddling the track boundary, stopped, or skating clockwise.

Actively maintaining a stopped position which impedes an opponent should be penalized regardless of the initiator of the contact.

Initiation of assists should be held to the same metrics as that of blocking, with the exception of assisting a downed teammate to return to an Upright position.

4.1.4. Multiplayer Blocks

Skaters may not form a wall by linking with or grasping a teammate, or otherwise forming an impenetrable connection. This action warrants a penalty if an opponent attempts to get between them and fails to do so due to the illegal formation.

4.1.5. Unsporting Contact

Some contact is considered unsporting, either because it falls outside the boundaries of expected normal gameplay or is inherently unsafe. Examples of such actions include:

  • Pinning an opponent, such as between an appendage and the body, or by hooking a limb around an opponent’s limb

  • Engaging in dangerous and illegal actions that pose a substantial hazard to oneself or another

  • Intentional and forceful jabbing with elbows or knees

Legal means of blocking do not include pinning or holding an opponent, even if the contact is made using legal Blocking Zones. Skaters who restrict opponents in this way should be penalized based on how the contact impacts a receiver’s safety.

4.2. Spielablauf-Penaltys

Wenn gegen grundsätzliche Regeln des Spiels in einer solchen Art verstoßen wird, dass es einem Team einen Vorteil verschafft, dann sollte die Person oder das Team, das gegen die Regel verstößt, bestraft werden.

Ein Team gewinnt einen Vorteil, wenn eine verbotene Aktion Folgendes zur Folge hat:

  • An opponent becoming (or remaining) unable to block

  • A gain of position or a teammate’s gain of position

  • The game flow being altered

4.2.1. Illegal Positioning

Failure to Maintain a Pack

If a Skater’s illegal action destroys the Pack, or if a Skater’s actions prevent or delay the reformation of a Pack, that Skater should be penalized.

Skaters in an Unblockable Position

It is illegal to adopt or maintain a position in which one cannot be blocked. Skaters may not intentionally leave the track, nor may Blockers intentionally leave the Engagement Zone. While there are many legal actions that would cause a Skater to be put into an illegal position (for example, Out of Bounds or Out of Play), intentionally adopting such a position is illegal. It is legal for Jammers and Pivots to either leave the track or adopt a Down position to retrieve an Out of Bounds helmet cover. A Skater who is illegally positioned must immediately act to regain a legal position.

Skaters With Reason to Believe they are Legally Positioned

Wenn ein Skater einen Grund hat, zu glauben, dass er sich in einer legalen Position befindet (auch wenn er dies nicht ist), oder einen Grund hat, zu glauben, dass er nicht regelkonform in eine legale Position zurückkommen kann, so muss er gewarnt werden, bevor ein Penalty gegen ihn verhängt wird, weil er nicht in eine legale Position zurückkehrt.

Skaters Illegally Positioned at Jam Start

If a Skater is not legally positioned at the start of a Jam, the Skater must immediately Yield position to all Skaters in the vicinity. Failing to do so after a warning is considered to be intentionally maintaining an illegal position and should be penalized.

4.2.2. Seine Position verbessern

It is illegal for a Skater to use the Out of Bounds area to gain position on someone who is Upright and In Bounds. This action is referred to as „cutting the track.“ Skaters who are Out of Bounds must return in bounds behind any Upright and In Bounds Skater who they were behind when they left the track. The position of Downed Skaters is not assessed until they are Upright.

If there is a Pack, Skaters who are Out of Bounds may return In Bounds in front of any Out of Play Skaters. If there is no Pack, Skaters who are Out of Bounds may return In Bounds in front of any Skaters more than 20 ft (6.10 m) from the last defined Pack.

Cutting one single teammate does not have enough impact to warrant a penalty.

Skaters Returning to the Track

Skaters who intentionally, but legally, leave the track (examples include to report to the Penalty Box or to fix equipment) must return to the track behind all in-play Blockers. If there is no Pack, they must return to the track behind all Blockers within 20 ft (6.10 m) of the last defined Pack. Skaters returning to the track from the Penalty Box must do so without illegally gaining position.

Skaters Out of Bounds Due to a Block

If a Skater is put Out of Bounds due to an opponent’s block, the Skater must return In Bounds behind that opponent, even if the Skater was in front of the opponent before being blocked. That opponent gives up this advantage if they go Down, Out of Bounds, or Out of Play (or more than 20 ft [6.10 m] from the last defined Pack if there is no Pack) prior to the Skater reentering the track. Skaters other than the initiator of the block are able to reestablish their superior position if they are Upright, In Bounds, and In Play before the Skater returns to the track.

Ceding Illegal Position

Skaters who illegally reenter the track may immediately Cede by returning fully Out of Bounds.

4.2.3. Interfering with the Flow of the Game

All efforts should be made by teams and Officials to ensure that the period clock runs according to the rules of the game, and that Jams start and end as specified in the rules. Any inappropriate action that interferes with the game—including causing the period clock to stop, preventing a Jam from starting, or ending a Jam prematurely—should be penalized.

Examples of inappropriate actions include, but are not limited to:

  • Penalized Skaters not in the Penalty Box at the Jam start

  • Skaters queued for the Penalty Box not on the track at the Jam start

  • No Blockers from one team on the track at the Jam start

  • All Blockers from one team entirely out of position at the Jam start

  • Either team not fielding a Jammer for the Jam

  • A team fielding too many Skaters during a Jam which results in an advantage that cannot be removed by the removal of the extra Skater(s)

  • A team successfully requesting a Team Timeout when they have none remaining

  • A team member who is neither the Captain nor the Alternate successfully requesting a Team Timeout or Official Review

Officials and Skaters should work together to ensure that the game flows according to the rules.

4.2.4. Weitere technische Fouls

Skaters who violate the rules of the game should be penalized if the violation has a significant impact on the game. Examples of this are listed in the Rules of Flat Track Roller Derby Casebook; however, Skaters and Officials should work to ensure that the rules are followed as swiftly as possible, and to rectify any illegal or potentially illegal play before it has sufficient impact on the game to warrant penalization. Nevertheless, if a technical violation by one team results in an advantage, this should be penalized.

4.3. Penalties for Unsporting Conduct (Misconduct)

All participants in a game of roller derby must be respectful of one another. This includes but is not limited to Skaters, Team Staff, Officials, mascots, event staff, and spectators. When Skaters or Team Staff behave in an unsporting manner, their misconduct should be penalized accordingly.

Misconduct can take many forms and does not have to be intentional to be considered unsporting. Examples include, but are not limited to:

  • Deceiving or ignoring Officials

  • Disrespectful contact or conduct directed at another participant

  • Forceful contact to an Official, where that contact is negligent or avoidable

  • Being abusive toward another person

  • Failure to abide by Governing Body policies during the game pertaining to Skaters, Team Staff, and the immediate play area

Actions which seriously undermine the legitimacy of the sport or display a lack of respect for the sport, its execution, and those who contribute to it may also be penalized.

4.4. Penaltys durchsetzen

Upon completion of the correct verbal cue and hand signal from an Official, the penalized Skater must immediately leave the track. Upon sitting in any seat in the Penalty Box, the Skater’s penalty time begins. Skaters serve 30 seconds of Jam time for each penalty assessed to them. The final 10 seconds of their penalty time must be served while standing.

  • Wenn ein Skater zu früh aufsteht, wird die Strafzeit angehalten, bis sich der Skater wieder hinsetzt.

  • Wenn ein Skater nicht in der Art und Weise steht, dass es für Officials, Skater und Zuschauer klar ist, dass er die letzten 10 Sekunden der Strafzeit absitzt, stoppt die Zeit, bis er wirklich steht.

Penalties are only timed while a Jam is in progress. Penalty timing is paused between Jams, and timing for Skaters who sit between Jams does not begin until the start of the following Jam.

Niemand darf den Penalty-Box-Bereich betreten, außer Officials und Skater, die Penaltys absitzen.

4.4.1. Vollzug von Penaltys für Blocker

No more than two Blockers for the same team may sit in the Penalty Box at the same time. If a third Blocker reports to the Penalty Box while two Blockers for their team are seated, the third Blocker will be placed In Queue and instructed to return to play. If a Blocker is standing in the Penalty Box, another Blocker may sit in the open seat.

A Blocker In Queue may return to the Penalty Box when there is space in the Penalty Box, unless doing so would destroy the Pack. A Blocker must immediately return if instructed to do so by an Official. Once a Blocker In Queue returns to the track, they should be treated like any other unpenalized Blocker.

4.4.2. Vollzug von Penaltys für Jammer

Die Strafzeit eines Jammers kann sich verkürzen, wenn der andere Jammer ebenfalls ein Penalty erhält. In diesem Fall sitzen die beiden Jammer so wenig Zeit wie möglich ab, solange:

  1. The two Jammers serve an equivalent amount of penalty time, per penalty

  2. Whenever possible given point 1, there is at least one Jammer who is not serving a penalty

Jammer, die wegen eines Penaltys des anderen Jammers entlassen werden, werden schnellstmöglich entlassen, sobald der andere Jammer sitzt. Wenn beide Jammer gleichzeitig sitzen, dann werden beide Jammer sofort entlassen.

Jammers Seated Between Jams

If one Jammer sits between Jams, the other Jammer should be released at the start of the next Jam. If both Jammers sit between Jams, they should both be released at the start of the next Jam.

Jammers Sent to the Box with No Opposing Jammer

Wenn ein Jammer in die Penalty-Box geschickt wird, falls kein gegnerischer Jammer im Spiel ist (beispielsweise, weil der gegnerische Jammer ein Problem mit der Ausrüstung hat), dann wird der Jam beendet, sobald der Jammer sitzt. Dies stellt sicher, dass es immer einen Jammer gibt, der kein Penalty absitzt.

4.4.3. Skaters Unable to Serve Penalties

If a Skater is assessed a penalty but unable to serve it—for example, due to an injury or an equipment malfunction—a substitute may serve in their place once the Jam ends. In this case, the Skater who was unable to serve their own penalty may not skate for the following three Jams. (see Abschnitt 1.2)

4.4.4. Protective Gear in the Penalty Box

Skaters may remove their mouthguard, but no other protective gear, while seated in the Penalty Box. Skaters must replace their mouthguard prior to leaving the Penalty Box.

4.5. Foul-out und Spielverweis

Foul Outs

When seven penalties are recorded for a Skater, that Skater fouls out of the game. This includes penalties assessed to a Skater on behalf of someone else (examples include penalties assessed to a Captain or a Blocker on behalf of their team).

Expulsions

Expulsions are a way to penalize a Skater or Team Staff who has committed an act that is sufficiently dangerous or unsporting as to remove the individual from the game for that action alone. Negligent, intentional, or reckless actions should be considered for expulsion independently of their impact. A substitute must serve the penalty for an expelled Skater. If a Non-Skater is expelled, the team’s Captain will serve the penalty when possible (as a Blocker), but no penalty will be recorded for the Captain.

The Head Referee is the only Official with the authority to expel a Skater, manager, coach or similar Team Staff. Other Officials may recommend expulsions to the Head Referee.

Timing Skaters Removed From Play

In the event that a Skater is to be removed from play (either due to fouling out or expulsion), that Skater’s penalty time should begin as soon as possible. Timing for a fouled-out Skater begins either when the Skater (or an appropriate substitute between Jams) is seated in the Penalty Box, or after the foul out is confirmed between Officials during the Jam. If a Skater is removed from the game mid-Jam, their penalty will be timed as if a Skater were seated even though there is no Skater formally in the Box.

In the event a Skater is to be removed from play mid-Jam and would be In Queue upon reporting to the Penalty Box, that Skater should not be instructed to return to play. Instead they should be instructed to remain standing beside the Penalty Box until a seat opens and their penalty time can begin.

Substitutions for Skaters Removed from Play

If the Jam ends before the time is complete, the Skater’s team must be given the opportunity to substitute a different Skater to serve the remainder of the penalty in the same Role as the removed Skater. Substitutions may not occur during the Jam in which the Skater is removed.

5. Aufgaben der Officials

5.1. Besetzung

In jedem Spiel müssen genug skatende Officials (Referees) zur Verfügung stehen, um folgende Informationen in Echtzeit zu verfolgen:

  • The location of the Pack and Engagement Zone

  • Which Blockers are Out of Play

  • Who the Jammers are

  • Which Jammer (if any) is Lead Jammer

  • How many points each Jammer has scored

One Referee is designated the Head Referee. In addition to their authority on matters such as communications with Teams and expulsions, it is also the Head Referee’s responsibility to oversee the safety of all participants during a game. In instances where a Skater has repeatedly proven to be a significant safety concern to themselves or others on the track, the Head Referee may use their discretion to remove that Skater from play without the necessity of an expulsion.

5.1.1. Unterscheidung

Referees sind verantwortlich für Vergabe und Vollzug von Penaltys, sie müssen auf Skates sein und Kleidung tragen, die sie klar als Referees kennzeichnet. Referees müssen voneinander unterscheidbar sein, beispielsweise durch einen Namen oder eine Nummer auf der Uniform.

5.1.2. Anforderungen

Each game must also staff enough Officials to effectively track the state of the game such that the rules can be enforced in real time. The number, role, and positioning of Officials may vary based on available technology and the limitations of the venue, but the following information must be available upon request:

  • The Official Score

  • The Official Jam Time

  • The Official Period Time

  • Which Skaters have been assessed how many penalties, and which have been served

  • Which Skaters are not allowed to skate (for example, due to expulsion, fouling out, or having a Jam called for their injury)

  • How long a given Skater has been seated for each penalty

Einzelne Officials können mehrere Aufgaben erfüllen, soweit dies nicht die Genauigkeit der zuvor genannten Informationen beeinträchtigt.

5.2. Pflichten

Alle Officials sind verantwortlich für ein sicheres und reibungsloses Spiel, indem sie sicherstellen, dass die Spielregeln befolgt werden. Dies beinhaltet u. a.:

  • Ensuring that each team has an acceptable number of Skaters on the track

  • Ensuring that each team has an acceptable number of Skaters in certain positions on the track

  • Ensuring that the game is played legally

  • Timing Jams, Periods, penalties, and the time between Jams (including timeouts and reviews)

  • Signaling the starts and ends of Jams

  • Signaling who is the Lead Jammer

  • Signaling how many points each Jammer earns on each trip through the Pack

  • Informing Skaters and Team Staff of the state of the game when asked (to the best of their ability given the constraints of their responsibilities)

  • Calling Official Timeouts when additional time is needed; this may include a need to ensure that:

    • Game information has been correctly recorded

    • Gameplay is safe

    • Injured Skaters have been taken care of

    • The teams are informed regarding anything out of order

Officials may call off Jams at their discretion. Reasons may include but are not limited to injury, technical difficulty, interference in a Jam by spectators or other Skaters, unsafe play, or illegal play that cannot be rectified via penalty assessment.

5.3. Kommunikation zwischen Skatern und Officials

All communication between Skaters, Team Staff, and Officials must be respectful. The Head Referee may, at their discretion, limit the extent to which Skaters may communicate with Officials.

Communication of In Play Status

Officials should provide any information necessary for a Skater to know whether they are In Play, including the location of the Pack. Skaters who reasonably believe that they are In Play should not be penalized for technical infractions that pertain to being Out of Play, unless such a warning has been given (examples include failure to return to play, to reform a Pack, or to Yield after committing a false start).

Erroneous Official Communication

If an Official provides erroneous information to a Skater, the Skater will not be penalized for actions taken based on that information. For example, if a Penalty Box Official releases a Skater early, the Skater will not be penalized for leaving once released. Likewise, if a Jammer calls off a Jam while their Jammer Referee is indicating that they are the Lead Jammer, said Jammer will not be penalized for calling off the Jam illegally, even if they are not in fact Lead. An absence of information provided (for example, an Official not providing a warning) is not considered erroneous.

5.4. Penaltys vergeben

All Referees may assess penalties to Skaters for illegal actions that have impact on the game. Non-Skating Officials may assess penalties that are relevant to their role as an official in the game, unless prohibited from doing so by the Head Referee. Officials will use their judgment under the guidelines set forth in the Rules of Flat Track Roller Derby Casebook.

Penalties must be assessed as soon as possible and at a volume sufficient to be heard by the penalized Skater and relevant Officials given the constraints of the venue. Until this has occurred, nobody is required to behave as if the Skater has been penalized.

Certainty Required to Assess Penalties

Kein Penalty darf vergeben werden, wenn sich der Official nicht sicher ist, ob es gerechtfertigt ist. Wenn ein Official nicht entscheiden kann, ob eine Aktion ein Penalty rechtfertigt, dann entscheidet der Head-Referee.

Assessing Penalties to the Only Blocker from a Team on the Track

Falls der einzige Blocker eines Teams, der sich auf dem Track befindet, ein Penalty erhält, dann sollte er nicht vom Track geschickt werden, bis ein anderer Blocker seines Teams ins Pack zurückkehrt.

Penalties with Uncertain Recipients

If a penalty is warranted, but it is not clear to whom the penalty should be assessed, an Official should assess the penalty to the nearest Blocker from the appropriate team if the action is committed mid-Jam, or to the team’s Captain if the action is committed between Jams. If an Official is not certain which team is responsible, no penalty should be assessed.

Penalties Assessed to Off Skates Staff

If off-skates Team Staff commit a penalty, the penalty should be assessed to the appropriate team’s Captain.

Penalties Assessed to Team Captains

If a penalty is assessed to a Captain due to the fact that they are the Captain, they will serve the penalty in the next jam in which they are able to serve as a Blocker.

Anhänge

Appendix A: Track Design and Specifications (PDF download)

Glossar

Einige Wörter oder Konzepte, die in diesem Regelwerk vorkommen, haben eine spezifische oder technische Bedeutung und werden in diesem Abschnitt definiert. Alle Wörter, die im Regelwerk vorkommen, jedoch hier nicht definiert werden, sollten als allgemeinsprachliche Wörter behandelt werden. Falls es mehr als eine nachvollziehbare Interpretation eines allgemeinsprachlichen Wortes gibt und dies einen merklichen Einfluss auf das Spiel hat, wird die Bedeutung vom Konsens der Officials des Spiels bestimmt.

Actively Absorbing

Any movement toward oncoming contact intended only to protect the recipient of the contact.

Vorne

One thing (for example, a Skater, a line, the Pack) is „ahead“ of another thing, in relation to the track, if it is nearer in the counterclockwise direction than the clockwise direction. (see also Behind).

Alternate

The Captain may designate an additional person to act on their team’s behalf via a visible „A“ on their uniform or body; this person is the Alternate. The Alternate may be a teammate, coach or manager. A team may only have one Alternate. If one has not been selected, or has left the game, the Captain may designate a different Alternate by informing the Head Referee.

Apex-Jump (Scheitelpunkt-Sprung)

An attempt to legally shorten the distance traveled around the curve of the track by leaping over the track boundary and landing back In Bounds.

Assist (Hilfestellung)

Einen Mitspieler physisch beeinflussen. Übliche Beispiele wären ein Schubser oder ein Whip.

Hinten

One thing (for example, a Skater, a line, the Pack) is „behind“ another thing, in relation to the track, if it is nearer in the clockwise direction than the counterclockwise direction (see also Ahead).

Blocker

The Skaters who form the Pack. Up to four Blockers from each team may skate, per Jam. One Blocker per Jam, for each team, may be a Pivot.

Blocking-Zonen

Körperteile, mit denen man einen Gegner bei der Ausführung eines Blocks treffen darf.

Captain (Mannschafts-Captain)

Der Skater, der am „C‟ auf seinem Körper oder seiner Kleidung erkennbar ist und für das gesamte Team sprechen kann. Wenn keiner bestimmt wurde oder der Captain das Spiel verlassen hat, dann muss das Team, wenn nötig, einen neuen Captain bestimmen und kann dies jederzeit tun, indem es den Head-Referee informiert (z. B. muss ein neuer Captain bestimmt werden, wenn gegen den Captain ein Penalty vergeben wird).

Ceding

A Skater who enters the track from Out of Bounds in a way that results in an illegal gain of position may Cede that gain without penalty. In order to Cede, the Skater must immediately return fully Out of Bounds before re-entering the track. Straddling the track boundary is not sufficient to constitute Ceding.

Gegen-Block

Any motion/movement toward an oncoming block by the receiving opponent designed to counteract an opponent’s block. Counter-blocking is treated as blocking and held to the same standards and rules (except where specified). Continued engagement which goes beyond countering the initial effect of the opponent’s block should be considered a separate block, and judged separately.

Down (am Boden)

A Skater is down when part of the Skater’s body or equipment (aside from skates) is touching the floor. A Skater whose only contact with the floor (aside from skates) is one hand is not considered down. Once down, a Skater is considered down until the Skater is standing, stepping, or skating.

Engagement-Zone (Aktions-Zone)

The zone in which Blockers are In Play and may legally engage and be engaged. The Engagement Zone extends from 20 ft (6.10 m) behind the rearmost Pack Skater to 20 ft (6.10 m) in front of the foremost Pack Skater, between the inside and outside track boundaries.

Aktion/Interaktion

Any sort of interaction with another Skater on the track during a Jam (see also Assist and Blocking Abschnitt 2.4).

Etablierte Position

Where a Skater is physically; an area of the track where the Skater has secured their place. Examples include up, In Bounds, Down, Out of Bounds, In Play, and Out of Play.

Exiting the Track

(Penalty Enforcement) Exiting the track to the outside in order to report to the Penalty Box.

Spielverweis

Entfernung eines Skaters oder Teambetreuers vom Rest des Spiels durch den Head-Referee für eine schwere Regelverletzung, beispielsweise physische Gewalt oder jegliche Handlung, die von den Officials als außerordentliche physische Gefahr für andere angesehen wird.

Falling-Small („klein fallen“)

Ein Skater ist „klein gefallen“, wenn er fällt und seine Arme und Beine kontrolliert an seinem Körper hält, ohne mit den Armen zu rudern oder gespreizte Beine zu haben.

Forceful Contact

Abrupt contact (such as hitting or striking) with a significant amount of strength and energy or any contact that either has the potential to harm the recipient or significantly alter their position, balance, speed, trajectory, etc. (regardless of whether that potential is actualized).

Foul-out

Spielverweis durch einen Official für den Rest des Spiels, wenn sieben Penaltys für einen Skater vergeben worden sind.

Governing Body

The organization responsible for the sanctioning of the game; or in an unsanctioned game, the organization responsible for determining the terms of the game, such as a tournament, local league, or other person(s) serving in that role.

Greifen

Aktiv etwas greifen; z. B. ein Kleidungsstück oder die Helmhaube eines Mitspielers greifen oder an den Händen halten. Der Arm des greifenden Skaters, von der Hand aufwärts (doch exklusive der Hand) bis zur Schulter, wird als Teil des „Greifens‟ angesehen. Der Mitspieler wird nicht als Teil des Greifens angesehen, außer wenn dieser unabhängig davon selbst auch greift.

Head-Referee

One Referee will be designated the Head Referee. The Head Referee is the ultimate authority of the game.

Hüften

Die seitlich herausragende Erhebung des Beckenknochens oder des Beckenbereichs von der Taille bis zum Oberschenkel. Der zentrale Punkt dieses Bereichs bestimmt einen Pass, egal in welche Richtung ein Skater gerichtet ist.

Illegal-Procedure (Technisches Foul)

Jedes technische Foul, das einen Regelverstoß darstellt.

Schnellstmöglich

The first safe and legal opportunity in which someone may complete an action.

Impeding

Actions that restrict an opponent’s speed and/or trajectory in any direction on the track.

Undurchdringbar

Eine Wall („Wand‟ aus Spielern) wird von einer bestimmten Richtung als undurchdringbar angesehen, wenn ein Gegner physisch Knochen und Gelenke brechen müsste, um einen oder mehrere Skater in der Wall zu passieren. Der Teile, die physisch gebrochen werden müssten, werden als „undurchdringbar‟ angesehen. Wenn z. B. zwei Mitspieler mit den Armen hinter ihrem Rücken vorwärts fahren, dann stellen die Arme eine undurchdringbare Wall dar, sodass ein Gegner nicht zwischen dem Paar durchfahren könnte, ohne den Arm einer der beiden Blocker zu brechen.

In-bounds (innerhalb der Trackbegrenzungen)

A Skater is In Bounds if the only points at which they are touching the floor are on or in between the track boundary lines. A Skater who touches the floor beyond the track boundary with only one arm or hand is still considered in bounds (see also Out of Bounds, Straddling).

In-play

A Blocker is In Play when they are In Bounds and Upright within the Engagement Zone. Jammers who are In Bounds and Upright are always In Play.

In Position

A Skater is In Position when they are on the track, In Bounds, and in the designated area for their Role when the Jam-Starting Whistle is blown.

Auf der Warteliste

Aktiv am Spiel teilnehmen, obwohl man ein Penalty abzusitzen hat, normalerweise, wenn man auf den Track zurückgeschickt wurde, weil die Penalty-Box voll ist, oder wenn man ein Penalty erhält, während man der einzige Blocker auf dem Track ist.

Initiator

The Skater who is responsible for contact happening to an opponent (initiating a block) or teammate (initiating an assist). A Skater can also initiate their own assist by taking a whip off of a teammate’s body, or initiate a Counter-Block in response to an opponent’s block. The initiator of a block or assist is always responsible for the legality of the contact.

After a counter-block, continued engagement by the counter-blocking skater should be considered a new action, with the skater responsible for the continued contact considered the initiator. The legality of this action should be judged separately from the initial block and counter-block.

Insubordination (Ungehorsam)

Wenn man absichtlich oder durch Nachlässigkeit den Anordnungen der Officials nicht folgt. Ungerechtfertigtes oder unangebrachtes Benehmen als Folge von absichtlicher Missachtung der Regeln.

Jam

Die Grundeinheit des Spiels. Ein Jam kann bis zu zwei Minuten dauern.

Jammer

Der Skater, der für sein Team Punkte erzielen kann.

Lap/Lapping

One Skater has lapped an opponent if the Skater has passed the opponent twice in a row without the opponent having passed the lapping Skater in between. If a Jammer passes an opponent for the second time, but the second pass was not „earned,“ the Jammer is still said to have lapped that opponent, and may earn a „re-pass“ on said opponent to score the missed point.

Lead-Jammer

The Lead Jammer is the first Jammer to establish superior position to the foremost In Play Blocker, having already earned a pass on all Blockers excluding those ahead of the Engagement Zone.

Lineup Time

The time where the period clock continues to run between the end of one Jam, and either until the start of the next Jam (when a maximum of 30 seconds have elapsed) or a timeout is called, whichever occurs first. There may only be one lineup time between two consecutive Jams, and the lineup time cannot be restarted if stopped for a timeout.

Link/Verbinden

Mit dem Armen unterhaken. Die Arme beider Skater bis unterhalb der Schulter gelten als Teil des „Links“.

Keine Auswirkung

Ein Regelverstoß, der begrenzte Auswirkung auf die Sicherheit und das Spiel selbst hat und kein Penalty rechtfertigt.

No-Pack

When there is not a group of Blockers (from both teams) skating within 10 ft (3.05 m) of each other, or when there are two or more equally numbered groups of Blockers not skating within 10 ft (3.05 m) of each other.

Not-On-the-Track (NOTT) Point

A point given for an opponent who is not on the track (such as Skaters in the Penalty Box) that the Jammer earns immediately upon earning a pass on any opposing Blocker, per trip through the Pack. (see Abschnitt 2.5)

Out-of-bounds (außerhalb der Trackbegrenzungen)

A Skater is Out of Bounds when part of the Skater’s body or equipment is touching the floor beyond the track boundary. One arm or hand touching the floor beyond the track boundary does not render a Skater out of bounds (see also In Bounds, Straddling, Ceding).

Out of Bounds (Fully)

A Skater is fully Out of Bounds when they meet the criteria for being Out of Bounds, and no parts of the Skater’s body or equipment are touching the floor on or between the track boundary lines (see also Out of Bounds, Straddling, Ceding).

Out-of-play (im Abseits)

A Blocker who is In Bounds, but positioned outside of the Engagement Zone. If no Pack is defined, all Blockers are Out of Play. When a Jammer is Out of Bounds, they are Out of Play.

Pack

The largest group of in-bounds Blockers, skating or standing in proximity (within 10 ft [3.05 m]), containing members from both teams. The Jammers are independent of this definition.

Pack-Skater

Jeder Blocker, der Teil des regelkonformen Packs ist.

Passieren
Zählbarer Pass

Siehe Abschnitt 2.5

Star-Pass
Star-Pass

Das Übertragen des Jammer-Status, indem der Jammer seine Helmhaube (den „Star“) dem Pivot übergibt.

Penalty

Penalty bezeichnet sowohl einen Regelverstoß, für den ein Spieler eine Strafzeit in der Penalty-Box ableisten muss, als auch die eigentliche Bestrafung durch Ableisten von Strafzeit aufgrund eines Regelverstoßes.

Pivot

A Blocker with additional abilities (see Abschnitt 2.2.3).

Points Awarded in Error (Irrtümlich anerkannte Punkte)

Punkte, die nicht regelkonform durch einen Jammer erzielt und dem Team zu Unrecht und/oder durch einen Fehler eines Officials oder eine technische Fehlfunktion anerkannt wurden.

Points Denied in Error (Irrtümlich verweigerte Punkte)

Similar to Points Awarded in Error, Points Denied in Error are points that have been legally earned by a Jammer but have not been added to the Official Score due to delay, an error by an Official, or as the result of a technology malfunction.

Positionelles Blocken

Blocken ohne Kontakt; sich selbst so positionieren, dass man die Bewegung eines Gegners auf dem Track einschränkt. Positionelles Blocken muss nicht absichtlich sein.

Schutzausrüstung

Skaters must wear helmet, mouthguard, wrist guards, elbow pads, and knee pads so long as they provide additional protection and the Skater is physically able to wear them. Skaters shall not be penalized if the equipment does not provide additional protection for the Skater.

Erneutes Passieren

Wenn man einen Gegner passiert, der bereits in der aktuellen Runde passiert wurde. Dies ist am wichtigsten für den Jammer, der an einem Gegner vorbeikommt, ohne dass der Pass zählt. Ein solcher Jammer würde keinen Punkt für diesen Gegner erhalten, aber könnte den Gegner erneut passieren, diesmal legal und zählbar, um diesen Punkt zu erzielen.

Relative Position

A Skater’s location, when In Bounds and Upright, in relation to other Skaters involved in the action. Relative position is said to be „gained“ or „lost“ if this location changes in a way that gives or loses some advantage (for example, one Skater passing another, or being knocked Down, Out of Bounds, or Out of Play). Relative position is only measured in the counterclockwise direction.

Role

Each Skater has one of three Roles: Jammer, Pivot, or Blocker. The Role of Jammer may be transferred to the Pivot once per jam by a Star Pass. The Role of Pivot may not be transferred during a Jam.

Aufstellung

Die Liste der Skater eines Teams und ihrer Nummern, die spielberechtigt sind.

Sitzen

Wenn das Gesäß eines Spielers vollen Kontakt mit der Sitzfläche eines Stuhls oder einer Bank hat.

Skating - Direction of Travel

A Skater’s direction of travel (for example, counterclockwise, lateral, or clockwise) is measured by the skates moving relative to a line perpendicular to the inside track boundary. If the skates are moving in opposite directions, direction of travel is determined by the hips.

Stehen

A Skater holding their body weight on their skates, such that they are not Down and it is obvious to Officials, Skaters, and spectators that they are not Sitting.

Stillstehen/Gestoppt sein

Wenn ein Spieler mit seinen Skates keine Bewegung in irgendeine Richtung macht.

Straddeln

A Skater is straddling when they are simultaneously touching the floor on or between the track boundary lines and beyond the track boundary. Touching the floor beyond the track boundary with only one arm or hand does not render a Skater straddling. Straddling Skaters are considered Out of Bounds, except where otherwise noted (see also In Bounds).

Auswechslung

Einen Spieler auf dem Track oder in der Penalty-Box durch einen Mitspieler ersetzen.

Der Star (Stern)

Die Jammer-Helmhaube mit zwei Sternen, je einem an jeder Seite.

Der Streifen

Die Helmhaube des Pivots, die einen langen Streifen in der Mitte hat.

Target-Zonen

Körperteile eines Gegners, mit denen ein Skater Kontakt hat, wenn er ihn blockt.

Trip durch das Pack

Jammers make trips through the Pack. Each trip represents an opportunity to score points on opponents. (See Abschnitt 3).

Auf den Skates sein

Any Skater who is not considered Down.

Warnung

Ein formaler, verbaler Hinweis von einem Official, dass die Spielweise regelwidrig ist, oder kurz davor ist, regelwidrig zu werden, sodass der Skater sein Verhalten verändern kann.

Yielding

A Skater who is required to Yield must allow any Skaters in their vicinity to assume a superior Relative Position. A Skater who allows a reasonable time for this to occur has Yielded, whether or not any Skaters took advantage of the opportunity.


Casebook (Fallbeispiele)

1. Spielgrundlagen und Sicherheit

Keine Szenarios für den Abschnitt Abschnitt 1.

2. Gameplay

2.1. Der Track

Keine Szenarios für den Abschnitt Abschnitt 2.1

2.2. Skater Roles

For each Jam, a team must field one Jammer and at most four Blockers. One of these Blockers may be designated as the Pivot. Any Skaters who are not completely on the track at the Jam-Starting Whistle may not participate in the Jam, and do not count toward these limits.

—Ursprung: Abschnitt Abschnitt 2.2

Scenario C2.2.A

Scenario moved and renumbered to Scenario C2.2.6.A

Scenario C2.2.B

Scenario moved and renumbered to Scenario C2.2.6.B

Scenario C2.2.C

Scenario moved and renumbered to Scenario C2.2.6.C

Scenario C2.2.D

Scenario moved and renumbered to Scenario C2.2.6.D

Scenario C2.2.E

Scenario moved and renumbered to Scenario C2.2.6.E

Scenario C2.2.F

White Pivot is seated in the Penalty Box. Between Jams, three White Blockers—one of whom is wearing a Stripe—line up on the track.

Resultat: Wenn der Jam startet und zwei weiße Skater eine Pivot-Haube tragen, dann sollten die Officials den weißen Blocker auf dem Track anweisen, seine Haube abzunehmen.

Begründung: Der Skater, der sich in der Box befindet, wird als weißer Pivot für den Jam angesehen. Wenn sich das weiße Team mit der richtigen Anzahl an Blockern auf den Track begibt, muss man nicht den „zusätzlichen“ weißen Pivot auf die Bank zurückschicken.

Beachte: Falls sich der weiße Blocker weigert, die Helmhaube abzunehmen, sollte der weiße Blocker bestraft werden. Einer Anweisung über inkorrektes Spiel nicht Folge zu leisten, gilt als Ungehorsam.

Beachte: Falls der weiße Blocker Funktionen eines Pivots ausführt, bevor er die Helmhaube abnimmt, dann sollte der weiße Blocker ein Penalty erhalten, auch wenn es vorher keine Verwarnung gab, da das illegale Tragen der Pivot-Haube Auswirkung auf das Spiel hatte.

Scenario C2.2.G

Scenario moved and renumbered to Scenario C2.2.6.F

Scenario C2.2.H

Scenario moved and renumbered to Scenario C2.2.6.G

2.2.1. Jammer

Der Jammer ist der Skater, der bei Beginn des Jams, sichtbar in Besitz der Jammer-Helmhaube (auch „Star“ genannt) ist.

—Ursprung: Abschnitt Abschnitt 2.2.1

Scenario C2.2.1.A

Red and White Skaters repeatedly shift positions between Jams. As the Jam starts, Red 34 is lined up fully behind the Jammer Line but is not wearing the Star, while Red 27 is lined up fully in front of the Jammer Line and is wearing the Star.

Resultat: Rot 27 ist der Jammer.

Begründung: Rot 27 ist der Skater im Besitz des Stars. Der Star zeigt, wer der Jammer ist. Beide Skater sollten ein Penalty bekommen, da sie sich zu Beginn des Jams komplett out-of-position befanden.

Keep in Mind: Once the Jam starts, the Jammer Referee should communicate to Red 27 that they are the Jammer for this Jam. Since the rules do not accommodate for Jammers who forget their helmet covers, starting position should not take precedence over wearing the Star. In this case, both the Jammer (Red 27) and the Blocker (Red 34) have started the Jam in illegal starting positions.

Scenario C2.2.1.B

Before the Jam-Starting Whistle, Red Jammer skates backward. They come to a quick stop and sprint forward at the Jam-Starting Whistle.

Outcome: If Red Jammer was moving clockwise or stopped when the whistle occurred, nothing should be done. If Red Jammer turned counterclockwise earlier and was gaining speed, this should be treated as a False Start.

Begründung: Jammer dürfen beim Startpfiff eines Jams nicht in Richtung gegen den Uhrzeigersinn beschleunigen.

2.2.2. Lead-Jammer

A Jammer becomes ineligible to earn Lead during a Jam if they commit a penalty during that Jam or the Lineup Time before that Jam, exit the front of the :term:`Engagement Zone` without having earned Lead, remove their helmet cover, or have their helmet cover removed by a teammate.

—Ursprung: Abschnitt Abschnitt 2.2.2

Scenario C2.2.2.A

Red Jammer starts the Jam with their helmet cover inside-out. The stars are not visible with high contrast. They remove the cover, invert it, and put it back on their helmet. They then legally pass all Skaters, including the foremost Blocker.

Resultat: Der rote Jammer wird als Lead erklärt.

Begründung: Da der rote Jammer nicht die Möglichkeit hatte, den Lead zu erhalten, bevor er den Star vom Kopf nahm, verliert er die Fähigkeit dazu nicht.

Beachte: Falls der rote Jammer den Star entfernt hätte, als der Star sichtbar war, hätte er die Fähigkeit, den Lead zu erhalten, verloren.

Scenario C2.2.2.B

Red Jammer exits the Engagement Zone but does not earn Lead Jammer. White Jammer is knocked down, but not Out of Bounds. While White Jammer is down, the opposing Blockers—including the foremost Blocker—all skate clockwise behind them. White Jammer then stands back up.

Resultat: Der weiße Jammer sollte zum Lead-Jammer erklärt werden, sobald er steht.

Rationale: By skating clockwise behind White Jammer, the Red Blockers gave up their superior position. As such, White Jammer earned those passes and they count toward earning Lead.

Scenario C2.2.2.C

White Jammer makes their way through the Pack on their initial trip, while Red Jammer remains stuck at the rear. Through numerous blocks and changes in position, White Jammer earns a pass on all Blockers, but none of them are the foremost Blocker in the Pack when White Jammer earns the pass.

Resultat: Der Jammer-Referee sollte den weißen Jammer (noch) nicht zum Lead-Jammer erklären.

Rationale: White Jammer has earned a pass on all Blockers, but has never established superior position to the foremost Blocker in the Pack. Lead Jammer is earned when the Jammer has earned a pass on all In Play Blockers and established a superior position to the foremost In Play Blocker.

Scenario C2.2.2.D

Red Jammer passes all Blockers on their initial trip through the Pack, except for one White Blocker. Red Jammer legally pushes White Blocker to the front of the Engagement Zone, and then Out of Play.

Resultat: Der rote Jammer wird zum Lead-Jammer erklärt, sobald der weiße Blocker die Engagement-Zone verlässt.

Rationale: Red Jammer only needs to pass the In Play Blockers to earn Lead Jammer.

Scenario C2.2.2.E

Der weiße Jammer und der rote Jammer befinden sich beide vor allen Blockern außer dem weißen Pivot. Der rote Jammer ist vor dem weißen Jammer und pusht den weißen Pivot legal aus der Engagement-Zone.

Resultat: Der rote Jammer wird als Lead erklärt.

Rationale: At the moment that White Pivot left play, both Jammers had passed all In Play Blockers. Because Red Jammer was foremost, Red Jammer was declared Lead.

Scenario C2.2.2.F

Red Jammer passes all Blockers on their initial trip through the Pack, except White Pivot. Due to unrelated gameplay, Officials declare a No Pack situation. Red Jammer remains behind White Pivot.

Outcome: The Jammer Referee should not declare Red Jammer Lead (yet).

Rationale: Although White Pivot is now out of play, No Pack situations are different from Out of Play situations regarding earning passes and gaining position to earn Lead Jammer status. During a No Pack situation, a Jammer must still earn passes and may not illegally gain position on Skaters while the Jammer is Out of Bounds.

Keep in Mind: As White Pivot is currently the foremost Blocker, Red Jammer could earn Lead Jammer status by passing White Pivot.

Keep in Mind: If the Pack was reformed and White Pivot was ahead of the Engagement Zone, at that point Red Jammer would meet the requirements to earn Lead Jammer status.

2.2.3. Pivot

Keine Angaben zum Abschnitt Abschnitt 2.2.3

2.2.4. Star-Pass

A team’s Jammer may transfer their Role to their team’s Pivot by successfully completing a legal Star Pass. A legal Star Pass requires the jammer to hand the Star to their team’s Pivot while both Skaters are Upright, In Bounds, and In Play; and while neither Skater is en route to, or In Queue for, the Penalty Box.

—Ursprung: Abschnitt Abschnitt 2.2.4

Scenario C2.2.4.A

White Jammer removes their helmet cover and directly hands it to a White Non-Pivot Blocker. White Jammer releases the helmet cover. White Non-Pivot Blocker immediately drops the helmet cover.

Outcome: No penalty

Rationale: While White Jammer may only pass the Star to their Pivot, because the White Blocker immediately dropped the Star, there has been no impact on gameplay.

Keep in Mind: If White Blocker did not immediately relinquish control of the helmet cover, a penalty would be issued to White Jammer.

Beachte: Falls der weiße Jammer den Star gehalten und der weiße Blocker ihn ihm aus der Hand gerissen hätte, dann wäre es der weiße Blocker, der den illegalen Star-Pass initiiert hätte, deshalb würde der weiße Blocker bestraft werden.

Scenario C2.2.4.B

White Jammer removes their helmet cover and hands it to White Pivot. Before White Jammer releases their grip on the Star, White Pivot is knocked Out of Bounds. White Jammer then releases the Star to the Out of Bounds Pivot.

Outcome: The Star Pass is unsuccessful. Both Skaters retain their existing Roles. No penalty is warranted at this time, but the Pivot is warned they are not the Jammer.

Rationale: Although White Jammer attempted to pass the Star while White Pivot was eligible, a Star Pass is a single point of exchange: the moment at which the Star is released. Since the Skaters‘ Roles are not affected, and it is legal for the Pivot to control the helmet cover, there is no impact on gameplay.

Keep in Mind: If, after being warned that they are not the Jammer, the Pivot puts the Star on (or fails to remove it), they should be penalized.

Scenario C2.2.4.C

Die Haube des weißen Pivots fällt im Laufe des normalen Spielgeschehens herunter. Der weiße Jammer nimmt seine Helmhaube ab, übergibt sie dem weißen Pivot und lässt den Star los.

Outcome: The Star Pass is unsuccessful. Both Skaters retain their existing Roles. No penalty is warranted at this time, but the Pivot is instructed to drop the Star.

Rationale: A Pivot who is not visibly wearing the Stripe cannot use the privileges of being a Pivot, such as receiving a Star Pass or even recovering the Star after an incomplete Star Pass. Because the Pivot’s helmet cover came off due to gameplay (as opposed to the Pivot intentionally removing it), they are warned that they are not the Pivot and allowed to relinquish control of the Star.

Keep in Mind: Once White Pivot is aware that they are not visibly wearing the Stripe, they must immediately relinquish control of the Star.

Scenario C2.2.4.D

Rot 21 ist der Jammer. Er nimmt seine Helmhaube ab und wirft sie Rot 45 zu, der Pivot ist. Rot 45 (immer noch Pivot) fängt die Helmhaube und gibt sie zurück an Rot 21 (noch immer der Jammer). Beide Skater berühren den Star, dann lässt Rot 21 ihn los. Rot 45 ist nun im Besitz der Helmhaube und setzt sie auf.

Resultat: Rot 45 ist jetzt der Jammer.

Rationale: Throwing the Star is an incomplete Star Pass, not an illegal one. A Star Pass cannot be successfully completed by throwing. Catching the Star (out of the air) is equivalent to retrieving it (from the floor); the Pivot is not required to let the Star fall to the track first. Once Red Jammer clutches the helmet cover, they reestablish their control of the Star regardless of whether the Pivot lets go or not. They then complete the Star Pass in a legal fashion.

Scenario C2.2.4.E

While moving through the Pack, the Star comes off Red Jammer’s helmet and sticks to the Velcro on White Blocker’s wrist guard. White Blocker pulls the helmet cover free and drops it.

Resultat: Der weiße Blocker wird nicht bestraft.

Rationale: White Blocker gained temporary possession of the helmet cover and dropped it. Because White Blocker did not intentionally attempt to remove the Star from Red Jammer’s helmet, they should not be issued a penalty for accidentally coming into control of the Star as long as they immediately relinquish control of the Star. The Star may get moved as part of normal gameplay, but may not be controlled by anyone other than the Jammer or Pivot.

Keep in Mind: If White Blocker had not touched the Star, which was stuck to their wrist guard and allowed Red Jammer or Pivot to recover it once they were aware of it, similarly no penalty would be warranted.

Keep in Mind: If White Blocker had pulled the Star off their Velcro, but not immediately relinquished control of the Star once they removed it from their wrist guard, a penalty would be warranted.

Scenario C2.2.4.F

Der weiße Jammer übergibt den Star regelkonform dem weißen Pivot. Im späteren Verlauf des Jams erhält der weiße Ex-Pivot-nun-Jammer ein Penalty und kommt in die Penalty-Box. Der Jam geht zu Ende und das rote Team verlangt einen Official-Review. Als Ergebnis des Reviews erhält der ursprüngliche weiße Jammer ein Penalty, da er als Jammer gegen die Regeln vorstoßen hat.

Resultat: Das zusätzliche Penalty soll vom weißen Ex-Pivot-nun-Jammer abgesessen, aber als Penalty für den ursprünglichen weißen Jammer aufgezeichnet werden. Dem ursprünglichen weißen Jammer sollte es nicht erlaubt sein, am Spiel teilzunehmen, bis die Strafzeit für das Penalty abgelaufen ist.

Rationale: White Jammer legally passed the Star, making White Pivot the new Jammer, but received a penalty upon review for an action committed while they were the Jammer. This would put two different White Skaters in the Box as a Jammer. A penalty is assigned to a Skater. The penalty time is assigned to a Role, with the Skater originally in that Role not allowed to participate until it has been served.

In this example, the original White Jammer receives the penalty and the current White Jammer (former Pivot) serves the time. Reverting the current Jammer to a Pivot or having the original Jammer serve the time as a Blocker would deprive Red team of earned advantages.

2.2.5. Blocker

Keine Szenarios für den Abschnitt Abschnitt 2.2.5

2.2.6. Skater Starting Locations
_images/c-gameplay-positions.png
Scenario C2.2.6.A

Kurz bevor der Startpfiff eines Jams ertönt, übertritt der linke Skate des roten Jammers die Jammer-Linie.

Outcome: Red Jammer is issued a False Start warning and must yield their position to all Skaters in their immediate vicinity. If they do not Yield, they will receive a penalty.

Rationale: At the Jam-Starting Whistle, Red Jammer was touching both their correct starting location and an illegal starting location.

Keep in Mind: Until they have been issued this warning, they cannot be penalized for failure to Yield.

Scenario C2.2.6.B

Als der Jam-Startpfiff ertönt, befindet sich der weiße Pivot vollständig vor der Pivot-Linie.

Resultat: Der weiße Pivot erhält schnellstmöglich ein Penalty wegen illegaler Positionierung.

Begründung: Der weiße Pivot befand sich komplett out-of-position, da sich beide Skates vor der Pivot-Linie befinden. Der Pivot erhält direkt ein Penalty, ohne vorher verwarnt zu werden oder seine Position aufgeben zu können, da es sich um einen schweren Regelverstoß in Bezug auf die Regeln zu den Startpositionen handelt.

Scenario C2.2.6.C

As the Jam-Starting Whistle sounds, White Blocker is Out of Bounds on the inside of the track.

Resultat: Der weiße Blocker muss zurück auf seine Teambank und darf an diesem Jam nicht teilnehmen.

Begründung: Der weiße Blocker befand sich zu Beginn des Jams nicht auf dem Track und kann nicht am Jam teilnehmen.

Keep in Mind: Even if White Blocker were Straddling, they would still be considered Out of Bounds, thus not on the track, thus not allowed to participate in the Jam.

Scenario C2.2.6.D

Alle weißen Blocker (inklusive des weißen Pivots) stellen sich zwischen Jams regelkonform an der Pivot-Linie auf, jedoch ohne die Linie zu berühren. Der rote Pivot stellt sich hinter ihnen auf. Kurz bevor der Jam beginnt, streckt der rote Pivot sein Bein nach vorne und platziert seinen Skate auf die Pivot-Linie.

Outcome: The White Non-Pivot Blockers should all be issued False Start warnings, and must Yield their positions to all nearby Skaters; any who do not Yield should receive a penalty.

Rationale: Red Pivot established their position in contact with the Pivot Line before the beginning of the Jam. Non-Pivot Blockers must begin the Jam behind the hips of any Pivots in contact with the Pivot Line. All Non-Pivot Blockers with hips ahead of the Red Pivot are therefore required to Yield.

Scenario C2.2.6.E

Beim Versuch, den Track vor dem Start des Jams zu erreichen, springt der rote Blocker out-of-bounds ab. Der Startpfiff des Jams ertönt, während dieser Blocker sich noch in der Luft befindet. Der rote Blocker landet in-bounds und auf den Skates, nachdem der Jam gestartet ist.

Resultat: Der rote Blocker versuchte auf den Track zu gelangen, wobei er sich out-of-bounds befand und beim Start des Jams noch in der Luft war. Dieser Blocker sollte auf seine Teambank zurückgeschickt werden und kann nicht am Jam teilnehmen.

Rationale: While airborne, a Skater retains the attributes of their previous status. Red Blocker’s previous status was Out of Bounds. As such, they remain Out of Bounds while airborne. Red Blocker was not on the track when the Jam began.

Scenario C2.2.6.F

As the Jam-Starting Whistle sounds, Red Pivot’s left skate has rolled backward, behind the Jammer Line. Red Pivot is issued a False Start warning. Red Pivot disengages from play, attempting to Yield to Skaters in the immediate proximity. No other Skaters take advantage of Red Pivot’s attempt to Yield.

Outcome: Red Pivot is no longer required to Yield and may continue to play.

Rationale: Red Pivot made a genuine attempt to Yield their position, allowing time for Skaters in proximity to take advantage. Giving Skaters in the immediate vicinity a reasonable opportunity to take advantage, even if that opportunity is not exercised, is enough to relieve Red Pivot of their requirement to Yield.

Scenario C2.2.6.G

All four Red Blockers line up directly behind the Pivot Line, leaving no room for another Skater to be legally positioned in front of them. White Blocker positions themself in front of the Red Blockers by straddling the Pivot Line.

Outcome: White Blocker is penalized immediately upon the jam starting whistle.

Rationale: Even though the White Blocker is partially legally positioned, they have intentionally adopted an illegal starting position to gain an advantage. Even if a False Start warning was issued, the White Blocker has already gained a strategic advantage by being positioned ahead of the Red Wall and impeding the Red Blockers‘ ability to immediately move forward. Because of this advantage and the intentional nature of the illegal position, an immediate penalty is warranted.

Keep in Mind: If White Blocker had been touching or had part of their skate ahead of the Pivot Line, but are otherwise not ahead of it, a False Start warning should be issued, and they should be given an opportunity to yield their position.

Keep in Mind: If the Red Blockers moved towards the Jammer Line so that the White Blocker’s immediate advantage is removed, then a False Start Warning should be given.

Pack & Engagement Zone Skater Starting Locations ————————-

2.3. Pack & Engagement Zone

The Pack is the largest group of In Bounds and Upright Blockers in proximity and containing members from both teams.

The Engagement Zone is the area in which it is legal for Blockers to engage or be engaged.

—Origin: Abschnitt 2.3

Scenario C2.3.A
_images/c-gameplay-pack-blocked-out.png

Red Blocker 1 blocks White Blocker 1 Out of Bounds.

Outcome: No Pack. No penalty. White Blocker 1 must return in bounds to reform the Pack as soon as they legally can do so, and Red Blocker 1 must skate counterclockwise to allow White Blocker 1 to do so.

Rationale: Because there were no White Blockers within 10 ft (3.05 m) of any Red Blockers, no Pack could be defined. All Blockers must work together to allow a Pack to reform as quickly as possible.

Scenario C2.3.B
_images/c-gameplay-front-skates-forward.png

Die rote Wall skatet langsam nach vorne, während die weißen Blocker stehen bleiben.

Resultat: „No-Pack“ wird ausgerufen. Kein Penalty.

Begründung: Da die roten Blocker langsam skateten, hatte der weiße Pivot die Möglichkeit, das Pack beizubehalten, deshalb sollten die roten Blocker nicht bestraft werden. Der weiße Pivot muss das Pack nicht halten, aber muss versuchen, wieder ein neues Pack zu bilden, falls eine No-Pack-Situation entsteht. Ebenfalls darf der weiße Pivot keine plötzlichen Bewegungen machen, die das Pack zerstören.

Beachte: Falls die roten Blocker stehen bleiben würden, anstelle sich vorwärts zu bewegen, während der weiße Pivot nach hinten skatet oder sich hinkniet, dann muss der weiße Pivot bestraft werden. Roller-Derby wird gegen den Uhrzeigersinn gespielt, also werden Bewegungen im Uhrzeigersinn anders geahndet als Bewegungen gegen den Uhrzeigersinn. Aufs Knie zu gehen ist außerdem immer eine plötzliche Aktion. Subtile Bewegungen, wie z .B. sein Gewicht verlagern, während man steht, gelten nicht als plötzliche Aktionen.

Scenario C2.3.C
_images/c-gameplay-pack-stretch.png

In the above image, Red 3 and White Pivot are more than 10 ft (3.05 m) apart, as are Red 1 and White 3. Accordingly, the Pack is composed of White Pivot, Red 2, White 1, and White 2. Red 1 and Red Pivot are out of play.

The Pack would be composed of the following Skaters if the following Blockers fell down:

Weiß 2

Weiß 1, Rot 2, weißer Pivot

Weiß 1

No Pack. Red 3 and White 3 could be a Pack of two, but so could White Pivot and Red 2.

Rot 2

Weiß 3 und Rot 3

Weißer Pivot

Weiß 1, Weiß 2, Rot 2

Rot 3 oder alle vor ihm

The Pack does not change.

2.4. Blocks und Assists

Keine Szenarios für den Abschnitt Abschnitt 2.4.

2.5. Passen

Skaters gain superior position on other Skaters by passing them in the counterclockwise direction.

Jammers only „earn“ a pass if the pass occurs while the Jammer is wearing the Star on their helmet with the stars showing.

—Origin: Abschnitt 2.5

Scenario C2.5.A

White Jammer is on their second trip through the Pack and has not yet earned any passes on Red Blockers. Red Pivot receives a penalty, and begins to exit the track. White Jammer passes Red Pivot while Red Pivot is still in bounds.

Points: One point.

Rationale: Blockers who have been directed to the Penalty Box but are still touching In Bounds (including Straddling) can still be scored upon as if they had not been penalized. White Jammer earns a pass on penalized Red Pivot by gaining superior position before Red Pivot exits the track.

Keep in Mind: If there were other Red Blockers in the Penalty Box, earning a pass on Red Pivot would also result in earned passes on those penalized Red Blockers.

3. Punkten

3.1. Earning Points

Jammers score one point every time they lap an opposing Blocker.

—Origin: Abschnitt 3.1

Scenario C3.1.A

Red Jammer approaches the Pack for their second trip. Red Jammer passes all opponents except a White Non-Pivot Blocker, who blocks Red Jammer out, forcing Red Jammer to re-enter behind the Pack. Before Red Jammer reenters the Pack, White Jammer passes the Star to White Pivot. Red Jammer reenters the Pack, passes all opponents again, and exits the Engagement Zone.

Punkte: Vier Punkte.

Rationale: As a result of the successful Star Pass, the White Jammer and White Pivot exchange status in terms of scoring and being scored upon. Since the Red Jammer had already scored on the original White Pivot before the Star Pass, they have the point for the White Blocker (originally the White Jammer) in this trip and cannot score it again.

Keep in Mind: Were it White Pivot who blocked Red Jammer out, and White Pivot received a Star Pass and exited the Engagement Zone before being passed, Red Jammer could still score four points by earning a pass on the former White Jammer (now a Blocker).

Scenario C3.1.B

Red Jammer enters the Pack ahead of White Jammer, while White Jammer is approaching the Pack for their second trip. Red Jammer passes the Star, and the new Red Jammer escapes the Pack. White Jammer enters the Pack and passes all four Red Blockers (including the original Red Jammer).

Punkte: Der weiße Jammer erhält vier Punkte.

Rationale: All Blockers are considered to be tied together with respect to the opposing Jammer’s trip through the Pack. Even though White Jammer did not lap the original Red Jammer, when Red Jammer became a Blocker, this gave White Jammer lapping position.

Scenario C3.1.C

Intentionally Removed

Scenario C3.1.D

White Jammer is on their second trip through the Pack and jumps the apex, passing all four Red Blockers while mid-air. White Jammer’s right skate lands in bounds, with their hips ahead of all Blockers. As a result of the same action, White Jammer’s left skate subsequently lands out of bounds.

Punkte: Vier Punkte.

Rationale: White Jammer’s in-bounds status was maintained while airborne because the first part of their skate to touch back down touched in bounds. White Jammer’s upright status was maintained while airborne because they touched the floor skate first. The fact that White Jammer touched out of bounds with the other skate does not affect points (but does affect their subsequent position relative to the Skaters they passed while airborne).

3.2. Scoring Trips

Points are grouped by trips through the Pack.

—Origin: Abschnitt 3.2

Scenario C3.2.A

Intentionally Removed

Scenario C3.2.B

White Pivot is sent to the Penalty Box shortly after the Jam begins. Red Jammer completes their first trip through the Pack, and begins their second. Red Jammer earns a pass on two White Blockers before White Pivot returns to the track and the Jam is called.

Punkte: Drei Punkte.

Rationale: On Red Jammer’s second trip through the Pack, they earned a pass on White Pivot by earning a pass on the first White Blocker while White Pivot was penalized.

Scenario C3.2.C

At the start of the Jam, Red Jammer blocks White Jammer out of bounds and skates clockwise. Red Jammer leaves the Engagement Zone from the rear, reenters it from the front, and skates in bounds to the rear of the Pack. White Jammer comes in behind Red Jammer, and gets stuck in the Pack prior to restarting their initial trip through the Pack. Red Jammer skates forward, exits the Engagement Zone from the front, enters the Engagement Zone from the rear, earns passes on all opponents, and completes their initial trip through the Pack.

Punkte: Null Punkte.

Rationale: Even though Red Jammer earned passes while „lapping“ all opposing Blockers on their initial trip through the Pack, passes prior to the initial trip do not count toward lapping Blockers.

Scenario C3.2.D

White Blocker begins the Jam in the Penalty Box. Red Jammer finishes their first trip through the Pack and begins their second. White Blocker returns to the track behind Red Jammer. Red Jammer earns passes on all opponents and exits the front of the Engagement Zone.

Punkte: Vier Punkte.

Rationale: Because White Blocker returned to the track behind Red Jammer, Red Jammer could still earn a pass on them by earning a pass on another White Blocker.

Keep in Mind: If White Blocker had passed Red Jammer before Red Jammer earned a pass on another opposing Blocker, Red Jammer would have to earn a pass on the returning White Blocker to score their point as usual.

Scenario C3.2.E

Intentionally Removed

3.3. Scoring Avoidance

Opponents can only avoid being scored upon by remaining ahead of the Jammer, or by ensuring that when they are passed, the pass is not earned.

—Origin: Abschnitt 3.3

Scenario C3.3.A

Der weiße Jammer befindet sich auf seinem zweiten Trip durch das Pack und verdient einen Pass gegen alle gegnerischen Blocker außer dem roten Pivot, der sich vor dem Jammer befindet. Der weiße Jammer verlässt die Engagement-Zone nach vorne, wobei sich der rote Pivot immer noch vor ihm befindet.

Punkte: Vier Punkte.

Begründung: Die Engagement-Zone vor dem gegnerischen Jammer zu verlassen, ist kein zulässiger Weg für einen Blocker, wie den roten Pivot, einen Punkt zu verhindern. Dadurch wurde es dem weißen Jammer unmöglich, beim zweiten Trip durch das Pack einen Pass für den roten Pivot zu erzielen. Deshalb gilt der rote Pivot als passiert, sobald der weiße Jammer seinen zweiten Trip abschließt. Für die anderen roten Blocker hat der Jammer bereits Punkte in üblicher Weise erhalten.

Keep in Mind: Had the Jam ended before White Jammer exited the Engagement Zone but while Red Pivot was ahead of them and also ahead of the Engagement Zone, White Jammer would have earned the pass on Red Pivot for the same reason because the Jam ending completes the scoring trip. However, had Red Pivot remained inside the Engagement Zone but ahead of White Jammer, White Jammer would not have earned a pass on Red Pivot because they had the opportunity to do so while inside the Engagement Zone.

Scenario C3.3.B

White Jammer is on their second trip through the Pack. They earn a pass on all opposing Blockers except Red Pivot, who is in front of them. Red Pivot forces White Jammer out of bounds, and then goes out of play. Red Pivot turns around, returns to play, and ends up behind White Jammer who is still out of bounds. White Jammer reenters in front of Red Pivot, and just ahead of the Engagement Zone.

Punkte: Drei Punkte.

Rationale: When White Jammer reentered the track outside the Engagement Zone, their second trip through the Pack was complete. At that time, Red Pivot was in play. As such, White Jammer had the opportunity to earn a pass on Red Pivot during that trip through the Pack by returning to play inside the Engagement Zone, and then passing the Red Pivot.

Scenario C3.3.C

White Jammer begins their second trip through the Pack. Red Blocker 1 is sent to the Penalty Box. Red Blocker 2 removes themself from play to address an equipment issue. White Jammer has not passed Red Blockers 3 or 4. The Jam is then called off.

Punkte: Null Punkte.

Begründung: Der weiße Jammer hat gegen keinen der Gegner einen Pass erzielt, bevor der Jam zu Ende war.

Keep in Mind: White Jammer had the opportunity to earn a pass on Red Blockers 3 or 4, and would have thereby earned a pass on Red Blocker 1 and Red Blocker 2 for a total of three points.

Scenario C3.3.D

White Jammer begins their second trip through the Pack. Red Blockers 1 and 2 are already seated in the Penalty Box. Red Blocker 3 goes to the Box for a penalty. Red Blocker 4 removes themself from play to address an equipment issue. White Jammer skates past their own teammates.

Punkte: Vier Punkte.

Begründung: Da es keine Möglichkeit für den weißen Jammer gab, einen Pass gegen einen seiner Gegner zu erzielen, erzielt der weiße Jammer einen Pass gegen alle von ihnen, indem er den Trip durch die Engagement-Zone (wie sie während einer No-Pack-Situation definiert ist) vollendet.

Scenario C3.3.E

White Jammer begins their second trip through the Pack. Red Blockers 1 and 2 are already seated in the Penalty Box. Red Blocker 3 loses a toe stop and removes themself from active play. Red Blocker 4 is issued a penalty and is told to remain on the track, but skates off anyway. White Jammer skates past their teammates and Red Blocker 4 while the Officials tell Red Blocker 4 to return to the track.

Punkte: Vier Punkte.

Begründung: Da der rote Blocker 4 nicht vom Track zur Penalty-Box geschickt wurde, ist er noch immer Teil des Spiels (nur out-of-bounds). Als der weiße Jammer am roten Blocker 4 vorbeifuhr, wurde der Pass normal erzielt, auch wenn der rote Blocker 4 sich zu diesem Zeitpunkt out-of-bounds befand.

Keep in Mind: If Red Blocker 4 had taken off quickly so that White Jammer was denied the opportunity to earn a pass on Red Blocker 4, then when White Jammer completed their trip through the Engagement Zone, they would have earned the pass on Red Blocker 4 just as though Red Blocker 4 were ahead of the Engagement Zone (but still in bounds). Because there is no Pack, White Jammer’s trip through the Engagement Zone is completed when they are 20 ft (6.10 m) in front of the foremost In Bounds member of the prior Pack (in this case, their teammate).

Scenario C3.3.F

Der rote Jammer begeht ein Penalty zu Beginn seines zweiten Trips durch das Pack, ohne vorher Pässe gegen Gegner zu erzielen. Während sich der rote Jammer in der Penalty-Box befindet, werden zwei weiße Blocker ebenfalls zur Penalty-Box geschickt. Der rote Jammer wird entlassen und kehrt in die Engagement-Zone zurück. Das Pack bewegt sich schnell und der rote Jammer passiert niemanden. Die anderen beiden weißen Blocker werden aus der Penalty-Box entlassen und kehren hinter dem roten Jammer auf den Track zurück. Der Jam endet.

Punkte: Null Punkte.

Rationale: Red Jammer had an opportunity to earn a pass on the two penalized White Blockers by earning a pass on one of the unpenalized White Blockers.

Scenario C3.3.G

Intentionally Removed

Scenario C3.3.H

Intentionally Removed

Scenario C3.3.I

Der rote Jammer beendet seinen ersten Trip durch das Pack und hat einen gegnerischen Blocker überholt, als er seinen Star abnimmt. Während die Helmhaube ab ist, begehen die drei anderen gegnerischen Blocker Penaltys und werden zur Penalty-Box geschickt. Der Jam endet, während der Star des roten Jammers noch in seiner Hand ist.

Punkte: Ein Punkt.

Begründung: Der rote Jammer konnte keine Punkte erzielen, während der Star ab war, doch er erhält immer noch den Punkt, den er erzielt hat, als er den Star noch auf dem Helm hatte.

Beachte: Wenn der rote Jammer seine Helmhaube vor dem Ende des Jams wieder aufgesetzt hätte, dann hätte er die Punkte für die anderen gegnerischen Blocker erhalten, sobald die Haube wieder auf dem Helm gewesen wäre.

Scenario C3.3.J

Red Jammer begins a scoring trip and is ahead of White Jammer. Red Jammer earns passes on three White Blockers but remains behind White Pivot. White Jammer successfully passes the Star to White Pivot, but remains behind Red Jammer. Red Jammer completes their scoring trip having never earned a pass on the original White Jammer (now Blocker).

Outcome: Four points.

Rationale: Red Jammer must have at least one opportunity to earn a pass on all opposing Blockers on every trip through the Pack, including a Jammer-turned-Blocker as a result of a Star Pass. When the Jammer becomes a Blocker, they are considered a Blocker returning to active gameplay (see Abschnitt 2.5).

3.4. Penalized Jammers

When a Jammer is penalized, they are considered to no longer be on the track.

—Origin: Abschnitt 3.4

Scenario C3.4.A

Der rote Jammer beendet seinen ersten Trip durch das Pack und hat keine gegnerischen Blocker passiert, als er kurz hintereinander zwei Penaltys begeht. Er wird für 60 Sekunden zur Penalty-Box geschickt. Während dieser Zeit begehen auch alle vier gegnerischen Blocker Penaltys und werden zur Penalty-Box geschickt. Der rote Jammer kehrt hinter dem Pack zurück, doch der Jam endet, bevor er irgendeinen Gegner passieren kann.

Punkte: Null Punkte.

Rationale: Red Jammer did not earn a pass on any opposing Blockers, so they were not eligible to earn any Not-On-the-Track points.

Beachte: Wenn der rote Jammer einen der gegnerischen Blocker passiert hätte, bevor er das Penalty bekam, dann hätte er die Punkte für die anderen gegnerischen Blocker erhalten, sobald er auf den Track zurückgekehrt wäre.

Keep in Mind: If Red Jammer had earned a pass on an opposing Blocker once they returned from serving their penalty but before the Jam ended, they would have also earned a point on any opposing Blockers still seated in the Box or any opposing Blockers returning from the Box behind Red Jammer.

3.5. Errors in Scoring & Score Reporting

No scenarios for Abschnitt 3.5

4. Penaltys

Für die folgenden Szenarios sollten folgende Annahmen getroffen werden.

  • Das Heimteam trägt rote Spielkleidung.

  • Das Auswärtsteam trägt weiße Spielkleidung.

  • Both teams have legally fielded three Blockers, a Pivot, and a Jammer, unless otherwise noted.

  • Der Jam beginnt mit einem definierten Pack.

  • Alle Spieler bewegen sich gegen den Uhrzeigersinn, sofern nicht anders angegeben, und beginnen, sich gegenseitig zu blocken.

4.1. Kontakt-Penaltys

4.1.1. Kontakt mit einer illegalen Target-Zone

Making contact to an Illegal Target Zone should be penalized based on the impact it has on the target. (see Abschnitt 2.4.1)

—Quelle: Abschnitt Abschnitt 4.1.1

Scenario C4.1.1.A

White Blocker, falling as a result of contact with Red Blocker, „falls small“ by tucking their arms and legs close into their body. Red Jammer, skating close behind, trips over White Blocker and falls.

Ergebnis: Kein Penalty.

Begründung: Der weiße Blocker hat alles getan, was ihm möglich war, um sich selbst aus der Gefahrensituation zu bringen.

Keep in Mind: Were this the third time White Blocker had caused an opponent to fall in this manner, they should receive a penalty. While „falling small“ mitigates the safety risk of a Skater falling on the track, excessive falling with impact represents a larger safety risk that should result in a penalty.

Scenario C4.1.1.B

Der rote Jammer skatet entlang der inneren Trackbegrenzung und versucht einen Apex-Sprung, um das Pack zu überholen. Der weiße Pivot initiiert regelkonform einen Block gegen den Oberarm des roten Jammers, was den roten Jammer aus dem Gleichgewicht bringt und dessen Sprung zu kurz werden lässt. Der rote Jammer fällt out-of-bounds. Er fällt small, doch durch seine Geschwindigkeit rutscht er zurück auf den Track in die Beine eines weißen Blockers. Der weiße Blocker stolpert über den roten Jammer und fällt.

Resultat: Der rote Jammer erhält ein Penalty.

Begründung: Der rote Jammer befindet sich in-bounds, als der weiße Pivot einen legalen Block initiiert. Auch wenn der rote Jammer small fiel, kam er durch seine Geschwindigkeit zurück auf den Track, was bedeutet, dass er ein Sicherheitsrisiko für mehr als einen „kleinen‟ Bereich darstellt. Der Positionsverlust des weißen Blockers als Ergebnis des Risikos reicht, um ein Penalty auszusprechen.

Scenario C4.1.1.C

Red Pivot and two Red Blockers form a three-person wall. White Blocker initiates a block to the back of Red Pivot with a Legal Blocking Zone. Red Pivot does not fall but is pushed out of the center of the wall. White Jammer is able to pass the other two Red Blockers at the hips before Red Pivot reclaims their position.

Resultat: Der weiße Blocker erhält ein Penalty.

Rationale: White Blocker did not gain advantage from their block to an Illegal Target Zone, but a teammate did: White Jammer earned passes and therefore scored points.

Beachte: Wenn der weiße Blocker ganz durch die Wall gekommen und weitergefahren wäre, würde das ein Penalty wegen verbesserter Position rechtfertigen, auch wenn keine Punkte erzielt wurden.

Scenario C4.1.1.D

Red Blocker initiates a chest-to-chest block against White Blocker. The force of the impact causes secondary contact of Red Blocker’s upper arm to White Blocker’s neck. White Blocker’s head jerks back, but they do not fall off balance or go down.

Ergebnis: Der rote Blocker erhält ein Penalty.

Rationale: Though Red Blocker’s hit was to a Legal Target Zone with a Legal Blocking Zone, and White Blocker lost neither position nor advantage, forceful contact to the head or neck should always result in a penalty.

Beachte: Ein leichter Kontakt mit dem Kopf oder Hals, der nicht heftig ist und keinen weiteren Einfluss hat, sollte nicht zu einem Penalty führen.

Scenario C4.1.1.E

Red Blocker skates clockwise when White Blocker steps behind them, positionally blocking Red Blocker’s back with a Legal Target Zone. Red Blocker stops skating clockwise.

Ergebnis: Kein Penalty.

Rationale: A Skater cannot be penalized for positionally blocking an Illegal Target Zone. Skaters may be oriented and be moving in various directions during a game.

Scenario C4.1.1.F

White Jammer approaches the rear of the Pack, targeting Red Blocker. Well before impact is made, Red Blocker side-steps, presenting their back (an Illegal Target Zone). White Jammer makes contact anyway and knocks Red Blocker down.

Ergebnis: Der weiße Jammer erhält ein Penalty.

Begründung: Der rote Blocker hat eine neue Position etabliert, bevor der weiße Jammer ihn geblockt hat. Der weiße Jammer ist verantwortlich für seinen initiierten Block, ganz gleich was das ursprüngliche Ziel war.

Keep in Mind: If White Jammer had no reasonable opportunity to avoid Red Blocker’s Illegal Target Zone because Red Blocker had presented that Illegal Target Zone at the last moment, Red Blocker would then be initiating with their back, a Legal Blocking Zone. Because White Jammer would not be considered the initiator, no penalty is warranted.

Scenario C4.1.1.G

White Jammer skates fast and directly into Red Blocker’s back, who was not prepared for the contact. Red Blocker falls wildly and slides into the skates of a wall of White Blockers in front of them, who fall.

Ergebnis: Der weiße Jammer erhält ein Penalty. Der rote Blocker wird nicht bestraft.

Rationale: White Jammer made illegal contact to Red Blocker. Due to this illegal contact, Red Blocker was unable to avoid committing their illegal action and should not be penalized.

Scenario C4.1.1.H

Der rote Jammer skatet mit hoher Geschwindigkeit um den Track. Er kracht sehr heftig in den Rücken eines weißen Blockers, ohne zu versuchen, den illegalen Kontakt zu vermeiden. Der weiße Blocker fällt jedoch nicht und weder der rote Jammer noch ein anderer Mitspieler erhalten einen Vorteil durch diese Aktion.

Outcome: Red Jammer is penalized and should be considered for an expulsion.

Rationale: Contact to an opponent’s back is illegal, in part because it is unsafe. A flagrant violation of this rule poses a safety hazard to White Blocker, which has sufficient impact on the game to expel Red Jammer if judged to be negligent, intentional, or reckless, regardless of if White Blocker lost position.

Scenario C4.1.1.I

Red Jammer is stuck behind a wall of White Blockers. Red Jammer forcefully blocks White Blocker 1 in the back, but due to a legal assist from White Blocker 2, White Blocker 1 remains in position.

Resultat: Der rote Jammer erhält ein Penalty.

Rationale: Contact to an opponent’s back is illegal, in part, because it is unsafe. Red Jammer was in control of their actions and initiated illegal forceful contact to the back of White Blocker 1. This action is penalized regardless of impact or outcome.

Keep in Mind: If Red Jammer initiated non-forceful contact to the back of White Blocker 1 with a Legal Blocking Zone, the threshold for a penalty would be that of Illegal Target Zone contact.

Scenario C4.1.1.J

Red Jammer is approaching White Blocker 1. White Blocker 2 initiates a legal block on Red Jammer at the last second, forcing them out of their trajectory and directly into the back of White Blocker 1 (without any opportunity to recover before making contact). White Blocker 1 receives forceful contact but maintains their position ahead of Red Jammer and does not otherwise lose position.

Ergebnis: Kein Penalty.

Rationale: Red Jammer was hit into the illegal contact with White Blocker 1 by an opponent’s legal gameplay; as such, their forceful contact to the back was unavoidable. The illegal contact did not result in any other impact (such as loss of position) that warranted a penalty.

Keep in Mind: A Skater is responsible for maintaining control of their body and the contact they initiate as a result of legal gameplay. If White Blocker 1 had lost position, Red Jammer would be penalized.

Keep in Mind: If Red Jammer made forceful contact to the back of White Blocker 1 due to the assist of a Red teammate, then the contact would be considered avoidable and Red Jammer penalized.

4.1.2. Kontakt mit einer illegalen Blocking-Zone

Making contact with an Illegal Blocking Zone should be penalized based on the impact it has on the target. (see Abschnitt 2.4.2)

—Quelle: Abschnitt Abschnitt 4.1.1

Scenario C4.1.2.A

Red Jammer initiates a block with their forearms tucked into their torso, to a Legal Target Zone of White Blocker. White Blocker is knocked out of bounds.

Ergebnis: Kein Penalty.

Rationale: Red Jammer’s forearms were fully tucked into their torso. While forearms are an Illegal Blocking Zone, tucking them into the torso effectively makes them part of the torso, and thus a Legal Blocking Zone.

Scenario C4.1.2.B

White Blocker initiates a block against Red Jammer, using their upper arm against a Legal Target Zone. The natural momentum of the impact causes additional contact, sliding down to White Blocker’s elbow. Red Jammer ends up out of bounds as a result of the action.

Ergebnis: Kein Penalty.

Rationale: White Blocker used their upper arm to initiate the block. Red Jammer’s loss of position was a result of a block from a Legal Blocking Zone and not the additional contact that resulted from the momentum of the impact. Both examples are legal play.

Keep in Mind: Many legal blocks include incidental or meaningless contact using an Illegal Blocking Zone, or to an Illegal Target Zone. If the illegal contact does not have further impact, no penalty should be assessed.

Scenario C4.1.2.C

Scenario moved and renumbered to Scenario C4.1.5.A

Scenario C4.1.2.D

Als der weiße Jammer sich vorwärts bewegt, wird ein roter Blocker aus dem Gleichgewicht gestoßen und kommt in die Bahn des weißen Jammers, wobei er sich vorbeugt und seinen Kopf vor dem weißen Jammer positioniert. Der weiße Jammer hält komplett an, um den Kontakt mit dem Kopf des roten Blockers zu verhindern.

Ergebnis: Kein Penalty.

Rationale: Though White Jammer lost significant momentum as a result of Red Blocker’s positional block with an Illegal Blocking Zone (head), unintentional positional blocking with the head does not warrant a penalty.

Beachte: Falls der rote Blocker seinen Kopf absichtlich in den Weg gestellt hätte, um die Geschwindigkeit des weißen Jammers zu verringern oder weiterhin ein Verletzungsrisiko des eigenen Kopfes in Kauf genommen hätte, um eine Barriere zu bilden, sollte der rote Blocker wegen des gefährlichen und unsportlichen Verhaltens bestraft werden.

Scenario C4.1.2.E

Der weiße Blocker verliert das Gleichgewicht und hält sich am Trikot eines roten Blockers fest, um sein Gleichgewicht zurückzubekommen. Der rote Blocker bleibt stehen, ist jedoch durch das Ziehen am Oberteil klar langsamer geworden. Der weiße Blocker gewinnt sein Gleichgewicht zurück.

Resultat: Der weiße Blocker erhält ein Penalty.

Rationale: Assists taken from an opponent, such as whips or braces, are penalizable if they result in some kind of advantage for the initiator or disadvantage for the opponent. White Blocker significantly slowed Red Blocker by using an Illegal Blocking Zone.

Scenario C4.1.2.F

Der weiße Pivot versucht, zu den anderen weißen Blockern zu gelangen, wird jedoch von einer Wall roter Blocker zurückgehalten. Der weiße Pivot schlängelt sich durch die roten Blocker an der Außenlinie entlang, indem er seine Unterarme gegen diese roten Blocker benutzt, um sich selbst in-bounds zu halten.

Ergebnis: Der weiße Pivot erhält ein Penalty.

Begründung: Der weiße Pivot erhielt eine bessere Position gegenüber dem roten Blocker, indem er seine Unterarme einsetzte, um während einer Aktion in-bounds zu bleiben, die ihn anderenfalls out-of-bounds gebracht hätte.

Scenario C4.1.2.G

Red Jammer has passed all but the foremost White Blocker. White Blocker faces clockwise with their arms outstretched and initiates a block against Red Jammer with the entirety of their arm: upper arm, elbow, and forearm. Red Jammer is not knocked down, but they are brought to a stop.

Resultat: Der weiße Blocker erhält ein Penalty.

Rationale: Though Red Jammer did not lose position, their progress was significantly impeded by Illegal Blocking Zones.

Beachte: Wenn der weiße Blocker seinen Unterarm und Ellbogen kurz nach dem Kontakt nach unten gebracht hätte, würde es zu keinem Penalty kommen. Es war die anhaltende Auswirkung des Unterarms und Ellbogens, die diese Aktion strafbar machte.

Scenario C4.1.2.H

Red Jammer enters the rear of the pack and is blocked towards the outside line by White Pivot. Red Jammer is knocked off-balance and grabs onto White Pivot’s jersey, which prevents Red Jammer from stepping out of bounds. Red Jammer regains their balance in-bounds, without gaining relative position. White Pivot remains stable and unimpeded.

Resultat: Der rote Jammer erhält ein Penalty.

Rationale: Red Jammer used their forearms to maintain an in-bounds position that they otherwise would not have been able to maintain.

Scenario C4.1.2.I

Red Pivot loses their balance due to a teammate’s action and grabs onto White Blocker’s arm - which prevents Red Pivot from falling down.

Resultat: Der rote Pivot erhält ein Penalty.

Rationale: Red Pivot used their forearms to maintain an upright position that they otherwise would not have been able to maintain.

Keep in Mind: If White Blocker had grabbed onto and stabilized Red Pivot, preventing Red Pivot from falling - no penalty would be warranted.

4.1.3. Other Illegal Contact

Initiating a block is legal when a Skater is moving counterclockwise, In Play, Upright, and In Bounds during a Jam using Legal Contact Zones.

—Origin: Abschnitt 4.1.3

Scenario C4.1.3.A

White Pivot stands still on their toe stops and initiates a block against Red Jammer. Red Jammer counter-blocks, but is brought to a stop by the White Pivot, who remains stopped.

Ergebnis: Der weiße Pivot erhält ein Penalty.

Rationale: If Red Jammer loses position or has their momentum or trajectory severely affected by a block initiated in an illegal way, the initiator should receive a penalty. In this example, if White Pivot had not maintained their stopped position, but had returned to counterclockwise motion while blocking, no penalty would be warranted.

Keep in Mind: It is not the use of toe stops that warrants penalization in this scenario, but the fact that the White Pivot had an impact on the Red Jammer while stopped. If White Pivot had continued to move counter-clockwise on the track while on their toe stops, no penalty would have been warranted.

Scenario C4.1.3.B

Red Blocker uses a Legal Blocking Zone to initiate a block to a Legal Target Zone of White Blocker. White Blocker is pushed until one skate is in bounds and one skate is out of bounds. Red Blocker continues to block until White Blocker is fully out of bounds. Red Blocker re-initiates a new block that knocks White Blocker down.

Ergebnis: Der rote Blocker erhält ein Penalty.

Rationale: A Skater should not expect to be blocked while out of bounds. It is only legal to block a Skater who is in bounds or straddling. The secondary block is what warrants the penalty.

Scenario C4.1.3.C

Ein roter Blocker wird out-of-bounds geblockt und gerät hinter das Pack. Er wird schneller und kommt zurück auf den Track, direkt in den Weg des weißen Blockers, der fällt.

Ergebnis: Der rote Blocker erhält ein Penalty.

Rationale: Even if the Target and Blocking Zones were legal and both Skaters were in bounds, Red Blocker gained an unexpected advantage by accelerating while out of bounds into the block. White Blocker should not expect to be blocked by an Out of Bounds opponent.

Scenario C4.1.3.D

Red Blocker is knocked out of bounds by White Blocker, who also goes out of bounds, leaving an opening on the inside line. The Out of Bounds Red Blocker grabs the In Bounds Red Jammer by the hips and pushes them past the In Bounds White Blockers.

Ergebnis: Der rote Blocker erhält ein Penalty.

Rationale: The threshold for penalization of assists follows similar metrics to blocks. They cannot come from an unblockable position, such as out of bounds, while down, or while stopped. Because Red Blocker could not legally be blocked, it would also be illegal to provide an assist.

Scenario C4.1.3.E

White Jammer, having lined up just behind the Jammer Line, is contacted by Red Jammer attempting to take the same space. White Jammer falls Out of Bounds before the Jam-Starting Whistle.

Outcome: Red Jammer is penalized for blocking before the Jam start. White Jammer is allowed to participate in this Jam. Red Jammer has lost the ability to earn Lead Jammer status in this Jam.

Rationale: It is illegal to block before a Jam has begun. Because White Jammer was not in a legal starting position due to an opponent’s illegal action, they are allowed to participate in the Jam.

Keep in Mind: Should White Jammer be blocked into a false starting position rather than Out of Bounds, White Jammer is allowed to participate in the Jam (without the need to Yield). Red Jammer would still receive a penalty for blocking before the Jam start.

Keep in Mind: A Skater penalized before the start of a Jam should serve their penalty in the Role in which they appear to be acting.

Scenario C4.1.3.F

White Blocker initiates contact to Red Jammer during the Jam-Ending Whistle. Red Jammer stumbles significantly off balance after the Jam-Ending Whistle.

Outcome: White Blocker initiated legally before the end of the Jam. No penalty.

Rationale: It is illegal to block after a Jam has ended. It is, however, legal to initiate during the Jam-Ending Whistle, even if the outcome happens once the Jam has ended.

Keep in Mind: Should that same hit start after the Jam-Ending Whistle, Red Jammer need not fall nor be knocked Out of Bounds. Being hit significantly off balance after the Jam-Ending Whistle is sufficient to penalize the initiator of that hit.

Keep in Mind: A Skater penalized after the end of the Jam should serve their penalty in the Role in which they appear to be acting.

Scenario C4.1.3.G

Red Jammer is 18 ft (5.48 m) ahead of the Pack alongside White Pivot. They continue to skate, and an Official gives an Out of Play warning to both players. White Pivot continues to skate alongside Red Jammer, and then blocks Red Jammer, making hip-to-hip contact. Red Jammer counter-blocks White Pivot in an attempt to remain upright and continue on their way. White Pivot falls as a result.

Resultat: Der weiße Pivot erhält ein Penalty, der rote Jammer nicht.

Rationale: White Pivot received an Out of Play warning and failed to immediately attempt to return to the Engagement Zone; rather, they continued to block Red Jammer. Skaters who are illegally blocked while Out of Play may legally counter-block, so Red Jammer’s actions do not warrant a penalty.

Keep in Mind: If Red Jammer’s action was not a counter-block, but instead a separate and distinct initiation of a block, Red Jammer should be penalized as White Pivot falling is enough impact to warrant a penalty for illegal contact.

Scenario C4.1.3.H

Red Jammer is 18 ft (5.48 m) ahead of the pack. White Pivot is alongside Red Jammer. They skate forward, and an Official gives an Out of Play warning to both players. After the warning is given, White Pivot initiates a block to Red Jammer. Red Jammer counter-blocks and is able to maintain their upright status and their momentum. Red Jammer then actively continues blocking White Pivot until White Pivot is Out of Bounds.

Outcome: Both players are penalized.

Rationale: Both players received an Out of Play warning. White Pivot illegally failed to immediately attempt to return to the engagement zone. Skaters who are illegally blocked while Out of Play may legally counter-block, so Red Jammer’s initial counter-block does not warrant a penalty.

Red Jammer’s continued blocking after absorbing the impact of White Pivot’s block should be considered a new block. While Jammers are never considered Out of Play, blocking an Out of Play skater is illegal for all Skaters. By significantly altering White Pivot’s trajectory, Red Jammer’s illegal block had sufficient impact to warrant a penalty.

Keep In Mind: Initiating a block after an Out of Play warning is, by definition, failing to attempt to return to the engagement zone. As such, White Pivot should be penalized for maintaining an illegal position regardless of the impact of their block on the Red Jammer.

Scenario C4.1.3.I

White Blocker is standing while legally out of bounds. A Red Blocker is blocked off the track and collides with the White Blocker. White Blocker moves toward the Red Blocker and brings up their arms to actively absorb the force of the contact and protect both Skaters. Red Blocker falls to the ground as a result of the contact.

Ergebnis: Kein Penalty.

Rationale: While White Blocker moved towards the opposing block, the purpose of the action was to actively absorb the contact, rather than intentionally force the Red Blocker down. The White Blocker’s action was taken in the interest of safety, and should not be penalized. The preservation of player safety supersedes any gameplay concern not already enumerated in the Rules.

Scenario C4.1.3.J

White Pivot is currently the only white Blocker in the Pack. White Jammer approaches White Pivot and initiates an assist off White Pivot, which abruptly reduces White Pivot’s speed enough to cause them to fall back more than 10 ft. (3 meters).

Resultat: Die Officials rufen eine No-Pack-Situation aus. Kein Penalty.

Begründung: Die Zerstörung des Packs resultiert aus dem normalen Spiel. Es sollte nicht als eine illegale Zerstörung des Packs gewertet werden.

Keep in Mind: Taking or giving assists are considered parts of normal gameplay. If the White Jammer instead pushed White Pivot Out of Bounds or to the ground, White Jammer should be penalized instead. This action is considered a deliberate destruction of the Pack, and the White Jammer should be issued a penalty for Unsporting Conduct (Misconduct).

4.1.4. Multiplayer Blocks

Skaters may not form a wall by linking with or grasping a teammate, or otherwise forming an impenetrable connection.

—Origin: Abschnitt 4.1.4

Scenario C4.1.4.A

Die roten Blocker formen eine Wall aus drei Skatern und trennen damit den weißen Pivot von den anderen weißen Blockern. Der mittlere rote Blocker hakt seinen Arm in den Arm des äußeren roten Blockers ein. Der weiße Pivot initiiert einen Block gegen den mittleren und äußeren Blocker und versucht zwischen den beiden Skatern durchzukommen, doch er schafft es nicht, vorwärtszukommen. Alle Blocker bleiben auf den Skates.

Resultat: Der mittlere rote Blocker war am meisten verantwortlich für das Einhaken und sollte ein Penalty erhalten.

Begründung: Der mittlere und der äußere rote Blocker gewannen einen Vorteil durch die Verlinkung, die der weiße Pivot nicht durchbrechen kann. Sobald der weiße Pivot diese Verbindung angegriffen hat, wurde die Aktion zu einer strafbaren Aktion.

Beachte: Falls nicht festgestellt werden kann, wer den Link initiiert hat, dann sollte der Skater, der sich am nächsten zum Referee befindet, der das Penalty vergibt, bestraft werden.

Beachte: Falls der mittlere rote Blocker auch mit dem inneren roten Blocker eine Verbindung hatte, würde es zu keinem weiteren Penalty kommen, da der weiße Pivot nicht versucht, zwischen diesen zwei verbundenen Gegner durchzukommen.

4.1.5. Unsporting Contact

Some contact is considered unsporting, either because it falls outside the boundaries of expected normal gameplay or is inherently unsafe.

—Origin: Abschnitt 4.1.5

Scenario C4.1.5.A

White Jammer is stuck behind a Red wall. They push forward, but cannot find a way to break through. They strike their knee into Red Blocker’s buttocks. Red Blocker stumbles but does not go down or out. White Jammer fails to break through the wall.

Ergebnis: Der weiße Jammer erhält ein Penalty.

Begründung: Ein Skater, der einen Gegner absichtlich und heftig mit seinem Ellbogen oder Knie stößt bzw. tritt, sollte ein Penalty erhalten, unabhängig davon, ob es zu einem Positions- oder Vorteilsverlust kommt. So eine Aktion ist gefährlich und unsportlich.

Beachte: Die Tatsache, dass diese Aktion absichtlich war, ist nur Teil des Grundes, warum ein Penalty gerechtfertigt ist. Absichtliche illegale Aktionen werden nicht immer bestraft, auch wenn es selbstverständlich unsportlich ist. Absichtliche Aktionen jedoch, die nur dazu dienen, einem Gegner zu schaden, sollten immer bestraft werden.

Scenario C4.1.5.B

Ein roter Blocker blockt einen weißen Blocker zu Boden. Der rote Blocker beugt sich vornüber, was seine Brust über den weißen Blocker positioniert, sodass der weiße Blocker nicht mehr aufstehen kann.

Ergebnis: Der rote Blocker erhält ein Penalty.

Rationale: Though most positional blocks don’t typically result in a penalty, in this instance, Red Blocker intentionally positionally blocks a downed opponent. White Blocker cannot initiate a block from a downed status and thus cannot reestablish their position without earning a penalty of their own. This is unsporting conduct on the part of Red Blocker.

Scenario C4.1.5.C

Red Blocker is crouched with one hand on the track. White Blocker intentionally falls on top of Red Blocker, targeting a Legal Target Zone.

Outcome: White Blocker is expelled from the game for Unsporting Conduct.

Rationale: Falling onto an opponent is extremely dangerous and is an extraordinary physical threat to Red Blocker. Even though White Blocker was attempting to initiate into a Legal Target Zone, intentionally falling onto an opponent is unsporting conduct.

Keep in Mind: A Skater who is crouched with one hand on the floor does not count as down.

Keep in Mind: Skaters accidentally falling on each other due to natural gameplay is not unsporting conduct

Scenario C4.1.5.D

White Blocker is in a downed position on the track, directly at the skates of White Pivot. Red Blocker initiates contact to White Pivot, causing White Pivot to fall onto and over White Blocker.

Ergebnis: Der rote Blocker erhält ein Penalty.

Rationale: It is dangerous to block a Skater onto or over another downed Skater.

Keep in Mind: If Red Blocker had committed to their block before White Blocker had fallen down, a penalty would not be warranted.

Keep in Mind: If contact between White Pivot and White Blocker was not directly caused by Red Blocker’s actions (for example, there was a significant distance between White Pivot and White Blocker), a penalty would not be warranted.

Scenario C4.1.5.E

White Blocker and White Pivot make a two person wall with their shoulders touching. Red Jammer attempts to get between them by initiating with their shoulder. White Pivot disengages while White Blocker adjusts so that Red Jammer’s shoulder is between the White Blocker’s inner upper arm and body. White Blocker then exerts constant downward force on Red Jammer’s shoulder.

Resultat: Der weiße Blocker erhält ein Penalty.

Rationale: Legal forms of blocking do not include holding an opponent, even when that contact is otherwise made with legal Blocking Zones and/or to legal Target Zones. A Skater must be able to disengage from a one-on-one block without breaking an opponent’s hold.

Keep in Mind: During the course of normal gameplay Skaters may unintentionally become entangled. If this contact is accidental, such as due to two Skaters falling, no penalty is warranted.

Keep in Mind: If instead of applying constant downwards force, White Blocker rapidly applied their entire body weight downwards onto Red Jammer’s shoulder, White Blocker should be expelled.

Scenario C4.1.5.F

Red Blocker initiates a shoulder-to-shoulder block against White Pivot. As White Pivot moves laterally, Red Blocker adjusts and places their leg in front of White Pivot’s leg so that the back of their upper thigh initiates to the front of White Pivot’s hip. White Pivot leans over and traps Red Blocker’s thigh between their upper arm and body and does not release the contact when Red Blocker attempts to remove their leg.

Outcome: White Pivot is expelled from the game.

Rationale: Restricting opponents by intentionally trapping or grabbing is considered outside the realm of normal gameplay. Grabbing an opponent’s leg in this way is an additionally dangerous and unsporting tactic, as it directly affects a Skater’s ability to balance and maintain a safe skating stance.

4.2. Spielablauf-Penaltys

4.2.1. Illegal Positioning

Wenn es kein Pack gibt, dann kann keiner der Blocker blocken.

—Origin: Abschnitt 4.2.1

Scenario C4.2.1.A

Red Pivot is the only Red Blocker on track. White Pivot forces Red Pivot Out of Bounds.

Resultat: Die Officials rufen eine No-Pack-Situation aus. Kein Penalty.

Begründung: Die Zerstörung des Packs resultiert aus dem normalen Spiel. Es sollte nicht als eine illegale Zerstörung des Packs gewertet werden.

Scenario C4.2.1.B

Red Pivot is the only Red Blocker on the track. Red Pivot attempts to block White Jammer as they pass. Red Pivot misses, and ends up Out of Bounds.

Resultat: Die Officials rufen eine No-Pack-Situation aus. Kein Penalty.

Begründung: Die Zerstörung des Packs resultiert aus dem normalen Spiel. Es sollte nicht als eine illegale Zerstörung des Packs gewertet werden.

Scenario C4.2.1.C

Red Pivot is the only Red Blocker on the track. Red Pivot intentionally skates Out of Bounds.

Resultat: Die Officials rufen eine No-Pack-Situation aus. Der rote Pivot wird angewiesen, auf dem Track zu bleiben, und erhält ein Penalty.

Rationale: Red Pivot’s illegal action (stepping Out of Bounds) destroyed the Pack. Red Pivot is the final remaining Red Blocker, and must remain on the track so that a Pack can be formed.

Scenario C4.2.1.D

Red Pivot is the only Red Blocker on the track, and is being blocked by White Pivot and White Blocker. White Pivot forces Red Pivot Out of Bounds, and Officials declare a No Pack situation. White Pivot and White Blocker immediately skate ahead of Red Pivot, who is now behind all other Blockers. Red Pivot still does not return to the track. As a result, the Pack is unable to be reformed.

Resultat: Der rote Pivot erhält ein Penalty und wird angewiesen, dass er auf den Track zurückkehren und dort bleiben soll, bis ein anderer roter Blocker ins Pack zurückkehrt.

Rationale: Red Pivot was able to legally reenter the track once all other Blockers were ahead of them. Red Pivot is not required to return to the track until they can legally do so, and is not required to skate clockwise in order to find a legal reentry point. In this scenario, however, Red Pivot had a legal opportunity because all other Blockers were ahead of them. Further, Red Pivot did not heed the warning from the Officials, and thus should be penalized for preventing a Pack from reforming. As Red Pivot is the final remaining Red Blocker, they must remain on the track so that a Pack can be formed.

Keep in Mind: If White Pivot or White Blocker had not skated forward, one or both of them would have been penalized instead of Red Pivot for preventing a Pack from reforming by forcing the only opposing Blocker to remain Out of Bounds.

Scenario C4.2.1.E

Red Pivot is skating 9 ft (2.74 m) behind the White Blockers and 9 ft (2.74 m) ahead of the other Red Blockers. Their knee pad slips down their leg, and is no longer protecting their knee. Red Pivot takes themself off the track in order to adjust their equipment, creating a No Pack situation.

Resultat: Die Officials rufen eine No-Pack-Situation aus. Kein Penalty.

Begründung: Auch wenn das Verhalten des roten Pivots direkt eine No-Pack-Situation hervorgerufen hat, so war der Grund hierfür ein Sicherheitsrisiko. Skater sollten nicht dafür bestraft werden, ein Sicherheitsrisiko zu beheben.

Scenario C4.2.1.F

White Jammer removes their helmet cover and attempts to hand it to White Pivot. During this process, the Star falls, touching Out of Bounds. White Jammer leaves the track to retrieve the helmet cover.

Ergebnis: Kein Penalty.

Rationale: The Jammer and the Pivot may leave the track of their own accord to retrieve a helmet cover that has fallen at least partially out of bounds. Not allowing them to do so would leave them unable to recover the helmet cover.

Scenario C4.2.1.G

White Jammer attempts an apex jump and fails to land in bounds. They land fully out of bounds, enter behind all Blockers, and continue to skate.

Ergebnis: Kein Penalty.

Rationale: White Jammer did not intend to remove themself from gameplay.

Keep in Mind: Should White Jammer successfully make the apex jump but still remove themself due to the belief that they did not complete it successfully, no penalty would be applicable.

Scenario C4.2.1.H

White Jammer is calling off the Jam. They skate out of bounds during the Jam-Ending Whistle.

Ergebnis: Kein Penalty.

Rationale: Skating out of bounds during the four whistles of a Jam call-off does not allow a Skater to score additional points nor gain meaningful advantage over any other Skater.

Scenario C4.2.1.I

Immediately after the Jam-Starting Whistle, all Red Blockers remain stationary. All White Blockers skate counterclockwise, resulting in more than 10 ft (3.05 m) between any White Blocker and Red Blocker.

Resultat: Die Officials erklären eine No-Pack-Situation. Kein Penalty. Die Officials vergeben, falls nötig, Penaltys für das Versagen, ein Pack neu zu bilden.

Rationale: Destroying the Pack penalties are issued when Skaters illegally create a No Pack situation. For a penalty to be issued, one team or Skater must be clearly at fault for the Pack’s destruction. Usually, this will be the team or Skater who changes their speed from the established speed of the Pack. In this scenario, neither team’s speed has changed: Red team remained stationary, while White team skated counterclockwise when the Jam started. As there has been no speed change, neither team is clearly at fault for the Pack’s destruction. No penalty is warranted.

Keep in Mind: Had White skated clockwise at the start of the jam and caused a No Pack, a penalty for destroying the pack should be issued, as destroying the pack by skating clockwise is illegal when there is no established pack speed.

Scenario C4.2.1.J

Die weißen Blocker formen eine Wall aus vier Personen und blocken den roten Jammer am Ende des Packs, als „No-Pack“ ausgerufen wird. Ein weißer Blocker skatet vorwärts, um das Pack neu zu bilden, doch zögert einige Sekunden, bis dies geschieht. Die übrigen drei weißen Blocker blocken den roten Jammer weiterhin aktiv, bevor das Pack neu gebildet wird.

Resultat: Einer der weißen Blocker, der aktiv den roten Jammer geblockt hat, sollte ein Penalty erhalten.

Begründung: Alle Blocker müssen versuchen, das Pack neu zu bilden, nicht nur einzelne. Fortgeführtes Blocken während einer No-Pack-Situation bedeutet ein Versagen beim Versuch, das Pack neu zu bilden.

Beachte: Wenn das Pack schnellstmöglich neu gebildet worden wäre, wäre es zu keinem Penalty gekommen.

Beachte: Wenn alle weißen Blocker beschleunigt hätten, um das Pack neu zu formen, wäre es zu keinem Penalty gekommen, auch wenn sie dabei die Wall beibehalten hätten, um den roten Jammer zurückzuhalten.

Scenario C4.2.1.K

Red Jammer passes all members of the Pack except for White Pivot, who forces Red Jammer Out of Bounds to the outside of the track. While Red Jammer is Out of Bounds, the Pack skates counterclockwise ahead of Red Jammer. Red Jammer takes several strides while out of bounds, counterclockwise, to maintain their position ahead of the Pack and behind White Pivot, before returning in bounds.

Resultat: Der rote Jammer erhält ein Penalty.

Rationale: Skaters are not allowed to accelerate or maintain speed while Out of Bounds, unless they are doing so to hasten their return to the track or entry to the Penalty Box.

Keep in Mind: Accelerating or maintaining speed while Out of Bounds in the clockwise direction should not be penalized, as it does not allow the Out of Bounds Skater to maintain their position relative to In Bounds Skaters.

Scenario C4.2.1.L

Red Blocker is serving a penalty in the Penalty Box. Once their time completes, they are informed by the Penalty Box Official with the proper verbal cue, but Red Blocker remains within the designated Penalty Box area. The Penalty Box Official notices and warns Red Blocker to return to play. Red Blocker acknowledges the warning but remains in the Penalty Box area.

Ergebnis: Der rote Blocker erhält ein Penalty.

Rationale: By remaining in the Penalty Box beyond their allotted penalty time, a Skater maintains an unblockable position. The Skater’s maintained position also interferes with normal Penalty Box operation (see Scenario C4.2.4.F).

Keep in Mind: If a Skater has been warned multiple times within the course of a game but returns to play after each warning, the Skater should receive a penalty. By repeatedly requiring a warning for the same action, the Skater is continually interfering with normal Penalty Box operation.

Keep in Mind: Skaters who maintain their position in or near the Penalty Box momentarily due to safety reasons (for example, waiting for an Outside Pack Referee to pass) before they return to play should not be warned or penalized.

Scenario C4.2.1.M

White Blockers form a four-person wall blocking Red Jammer at the front of the Pack when „No Pack“ is declared. White Blockers continue to engage the Red Jammer and make no attempt to reform the Pack. Red Blockers in the rear of the Pack remain stationary for several seconds until one of the Red Blockers skates forward to reform the Pack.

Outcome: One White Blocker and one Red Blocker should be penalized.

Rationale: All Blockers are obligated to attempt to reform the Pack, not just those who choose to do so.

Keep in Mind: Even if multiple blockers fail to reform the Pack, only one blocker per team should be penalized, as it is the team’s responsibility to maintain a Pack.

Keep in Mind: Both teams should be penalized again if the Pack continues to remain undefined.

Scenario C4.2.1.N

White Jammer removes their helmet cover and attempts to pass it to White Pivot. During this process, White Jammer drops the Star. White Pivot takes a knee briefly to recover the star before handing the Star back to White Jammer.

Ergebnis: Kein Penalty.

Rationale: The Jammer or Pivot may briefly adopt a Down position to recover a helmet cover on the ground. There is not sufficient impact on gameplay if the Skater immediately acts to reestablish themself in a legal position after the recovery.

Keep in Mind: Assuming a downed position to recover a helmet cover is only legal if it is brief and has no other impact on gameplay. A Skater who fails to immediately return to a blockable status (by crawling or continued kneeling, for example) should be penalized.

4.2.2. Seine Position verbessern

It is illegal for a Skater to use the out-of-bounds area to gain position on someone who is Upright and In Bounds.

If a Skater is put Out of Bounds due to an opponent’s block, the Skater must return In Bounds behind that opponent, even if the Skater was in front of the opponent before being blocked.

—Quelle: Abschnitt Abschnitt 4.2.2

Scenario C4.2.2.A

White Pivot and White Blocker are ahead of Red Pivot. Red Pivot is forced out of bounds by White Pivot. White Blocker skates clockwise behind both Skaters. Red Pivot reenters the track behind White Pivot and ahead of White Blocker.

Resultat: Der rote Pivot erhält ein Penalty.

Rationale: White Blocker had superior position when Red Pivot went out of bounds. Red Pivot is required to reenter behind both White Pivot and White Blocker.

Scenario C4.2.2.B

White Pivot and White Blocker are ahead of Red Pivot when „No Pack“ is declared. Red Pivot is forced Out of Bounds by White Pivot. White Blocker skates clockwise behind both Skaters. Red Pivot reenters the track behind White Pivot and ahead of White Blocker.

Resultat: Der weiße und der rote Pivot werden beide bestraft.

Rationale: White Pivot is penalized because they executed a block while Out of Play (due to the No Pack situation). Accordingly, Red Pivot was not required to reenter behind White Pivot. Even though there is no Pack, White Blocker had superior position when Red Pivot went out of bounds. Red Pivot must enter behind White Blocker.

Keep in Mind: If White Blocker were more than 20 ft (6.10 m) from the last defined Pack, Red Pivot should not be penalized.

Scenario C4.2.2.C

White Pivot and White Blocker are ahead of Red Pivot. White Pivot forces Red Pivot Out of Bounds. White Blocker skates clockwise behind both Skaters. White Blocker loses their balance, takes a knee, and returns Upright. Red Pivot reenters the track behind White Pivot and ahead of White Blocker.

Resultat: Der rote Pivot erhält ein Penalty.

Rationale: Although White Blocker lost their superior position briefly while Down, they returned Upright before Red Pivot reentered. White Blocker was not the initiator of the block that forced Red Pivot Out of Bounds, and thus is able to reestablish their superior position.

Scenario C4.2.2.D

Red Blocker blocks White Jammer out of bounds to the outside just as White Blocker blocks Red Jammer Out of Bounds to the inside. Both Blockers were ahead of both Jammers before the blocks, and race clockwise to pull their opposing Jammers to the rear of the Pack. White Jammer returns behind all opponents, but Red Jammer returns behind White Blocker but ahead of Red Blocker.

Ergebnis: Kein Penalty.

Rationale: Cutting a single teammate does not have enough impact to warrant a penalty.

Beachte: Seine Position gegenüber mehr als einem Mitspieler zu verbessern, sollte zu einem Penalty führen.

Keep in Mind: The same metrics should be applied when a Skater is returning to play from the Penalty Box.

Scenario C4.2.2.E

Red Pivot is forced Out of Bounds by White Pivot. White Blocker, who is behind both Pivots, skates counterclockwise past both Pivots, and then clockwise to their previous position. Red Pivot reenters the track behind White Pivot and ahead of White Blocker.

Ergebnis: Kein Penalty.

Rationale: When Red Pivot went Out of Bounds, White Blocker did not have superior position. Red Pivot is only required to reenter behind White Pivot.

Scenario C4.2.2.F

White Pivot is In Bounds but Down. Red Pivot dodges White Pivot, ending up Out of Bounds. White Pivot returns to an upright position. Red Pivot reenters the track ahead of White Pivot.

Ergebnis: Kein Penalty.

Rationale: Downed Skaters do not have superior position to Out of Bounds Skaters.

Scenario C4.2.2.G

White Pivot and White Blocker are ahead of Red Pivot. White Blocker forces Red Pivot Out of Bounds illegally and receives a penalty. As White Blocker leaves the track, they accidentally clip the skates of their teammate, White Pivot, who falls. Red Pivot reenters the track ahead of both Skaters.

Ergebnis: Kein Penalty.

Rationale: White Pivot was Down when Red Pivot reentered the track, and did not have superior position.

Scenario C4.2.2.H

White Pivot, White Blocker, and Red Jammer are 18 ft (5.48 m) ahead of a stopped Pack. Red Jammer is blocked Out of Bounds by White Pivot. White Pivot and White Blocker roll forward, and both are given an Out of Play warning. White Pivot and White Blocker skate clockwise back to the Pack. Red Jammer reenters the track ahead of both Skaters.

Resultat: Der rote Jammer erhält ein Penalty.

Rationale: White Pivot, as initiator of the block, lost their superior position on Red Jammer by leaving the Engagement Zone. Although White Blocker lost their superior position briefly by going Out of Play, they regained it by returning to the Engagement Zone before Red Jammer reentered. White Blocker was not the initiator of the block that forced Red Jammer Out of Bounds, and thus is able to reestablish their superior position.

Scenario C4.2.2.I

White Pivot, White Blocker, and Red Jammer are 18 ft (5.48 m) ahead of a stopped Pack. White Blocker skates forward and is given an Out of Play warning as White Pivot blocks Red Jammer Out of Bounds. White Blocker skates clockwise back to the Pack. Red Jammer reenters the track ahead of White Blocker and behind White Pivot.

Ergebnis: Kein Penalty.

Rationale: White Blocker was out of play when Red Jammer went Out of Bounds, and thus did not have superior position.

Scenario C4.2.2.J

Red Pivot blocks White Jammer to the inside and forward, across the apex. White Jammer returns fully In Bounds with both skates for a moment, and then immediately leaves the track.

Ergebnis: Kein Penalty.

Begründung: Der weiße Jammer hat niemandem gegenüber einen bedeutenden Positionsvorteil gewonnen, da er den Track schnellstmöglich verließ.

Keep in Mind: If White Jammer had not immediately left the track, they should be penalized.

Scenario C4.2.2.K

Red Jammer is on their second trip through the Pack, having passed no White Blockers. Before Red Jammer can pass any opponent, White Pivot forces Red Jammer Out of Bounds across the apex. Red Jammer, while down, slides back in behind White Pivot. White Blocker skates clockwise behind Red Jammer. Red Jammer stands, completely In Bounds and starts skating forward.

Resultat: Der rote Jammer erhält ein Penalty.

Rationale: Skaters cannot reestablish their position on the track while down. Despite being completely In Bounds, the downed Red Jammer did not reestablish their In Bounds position until they were upright and not immediately exiting the track. White Blocker had superior position to Red Jammer when Red Jammer left the track, so Red Jammer cannot gain superior position due to their Out of Bounds status.

Scenario C4.2.2.L

Immediately after the Jam start, White Jammer blocks Red Jammer Out of Bounds. The Pack remains stopped while White Jammer skates clockwise around the track. Red Jammer remains Out of Bounds. White Jammer approaches the front of the Pack and legally passes the Star to White Pivot. Red Jammer re-enters the track behind the Pack, and ahead of both the new and former White Jammers.

Ergebnis: Kein Penalty.

Rationale: When Out of Bounds, Skaters must reenter the track without improving their position relative to other Skaters. Because the new White Jammer did not earn position on Red Jammer, Red Jammer did not need to reenter behind the new White Jammer. The former White Jammer, becoming a Blocker, is considered to be far ahead of Red Jammer (like all the other Blockers).

Scenario C4.2.2.M

Red Jammer passes all members of the Pack except for White Pivot, who forces Red Jammer Out of Bounds on the inside of the track. While Red Jammer is Out of Bounds, White Pivot skates clockwise behind the stopped Pack and past Red Jammer. Red Jammer takes several skating strides while Out of Bounds, counterclockwise, but reenters the track ahead of the Engagement Zone.

Ergebnis: Kein Penalty.

Rationale: When Out of Bounds to the inside of the track, Skaters may skate in any direction to return to the track. By re-entering the track ahead of the Engagement Zone, rather than being penalized, Red Jammer is considered to be entering to the rear of the Engagement Zone, behind the Pack and White Pivot.

4.2.3. Interfering with the Flow of the Game

Die Teams und Officials müssen alle Anstrengungen unternehmen, um sicherzustellen, dass die Spieluhr gemäß den Spielregeln läuft und Jams gemäß den Regeln starten und enden.

—Origin: Abschnitt 4.2.3

Scenario C4.2.3.A

Gegen den weißen Pivot wird ein Penalty ausgesprochen, er verlässt den Track und begibt sich zur Penalty-Box. Die Penalty-Box ist zu dieser Zeit voll und der weiße Pivot wird zurück auf den Track geschickt. Als der weiße Pivot zum Pack zurückkehrt, wird der Jam beendet. Der weiße Pivot kehrt zur Teambank zurück.

Outcome: Officials should attempt to warn White Pivot that White Pivot is In Queue for a penalty. If they are not successful, when 30 seconds have passed since the end of the previous Jam, Officials must call an Official Timeout instead of starting the next Jam. White Pivot should be penalized.

Rationale: White Pivot is In Queue to serve their penalty, and must be on the track so they can serve their penalty during the next Jam.

Scenario C4.2.3.B

Officials give Skaters a five-second warning before the start of the next Jam. White team finishes their discussion, and five White Skaters approach the track. All are Out of Bounds or straddling as the Lineup Time expires.

Resultat: Anstatt den nächsten Jam zu starten, müssen die Officials in diesem Moment ein Official-Time-out ausrufen. Der weiße Captain erhält ein Penalty.

Begründung: Da das weiße Team es nicht schaffte, seine Skater korrekt zu positionieren, konnte der Jam nicht rechtzeitig gestartet werden, was die Spieluhr illegal stoppte.

Scenario C4.2.3.C

Officials give Skaters a five-second warning before the start of the next Jam. White team finishes their discussion, and five White Skaters approach the track. All are In Bounds, but ahead of the Pivot Line as the Lineup Time expires.

Resultat: Anstatt den nächsten Jam zu starten, müssen die Officials in diesem Moment ein Official-Time-out ausrufen. Der weiße Captain erhält ein Penalty.

Begründung: Da das weiße Team es nicht schaffte, seine Skater korrekt zu positionieren, konnte der Jam nicht rechtzeitig gestartet werden.

Scenario C4.2.3.D

As the Lineup Time expires, White team has four Blockers correctly positioned, but White Jammer is still Out of Bounds.

Resultat: Anstatt den nächsten Jam zu starten, müssen die Officials in diesem Moment ein Official-Time-out ausrufen. Der weiße Captain erhält ein Penalty.

Begründung: Da das weiße Team es nicht schaffte, einen Jammer korrekt aufzustellen, konnte der Jam nicht rechtzeitig gestartet werden.

Keep in Mind: If Red Jammer had also been Out of Bounds, both Captains would have received a penalty for preventing the Jam from starting in a timely manner.

Keep in Mind: If a White Skater had been correctly positioned as a Jammer but did not possess a visible Star, they are not the Jammer. Assuming the White team does not have a Jammer serving a penalty, White’s team’s Captain would receive a penalty for preventing the Jam from starting in a timely fashion.

Scenario C4.2.3.E

White team has used three Team Timeouts during the game. White Captain calls for a Team Timeout. Officials, mistakenly believing that White team has timeouts remaining, grant the request.

Resultat: Wenn das weiße Team ein Official-Review übrig haben, dann sollte angenommen werden, dass es als Time-out genutzt wurde. Falls nicht, dann sollte der weiße Captain bestraft werden, und der nächste Jam wird so schnell wie möglich gestartet, doch mindestens 30 Sekunden nach dem Ende des letzten Jams.

Begründung: Der erfolgreiche, jedoch nicht regelkonforme Versuch des weißen Captains, die Spieluhr zu stoppen, hat den Beginn des nächsten Jams verzögert. Wenn der weiße Captain legale Mittel hatte, die Spieluhr anzuhalten, sollte davon ausgegangen werden, dass legale Mittel genutzt wurden.

Beachte: Officials sollten Anfragen für Team-Time-outs ablehnen, wenn dieses Team keine mehr übrig hat. Es kommt zu keinem Penalty, wenn eine ungültige Anfrage für ein Team-Time-out abgelehnt wird.

Scenario C4.2.3.F

Jam 23 wird wegen einer Verletzung des weißen Pivots abgebrochen. Der gleiche Skater wird zum Start von Jam 26 aufgestellt.

Resultat: Officials sollten versuchen, dem weißen Skater mitzuteilen, dass es ihm nicht erlaubt ist, teilzunehmen. Wenn dies den Officials in den 30 Sekunden nach dem Ende des letzten Jams nicht gelingt, dann müssen die Officials ein Official-Time-out ausrufen, anstatt den nächsten Jam zu starten. Der weiße Pivot wird zu seiner Teambank zurückgeschickt, um dort, wie verlangt, die entsprechenden Jams auszusetzen. Der weiße Captain erhält ein Penalty.

Begründung: Dadurch, dass der weiße Skater nicht die angeforderte Anzahl an Jams auf der Teambank blieb, konnte der Jam nicht rechtzeitig gestartet werden. Der weiße Skater kann das Penalty zu diesem Zeitpunkt aus demselben Grund nicht absitzen. Deshalb geht das Penalty stattdessen an den Captain.

Beachte: Wenn Officials glauben, dass die Verletzung des weißen Skaters einen ernste und unmittelbare Gefährdung für diesen Skater oder andere darstellt, dann sollten Officials dem weißen Skater nicht erlauben zu skaten, ganz gleich wie viele Jams vergangen sind.

Scenario C4.2.3.G

White Pivot (who is neither the Captain nor the Alternate) walks up to an Official and requests a Team Timeout. That Official, mistakenly believing White Pivot is the Captain, grants the request.

Resultat: Sobald der Fehler erkannt wird, müssen die Officials ein Official-Time-out ausrufen. Der weiße Pivot erhält ein Penalty. Der nächste Jam wird so schnell wie möglich gestartet, doch mindestens 30 Sekunden nach dem Ende des letzten Jams.

Begründung: Der erfolgreiche, jedoch nicht regelkonforme Versuch des weißen Pivots, die Spieluhr anzuhalten, hat den Start des nächsten Jams verzögert.

Keep in Mind: If the illegal requester is not a Skater, the penalty is issued to the Captain instead. Officials should deny requests for a Team Timeout if the requester is neither a Captain nor a Alternate. No penalty is warranted if an invalid request for a Team Timeout is denied.

Scenario C4.2.3.H

White Pivot (who is neither the Captain nor the Alternate) uses hand signals to communicate with their Captain, asking for a Team Timeout to be called. Officials, mistaking the White Pivot’s hand signals for a legal request, call a Team Timeout.

Resultat: Wenn der Fehler erkannt wird, dann müssen die Officials ein Official-Time-out ausrufen. Der weiße Pivot erhält kein Penalty. Dem weißen Team wird kein Team-Time-out abgezogen. Der nächste Jam wird so schnell wie möglich gestartet, doch mindestens 30 Sekunden nach dem Ende des letzten Jams. Kein Penalty.

Begründung: Der weiße Pivot versuchte, mit seinem Captain zu kommunizieren. Es wurde nicht versucht, ein Team-Time-out von den Officials zu verlangen.

Scenario C4.2.3.I

During the Lineup Time, a Red Blocker is seated in the Penalty Box. Red team fields four Blockers on the track. Officials do not notice the extra Blocker, and the next Jam begins. Immediately after the Jam starts an Official notices and instructs a Red Blocker to return to their team bench. The Red Blocker leaves as instructed.

Ergebnis: Kein Penalty.

Rationale: The extra Blocker was removed from gameplay before their presence had any impact on the Jam in progress. If the Skater who was instructed to leave instead remains on the track, the Officials should end the Jam and assess a penalty to the Skater.

Keep in Mind: If the extra Blocker was not immediately noticed, and therefore had impact on the Jam in progress, the Officials should end the Jam and assess a penalty to the Captain instead.

Keep in Mind: If an Official notices the extra Blocker before the five-second warning, they should attempt to warn the team that there are too many Skaters on the track before the five-second warning occurs.

4.2.4. Weitere technische Fouls

Skater, die die Regeln des Spiels brechen, sollten ein Penalty erhalten, wenn der Verstoß einen signifikante Auswirkung auf das Spiel hat.

—Ursprung: Abschnitt Abschnitt 4.2.4

Scenario C4.2.4.A

Der weiße Captain trägt kein sichtbares „C‟. Er signalisiert, dass ein Team-Time-out ausgerufen werden soll.

Resultat: Die Officials gewähren das Team-Time-out. Der weiße Captain erhält ein Penalty.

Begründung: Auch wenn der Captain kein sichtbares „C‟ trägt, so behält er trotzdem das Privileg, ein Time-out ausrufen zu können. Officials sollten dieser Bitte nachgehen, falls das Team ein Team-Time-out übrig hat, doch die Nutzung eines Privilegs des Captains ohne ein sichtbares „C‟ rechtfertigt ein Penalty.

Keep in Mind: This same principle should also be applied to a Alternate not wearing an „A“. If the Alternate is not a Skater, the penalty is issued to the Captain.

Scenario C4.2.4.B

White Captain calls an Official Review. Officials grant the request. Red Alternate, while not visibly displaying an „A,“ conferences with the Head Referee during the Official Review.

Ergebnis: Kein Penalty.

Rationale: Red Alternate’s failure to visibly display an „A“ while conferencing for an Official Review does not meaningfully affect the game, nor warrant a penalty.

Scenario C4.2.4.C

Scenario moved and renumbered to Scenario C4.4.4.A

Scenario C4.2.4.D

Red Jammer arrives at the Penalty Box for a penalty, sits, is told to stand 20 seconds later, and stands. They then watch the scoreboard count down 10 seconds, and leave the Box without being told to do so by an Official.

Outcome: Red Jammer should be penalized if they completely left the Box even a fraction of a second early.

Begründung: Wenn die Strafzeit des roten Jammers vorbei gewesen wäre und man ihn nicht entlassen hätte, dann wäre dies ein Fehler der Officials gewesen und der rote Jammer sollte kein Penalty erhalten. Wenn er die Penalty-Box jedoch verfrüht und ohne guten Grund verlässt, dann sollte dies immer bestraft werden.

Beachte: Wenn ein Official dem roten Jammer gesagt hätte, dass seine Zeit vorbei sei, dann hätte der rote Jammer einen guten Grund gehabt, die Penalty-Box früh zu verlassen.

Scenario C4.2.4.E

White Blocker is seated in the Penalty Box and asks someone on the bench to toss them their water bottle. A teammate on the bench throws a full bottle of water at White Blocker, who catches it just before it hits a Penalty Box Official in the face.

Resultat: Wer auch immer die Wasserflasche warf, sollte ein Penalty erhalten. Wenn einer im Trainerteam die Flasche warf, dann sollte der Captain bestraft werden. Die Officials sollten das weiße Team warnen, dass es gefährlich ist, Sachen zu werfen. Bei einer weiteren Verletzung dieser Regel sollte der Werfer der Wasserflasche des Spiels verwiesen werden.

Begründung: Die Aktion ist gefährlich und unangebracht.

Beachte: Wenn die Wasserflasche den Official heftig und unerwartet getroffen hätte, dann sollte der Werfer bereits beim ersten Mal des Spiels verwiesen werden.

Scenario C4.2.4.F

White Blocker, who is seated in the Penalty Box serving a penalty, is talking with their Captain, who is hovering near the Penalty Box boundary. While communicating, said Captain shifts their weight and one skate rolls over the Penalty Box boundary line and back.

Ergebnis: Kein Penalty.

Begründung: Obwohl der Captain die Penalty-Box nicht betreten darf, war dieses Betreten nur kurz und der Captain war nicht komplett innerhalb. Teilweises Betreten der Penalty-Box wird nicht bestraft.

Keep in Mind: If the Captain (or any unpenalized Skater/Team Staff) fully enters the Box and communicates with a penalized Skater or interferes with normal Penalty Box operation, they should be assessed a penalty.

Keep in Mind: If the Captain (or any unpenalized Skater/Team Staff) had passed through the Box, without interacting with their penalized teammate or interrupting the operation of the Box, no penalty should be assessed even if the Captain (or Skater/Team Staff) had fully entered the Box.

Scenario C4.2.4.G

During the jam, an official notices a mouthguard on the track. No Skater is making an immediate attempt to retrieve the mouthguard.

Outcome: The jam is immediately called off. An Illegal Procedure penalty is assessed to the Skater without a mouthguard.

Rationale: A mouthguard is required safety equipment for all Skaters. If a skater is completely missing a required piece of safety equipment, unless it is immediately replaced, the jam should be called and the skater penalized.

Keep in Mind: If the mouthguard was not removed intentionally, and a Skater immediately retrieves and replaces the mouthguard before the officials call off the jam, play may continue without a penalty. If the mouthguard is not immediately retrieved, officials should call off the jam and issue the penalty.

4.3. Penalties for Unsporting Conduct (Misconduct)

Misconduct can take many forms and does not have to be intentional to be considered unsporting.

Actions which seriously undermine the legitimacy of the sport or display a lack of respect for the sport, its execution, and those who contribute to it may also be penalized.

—Ursprung: Abschnitt Abschnitt 4.3

Scenario C4.3.A

Der rote Jammer und ein weißer Blocker befinden sich in der Penalty-Box. Der rote Jammer steht. Nach sieben Sekunden sagt der weiße Blocker plötzlich „Rot, [Nummer], done.“. Der rote Jammer nimmt an, legal von einem Official entlassen worden zu sein, und verlässt die Box, um auf den Track zurückzukehren.

Resultat: Der weiße Blocker erhält ein Penalty. Der rote Jammer nicht. Die Officials sollten den roten Jammer zurück in die Box schicken, um seine übrige Strafzeit abzusitzen.

Begründung: Der weiße Blocker hat eine offizielle verbale Anweisung des Officials imitiert, um zu versuchen, den gegnerischen Jammer mit einem Penalty zu belasten, was sehr unsportlich ist und so auch bestraft werden muss. Der rote Jammer war in gutem Glauben, dass er von den Officials zurück ins Spiel gelassen wurde. Er sollte jedoch trotzdem den Rest seiner ursprünglichen Strafzeit absitzen.

Scenario C4.3.B

Scenario moved and renamed to Scenario C4.1.5.B

Scenario C4.3.C

Ein weißer Blocker zieht die Helmhaube des roten Jammers absichtlich herunter.

Resultat: Der rote Jammer hat zeitweise die Fähigkeit verloren, zu punkten oder den Lead-Jammer-Status zu erhalten, da der weiße Blocker die Haube absichtlich entfernte. Der weiße Blocker wird des Spiels verwiesen.

Begründung: Absichtliches Entfernen eines Helms eines Gegners ist höchst unsportliches Verhalten. Es muss mit einem Spielverweis bestraft werden, unabhängig von jeglicher Auswirkung auf den Kopf des Jammers. Absichtlicher Kontakt mit dem Kopf des Jammers ist jedoch ebenfalls mit einem Spielverweis zu ahnden.

Scenario C4.3.D

Der Jam beginnt und der weiße Jammer wird schnell Lead. Der rote Jammer zieht sofort seine Haube herunter und versucht, sie über die Köpfe der Gegner dem roten Pivot zu geben, schafft dies aber nicht. Der rote Jammer steckt den Star in sein Oberteil, sodass er ihn nicht halten muss, während er sich durch das Pack kämpft.

Resultat: Der rote Jammer hat seinen Stern vor den Gegnern versteckt und hat somit ebenfalls verheimlicht, dass er der Jammer des Teams ist. Der rote Jammer erhält ein Penalty.

Rationale: It is unsporting to attempt to hide your Role in the Jam.

Beachte: Wenn der rote Jammer den Star in seiner Hand gehalten hätte, anstatt ihn im Oberteil zu verstecken, dann wäre es zu keinem Penalty gekommen, da der Star immer noch sichtbar gewesen wäre.

Scenario C4.3.E

Der weiße Blocker wird aus der Penalty-Box entlassen und bewegt sich zurück zum Track, wobei er seinen Unterarm benutzt, um einen Official aus dem Weg zu schieben und so seine Linie beibehalten zu können.

Resultat: Der weiße Blocker wird des Spiels verwiesen.

Rationale: Some intentional contact between Skaters and Officials, such as non-forceful touching to indicate location, or actively absorbing contact to increase safety, is not an expellable offense. However, forceful contact to Officials which is avoidable or negligent is unsporting.

Keep in Mind: Forceful contact to an Official which avoidable or negligent always warrants an expulsion. These actions are considered sufficiently dangerous or unsporting and should not be reduced to a penalty without an accompanying expulsion.

Scenario C4.3.F

Ein weißer Blocker erhält ein Penalty und flucht.

Resultat: Abschätzige, obszöne oder beleidigende Sprache ist unsportlich und erniedrigend für den Sport, doch sollte sie nicht immer bestraft werden. Wenn die Sprache für das Publikum oder in einer Übertragung hörbar ist, dann sollte der weiße Blocker bestraft werden. Wenn der weiße Blocker direkt einen Official beschimpft, dann erhält er eine Strafe. Andernfalls sollten ein paar Schimpfwörter in Richtung eines Teammitglieds oder eines Gegners nur eine Warnung nach sich ziehen und nur bestraft werden, wenn sich der Skater weiterhin so verhält.

Begründung: Als ein physischer Wettkampfsport kann Roller Derby das Adrenalin der Skater steigern und die Gemüter erhitzen. Daher ist ein gewisses Taktgefühl angebracht. Hörbare anstößige Sprache degradiert den Sport und Beleidigungen gegenüber Officials sind respektlos und aufsässig. Beleidigungen gegenüber Officials sollten so betrachtet werden, als ob man alle Officials ansprechen würde, und sollten bestraft werden, falls es für einen Official hörbar ist.

Keep in Mind: Any language that is profane or obscene should be held to a similar standard.

Beachte: Ein Skater, der lange vor sich herflucht oder komplett die Fassung verloren hat, sollte des Spiels verwiesen werden, ganz gleich gegen wen sich diese Sprache richtet.

Beachte: Besonnenheit ist angebracht, um zu bestimmen, ob die Sprache für den Sport oder andere degradierend ist oder nicht. Ein Skater, der wegen etwas flucht, das mit dem Spiel nichts zu tun hat, wie beispielsweise fluchen, während man bei einer schmerzhaften Verletzung weint, sollte nicht unbedingt bestraft werden.

Scenario C4.3.G

Scenario moved and renamed to Scenario C4.1.5.C

Scenario C4.3.H

White Blocker is standing in a wall alongside their teammates. Red Jammer, while attempting to pass White Blocker, jumps and unintentionally makes contact with their chest into White Blocker’s shoulder. Red Jammer is completely airborne when the contact is made. White Blocker does not fall, but is pushed forward out of the wall.

Resultat: Der rote Jammer erhält ein Penalty.

Rationale: Initiating a block while airborne is dangerous play. White Blocker lost their established position in the wall due to Red Jammer’s illegal contact.

Keep in Mind: Non-forceful and unintentional contact initiated by an airborne Skater (for example, brushing shoulders during an apex jump) should only be penalized if there is significant impact on the recipient.

Keep in Mind: Skaters may initiate a block on an airborne opponent, if that opponent was a legal target prior to becoming airborne.

Scenario C4.3.I

White Blocker is standing in a wall alongside their teammates. Red Jammer jumps at White Blocker, making forceful contact while airborne. Red Jammer had no reasonable expectation of landing in a legal manner. White Blocker, however, remains upright.

Outcome: Red Jammer should be considered for expulsion.

Rationale: Initiating a block while airborne is dangerous play. A flagrant violation of this rule poses a safety hazard to White Blocker. An expulsion would be warranted if the action was judged to be negligent, intentional, or reckless, regardless of whether White Blocker lost position.

Scenario C4.3.J

A Governing Body policy limits the number of bench Staff allowed on the bench. Red team has the maximum allowed support staff on the bench; however, in between Jams, an additional support staff runs into the bench area and communicates with the Alternate.

Outcome: A penalty for unsporting conduct is issued to the Red Captain, and the extra support staff is removed from the bench.

Rationale: Both teams agreed to play the game under the Governing Body policy. Violating agreed-upon terms is unsporting and should be penalized.

Keep in Mind: Policies may neither change nor override the published rules. In addition, policies also may not directly impact gameplay. Issues that are identified and resolved prior to the beginning of the game should not result in the assessment of penalties.

Scenario C4.3.K

Scenario moved and renamed to Scenario C4.1.5.D

Scenario C4.3.L

An Official overhears a Skater making hateful, prejudiced, and/or bigoted remarks.

Outcome: The Skater is expelled.

Rationale: Abusive conduct, including but not limited to making remarks or gestures of a racist / sexist / homophobic / transphobic / ableist nature is degrading to the sport and others.

Keep in Mind: Some instances of abusive conduct may be contextual and as a result of ignorance. If the Skater was not reasonably aware that their conduct was abusive, a warning or penalty may be appropriate.

Keep in Mind: Applying in-game penalties for abusive conduct does not prevent event organizers from taking additional actions external to gameplay as they deem appropriate. If the abusive conduct was not seen/heard by Officials but instead was reported to Officials (or event organizers), resolution should be handled external to gameplay via the event’s procedures.

Scenario C4.3.M

During the Lineup Time, Red team has eight Blockers between the Pivot and Jammer lines, and two Jammers behind the Jammer line. Officials give Skaters a five-second warning, and the extraneous skaters begin to leave the track.

Outcome: Instead of starting the next Jam, at that moment, the Officials must call an Official Timeout. Red Captain is Penalized.

Rationale: While fielding an extra skater may happen accidentally (See Scenario 4.2.3.I), intentionally fielding several more Skaters than allowed in the Rules is considered unsporting. The deliberate involvement of these extraneous Skaters (Blockers and/or Jammers) affects the starting positions of the Skaters intending to play in the next Jam.

Keep in Mind: Other situations which include the deliberate positioning of too many Skaters on or near the track area (such as standing next to the track boundary) during the Lineup Time are also considered unsporting.

Scenario C4.3.N

Red Jammer moves through the Pack and is legally blocked by White Blocker into the infield, immediately colliding with the Jammer Referee, which causes the Jammer Referee to fall.

Outcome: Red Jammer is not penalized.

Rationale: Skaters and Officials routinely collide during the course of normal gameplay. This is usually unintentional and unavoidable, in which case it should not be penalized even if the contact is considered forceful.

Scenario C4.3.O

Having been assessed a penalty, White Pivot exits the track and heads towards the Penalty Box. As White Pivot skates they approach an Outside Pack Referee, who is skating at a consistent speed and distance from the track boundary. White Pivot does not adjust their trajectory, and impacts the Outside Pack Referee in the back, which causes the Referee to stumble briefly.

Outcome: White Pivot is expelled from the game.

Rationale: Contact to an Official who does not expect it or to an Official who is not wearing safety equipment is unsafe and negligent.

Keep In Mind: If the Outside Pack Referee had a sudden change of position causing White Pivot to collide with them, White Pivot should not be penalized as the contact is considered unavoidable in this instance.

Scenario C4.3.P

Red Blocker attempts to block White Jammer, misses, and ends up Out of Bounds. While attempting to return In Bounds, Red Blocker’s shoulder brushes the elbow pad of an Outside Pack Referee.

Outcome: Red Blocker is not penalized.

Rationale: The contact between Red Blocker and the Official was not forceful. No penalty should be assessed, even if the contact is considered avoidable.

4.4. Penaltys durchsetzen

Upon completion of the correct verbal cue and hand signal from an Official, the penalized Skater must immediately leave the track.

—Ursprung: Section Abschnitt 4.4

Scenario C4.4.A

Scenario moved and renamed to Scenario C4.4.3.A

Scenario C4.4.B

Red Jammer is skating at the front of the Pack, close to the inside track boundary, when they are assessed a penalty. Red Jammer takes themself out of bounds to the inside of the track, and pauses to allow the Pack to skate past them. When their path is clear, Red Jammer skates across to the outside of the track, and then continues around toward the Penalty Box.

Outcome: No additional penalty.

Rationale: After receiving a penalty, Skaters are required to disengage from play and exit the track to the outside when they have a safe and legal opportunity to do so. Red Jammer momentarily entered the infield in order to remove themself from play. At the first safe and legal opportunity, they left the track to the outside. No additional penalty is warranted.

Keep in Mind: Skaters remain liable for additional penalties related to safety and must not interfere with Officials performing their duties.

Scenario C4.4.C

Red Pivot is skating along the straightaway opposite the Pivot and Jammer Lines, close to the inside track boundary. They are assessed a penalty and take themself out of bounds to the inside of the track. Red Pivot then skates across the infield and the straightaway with the Pivot and Jammer Lines to enter the Penalty Box.

Outcome: Red Pivot is assessed an additional penalty.

Rationale: After receiving a penalty, Skaters are required to exit the track to the outside relative to where that penalty was issued. Red Pivot exits the track to the opposite side of where they were initially penalized.

Scenario C4.4.D

Red Pivot is assessed a penalty at the end of the straightaway opposite the Pivot and Jammer Lines, just before the turn. They acknowledge the penalty, and skate directly towards the Penalty Box. The path they take toward the Penalty Box results in their exiting the track near the Jammer Line.

Outcome: Red Pivot is assessed an additional penalty.

Rationale: After receiving a penalty, Skaters are required to exit the track to the outside, relative to where that penalty was issued. Red Pivot exits the track a significant distance from where they were initially penalized.

4.4.1. Vollzug von Penaltys für Blocker

Skaters serve 30 seconds of Jam time for each penalty assessed to them.

—Ursprung: Section Abschnitt 4.4

Scenario C4.4.1.A

Ein weißer Blocker erreicht die Penalty-Box und der Penalty-Box-Official weist ihn an, sich ganz rechts hinzusetzen. Der weiße Blocker setzt sich auf den Platz ganz links.

Resultat: Der Penalty-Box-Official sollte anfangen, die Strafzeit zu stoppen, und dann den weißen Blocker darum bitten, sich auf den gewünschten Platz zu setzen.

Begründung: Die Strafzeit beginnt, sobald sich der bestrafte Skater in der Penalty-Box setzt. Die Strafzeit wird nicht angehalten, während der Skater sich umsetzt.

Scenario C4.4.1.B

Der rote Pivot steht im Penalty-Box-Bereich. Der Bereich ist nicht sehr groß und seine Skates berühren bereits die Linie. Zwei rote Blocker kommen zusammen in den Penalty-Box-Bereich. Der rote Pivot versucht, ihnen Platz zum Sitzen zu geben. Während er dies versucht, bewegen sich seine Skates vollkommen out-of-bounds des Penalty-Box-Bereichs. Er kommt sofort wieder zurück in den Bereich.

Ergebnis: Kein Penalty.

Begründung: Auch wenn es den Skatern nicht erlaubt ist, die Penalty-Box zu verlassen, so machen die mildernden Umstände in diesem Beispiel die Auswirkung auf das Spiel vernachlässigbar. Der rote Pivot versuchte nicht, einen illegalen Vorteil zu erlangen oder den Bereich unerlaubt zu verlassen, sondern wurde aufgrund der Abmessungen der Penalty-Box dazu gezwungen.

4.4.2. Vollzug von Penaltys für Jammer

Die Strafzeit eines Jammers kann verkürzt werden, wenn der andere Jammer ebenfalls ein Penalty erhält.

—Ursprung: Section Abschnitt 4.4.2

Scenario C4.4.2.A

White Jammer receives a penalty, reports to the Penalty Box, and is seated. They serve 25 seconds of their penalty when Red Jammer arrives and sits to serve their own penalty. White Jammer is released, thus consigning Red Jammer to serve 25 seconds. White Jammer returns to the track illegally, and is back in the Box 10 seconds after their prior release to serve their second penalty. Red Jammer leaves the Box.

Resultat: Der rote Jammer erhält ein Penalty, da er die Penalty-Box 15 Sekunden zu früh verlassen hat. Der weiße Jammer muss 30 Sekunden ab dem Moment des Hinsetzens absitzen.

Begründung: Um die gleiche Zeit „pro Penalty‟ abzusitzen, muss der rote Jammer die gesamten 25 Sekunden absitzen, die der weiße Jammer zuerst absaß. In anderen Worten, wenn der weiße Jammer für ein unabhängiges Penalty eine gewisse Zeit absitzt, dann beeinflusst dies nicht die Zeit, die der rote Jammer absitzen muss.

Keep in Mind: Red Jammer owes 45 more seconds: 15 from their first penalty, and 30 from their second penalty.

Beachte: Das zweite Penalty des roten Jammers könnte die Strafzeit des weißen Jammer für dessen zweites Penalty reduzieren, doch die 15 Sekunden des ersten Penaltys des roten Jammers können nicht reduziert werden.

Scenario C4.4.2.B

Der weiße Jammer kommt gleich nach dem roten Jammer in die Penalty-Box. Beide versuchen, sich zuerst hinzusetzen, und dadurch setzen sie sich beide im gleichen Moment hin.

Resultat: Der Penalty-Box-Official sollte beide Jammer informieren, dass ihre Zeit abgelaufen ist und sie aus der Penalty-Box entlassen.

Begründung: Wenn sie sich gleichzeitig in der Penalty-Box setzen oder wenn sie zwischen Jams ankommen, dann heben sich die Penaltys der beiden Jammer gegenseitig auf. Beide sollten gleichzeitig entlassen werden.

Beachte: Falls es irgendeinen Zeitunterschied zwischen dem Hinsetzen der beiden gibt, dann gilt es nicht als gleichzeitig.

Beachte: Wenn beide Jammer sich zwischen Jams hinsetzen, dann wird angenommen, dass sie sich simultan hingesetzt haben, und beide müssen sofort zu Beginn des nächsten Jams entlassen werden.

Scenario C4.4.2.C

Der rote Jammer setzt sich in der Penalty-Box und ist dort 15 Sekunden, als der Jam endet. Der weiße Jammer erhält ein Penalty beim Schlusspfiff des Jams und kommt zur Penalty-Box zwischen den Jams.

Resultat: Der weiße Jammer kam zwischen den Jams zur Box, was das Penalty des roten Jammers beim Start des nächsten Jams beendet. Ein Penalty-Box-Official muss dem roten Jammer mitteilen, dass er stehen muss, und ihm sagen, dass seine Strafzeit beim Startpfiff des nächsten Jams abgelaufen ist. Der weiße Jammer muss 15 Sekunden ableisten.

Begründung: Obwohl das Penalty des weißen Jammers die Strafzeit des roten Jammers verkürzte, muss der rote Jammer den nächsten Jam in der Penalty-Box beginnen. Strafzeiten laufen nur, während Jams im Gang sind, deshalb passieren „Jammer-Swaps‟ nur, während ein Jam im Gange ist.

Scenario C4.4.2.D

Der weiße Jammer erhält ein Penalty und sitzt in der Penalty-Box für 15 Sekunden. Der rote Jammer erhält ein Penalty und kommt in der Penalty-Box an, doch bevor er sitzt, verlässt der weiße Jammer die Box. Der rote Jammer setzt sich hin. Der weiße Jammer erhält ein Penalty für verfrühtes Verlassen und kommt zurück in die Penalty-Box. Der weiße Jammer setzt sich hin und der rote Jammer wird entlassen.

Resultat: Der weiße Jammer wird dafür bestraft, dass er die Penalty-Box zu früh verlassen hat. Der rote Jammer saß in der Penalty-Box, als kein anderer Jammer dort war. Der rote Jammer wird entlassen, nachdem der weiße Jammer zurückkam. Der weiße Jammer sitzt die Zeit von seinem ersten Penalty ab sowie die Zeit, die der der rote Jammer in der Penalty-Box war.

Begründung: Ein Jammer, der Zeit in der Penalty-Box absitzt, wird nur von einem Jammer, der sich in der Penalty-Box setzt, befreit. Auch wenn der weiße Jammer zuerst bestraft wurde, war er nicht in der Box, als sich der rote Jammer setzte. Deshalb war der rote Jammer der „Jammer, der Zeit in der Penalty-Box absaß‟, der vom weißen Jammer befreit wurde, „der in die Penalty-Box kam, um ein Penalty abzusitzen‟.

Beachte: Jedes Penalty ist ein 30-sekündiges Segment, das kürzer werden kann, solange die Jammer die gleiche Strafzeit absitzen.

4.4.3. Skaters Unable to Serve Penalties
Scenario C4.4.3.A

Der weiße Pivot kommt zwischen Jams in die Penalty-Box. Er ruft nach seinem Trainer und signalisiert, dass er verletzt ist. Der Trainer schickt einen neuen Skater in die Box. Der weiße Pivot gibt dem neuen Skater seine Helmhaube und kehrt zur Teambank zurück.

Resultat: Die Strafzeit des weißen Pivots wird von einem Stellvertreter abgesessen. Der weiße Pivot darf an den nächsten drei Jams nicht teilnehmen.

Rationale: Skaters may remove themselves from play when injured. A substitute may serve penalty time for an injured Skater, but the injured Skater may not participate in the next three Jams and the substituting Skater must fill the same Role the injured Skater filled.

Fortsetzung: Wenn der weiße Pivot nicht verletzt wäre, doch seine Skates oder Ausrüstung beschädigt wären und er somit am nächsten Jam nicht teilnehmen kann, dann wäre eine Auswechslung ebenfalls erlaubt. Der weiße Pivot würde ähnlich wie im vorherigen Fall auch hier in den folgenden drei Jams nicht mitspielen dürfen.

4.4.4. Protective Gear in the Penalty Box
Scenario C4.4.4.A

Während sich ein weißer Blocker in der Penalty-Box befindet, entfernt er seinen Mundschutz. Er wird von einem Penalty-Box-Official angewiesen, aufzustehen, und tut dies, ohne den Mundschutz zurück in seinen Mund zu tun. Der weiße Blocker skatet zur Ecke der Box und wird informiert, dass das Penalty vorbei ist. Er legt seinen Mundschutz zurück in den Mund und kehrt zurück ins Spiel.

Ergebnis: Kein Penalty.

Begründung: Spieler dürfen ihren Mundschutz herausnehmen, während sie in der Penalty-Box sind, ganz gleich ob sie stehen oder sitzen.

Beachte: Wenn der weiße Blocker von der Penalty-Box wegskatet, ohne den Mundschutz zurück in den Mund zu legen, auch wenn er es vor Betreten des Tracks tut, dann sollte dies zu einem Penalty führen.

4.5. Foul-out und Spielverweis

Spielverweise sind ein Weg, um einen Skater oder Teambetreuer zu bestrafen, die etwas taten, was gefährlich oder unsportlich genug war, um die Person nur für diese Aktion aus dem Spiel zu entfernen.

—Ursprung: Abschnitt Abschnitt 4.5

Scenario C4.5.A

While in bounds and in play, White Blocker initiates an extremely forceful block with a Legal Blocking Zone to a Legal Target Zone on Red Blocker. Red Blocker is knocked airborne, crashes to the track, and remains still until the Jam is called for injury. Red Captain calls an Official Review and requests that White Blocker be expelled for an egregious hit.

Ergebnis: Kein Penalty.

Begründung: Die Regeln bestimmen die Art und Weise, in der Skater blocken dürfen, und der weiße Blocker hat all diese Anforderungen erfüllt. Ein Spieler kann nicht für eine erlaubte Aktion des Spiels verwiesen werden.

Scenario C4.5.B

Der rote Jammer skatet zur Penalty-Box, um sein Penalty abzusitzen. Er schreit, „Ich kann nicht anhalten!‟, und kracht in die Penalty-Box. Die Stühle werden umgestoßen und landen auf einem Penalty-Box-Official. Der rote Jammer entschuldigt sich, doch beschwert sich wegen des dreckigen Bodens vor der Penalty-Box.

Resultat: Der rote Jammer wird vom Spiel ausgeschlossen.

Begründung: Unsicheres Spiel in Bezug auf Officials, besonders in Bezug auf jene ohne Schutzausrüstung, untersteht einem anderen Standard als unsicheres Spiel gegen andere Skater. Die Verantwortung liegt beim Skater, sich sicher zur Penalty-Box zu begeben, nicht beim Official, den Zusammenstoß zu vermeiden.

Beachte: Falls es einem Official unmöglich ist, einen Zusammenstoß aufgrund der Bedingungen vor Ort zu vermeiden, dann stellt dies immer noch unsicheres Spiel dar. Der Skater muss sich den Bedingungen des Veranstaltungsorts bewusst sein, inklusive jeglicher räumlichen Enge im Bereich der Penalty-Box. Mildernde Umstände können für unerwartete Gegebenheiten, wie beispielsweise Wasser auf dem Track, in Betracht gezogen werden, wenn Officials vor der Entscheidung stehen, einen Skater vom Spiel auszuschließen oder nicht.

Beachte: Es wird erwartet, dass Skater sich und ihre Körper jederzeit kontrollieren können, nicht nur wenn sie in die Penalty-Box fahren. Jedoch tragen Gegner, Teammitglieder, Trainer und Officials in nächster Umgebung zum Track während des Spiels auch eine gewisse Verantwortung, um den Kontakt mit Skatern zu vermeiden. Kontakt mit Personen oder Ausrüstung in Bereichen, wo aktiv gespielt wird, sollte nur bestraft werden, wenn der Kontakt heftig und vermeidbar ist.

Scenario C4.5.C

Red Blocker receives their seventh penalty and immediately leaves the track. Knowing they have fouled out of the game, they go to their bench, collect their belongings, and exit to the locker room without reporting to the Penalty Box.

Outcome: No additional penalties are warranted. Red Blocker’s penalty time starts during the Jam once the Penalty Box Officials are made aware that Red Blocker has fouled out, or when a substitute is seated in the next Jam.

Rationale: Once a Skater fouls out, their penalty time starts when they are seated in the Penalty Box; however, by not reporting to the Box to take a seat, that moment never happens. The Penalty Box Officials may be instructed to begin timing once the foul out is confirmed, but if that communication is not possible before the end of the Jam, then the fouled-out Skater’s time begins when a substitute takes their place for the next Jam.

Keep in Mind: If the Skater had not fouled out but leaves the Jam for other reasons (such as equipment malfunction or injury), their time does not start until they are seated (or a substitute is seated in their place for the next Jam).

5. Aufgaben der Officials

5.1. Besetzung

Keine Szenarios für den Abschnitt Abschnitt 5.1.

5.2. Pflichten

Keine Szenarios für den Abschnitt Abschnitt 5.2.

5.3. Kommunikation zwischen Skatern und Officials

Keine Szenarios für den Abschnitt Abschnitt 5.3.

5.4. Penaltys vergeben

All Referees may assess penalties to Skaters for illegal actions that have impact on the game. No penalty should be assessed unless the Official is certain that the penalty is warranted.

—Origin: Abschnitt 5.4

Scenario C5.4.A

Der weiße Captain ist der Jammer und begeht ein Penalty. Als Reaktion beschimpfen Teambetreuer des weißen Teams den Official, der das Penalty aussprach.

Resultat: Der weiße Captain erhält ein Penalty für das schlechte Benehmen der Teambetreuer, doch wird die Zeit in der Penalty-Box für den weißen Captain als Jammer nicht verlängert. Nach dem Jam, sofern sich der Captain nicht mehr in der Penalty-Box befindet, muss er als Blocker zurückkehren, um die Strafe für seine Teambetreuer abzusitzen.

Rationale: When a Captain serves a penalty due to the fact that they are the team’s Captain, the penalty is served with the Captain as a Blocker. In this scenario, the Captain was unable to immediately serve the penalty as a Blocker because they could not hold the Role of Blocker. As soon as they are able to skate as a Blocker, they should report to the Box as a Blocker in order to receive that penalty.

Scenario C5.4.B

White Blocker is penalized and directed to the Penalty Box. White Blocker seems unaware of the call and remains on the track. After several repeated calls, Officials are able to draw the attention of White Blocker, and they exit the track.

Outcome: White Blocker is penalized for neglectfully failing to immediately exit the track for a penalty.

Rationale: White Blocker has gained advantage and disrupted the flow of the game through lack of attention to clear instructions from the Officials.

Keep in Mind: Before assessing an additional penalty in this manner, Officials must ensure that:

  1. The penalty was called using the correct hand signal and verbal cue.

  2. The Official calling the penalty was correctly positioned for the Skater to potentially see the call.

  3. The Official calling the penalty did so loudly enough to be heard, given the Official’s position, and the constraints and volume of the venue.

Scenario C5.4.C

White Blocker is penalized while blocking Red Jammer. After acknowledging the call, White Blocker continues blocking Red Jammer to allow White Blocker’s teammate to get in position and impede Red Jammer’s progress. White Blocker then exits the track.

Outcome: White Blocker is penalized for willfully failing to immediately exit the track for a penalty.

Rationale: White Blocker has gained advantage through intentional disregard of the rules.

Keep in Mind: A penalized Skater is not required to behave as if a penalty has been assessed until the Official has completed the appropriate hand signals and verbal cues.

Scenario C5.4.D

White Blocker commits a penalty and is directed to the Penalty Box by an Official. White Blocker skates towards the Penalty Box, remaining in bounds for a significant distance before exiting the track.

Outcome: White Blocker is penalized for willfully failing to immediately exit the track for a penalty.

Rationale: White Blocker has gained advantage through intentional disregard of the rules.

Keep in Mind: Factors that an Official would use to determine that a Skater has failed to immediately exit the track include, but are not limited to:

  1. The Skater has substantially reduced the distance they needed to skate in order to enter the Penalty Box.

  2. Intentional disruption of gameplay, substantially more than would be expected from a Skater who is safely, legally, and immediately exiting the track.

Keep in Mind: A penalized Skater who is attempting to exit the track legally, but does not have an opportunity due to gameplay conditions, should not be penalized in this manner.