2. Le jeu¶
2.1. Le Track (la piste)¶
The track must conform to the standardized dimensions of the WFTDA Track Specifications. The track must be flat, clean, and suitable for roller skating. 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.
Les limites de la piste, la ligne de Pivot et la ligne de Jammeur·se peuvent être tracées dans n’importe quel motif ou couleur tant qu’elles indiquent clairement le bord de la piste.
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.
2.2. Positions¶
For each Jam, a team must field one Jammer, and at most four Blockers. One of these Blockers may be designated as the Pivot Blocker. Any Skaters who are not completely on the track at the Jam-Starting Whistle may not participate in the Jam, and thus 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 positions during a Jam, except in the case of a Star Pass (see below).
When a Jam begins, the Jammers must be touching on or behind the Jammer Line. All Blockers must be behind the Pivot Line, ahead of the Jammer Line, and all Non-Pivot Blockers must not be touching the Pivot Line. If either Pivot is positioned touching the Pivot Line at the Jam’s start, all Non-Pivot Blockers must be behind that Pivot’s hips.
Any Skaters who are completely on the track, but partially illegally positioned (for example, a Jammer who is touching past the Jammer Line) are required to yield their position to all other Skaters in the immediate vicinity. Any Skaters who are wholly illegally positioned are immediately penalized. 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.
2.2.1. Jammeur·ses¶
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. If a Skater is serving a penalty as their team’s Jammer, no teammate may begin the Jam in possession of the Star or behind the Jammer Line. If there is neither a Skater serving a penalty as the Jammer nor a Skater with a visible Star, then the team has failed to field a Jammer for the upcoming Jam and will be penalized accordingly. Unless they are serving a penalty, the Jammer must start the Jam on or behind the Jammer Line. Jammers may be stopped or coasting, but may not be actively gaining speed in the counterclockwise direction at the Jam-Starting Whistle.
L’Étoile peut uniquement être portée par le·la Jammeur·se en la mettant sur son casque ou par le·la Jammeur·se ou Pivot de cette équipe en la tenant dans ses mains. Les autres Patineur·ses ne peuvent pas prendre le contrôle de l’Étoile, et le·la Jammeur·se et Pivot ne peuvent pas cacher l’Étoile (par exemple : la mettre dans sa poche ou la cacher dans l’uniforme).
Le·la Jammeur·se est le·la seul·e Patineur·se à pouvoir marquer des points pour son équipe (voir la Section 3).
Les Jammeur·ses peuvent également sortir et demeurer en dehors de la Zone d’Engagement..
2.2.2. Lead Jammer¶
The Lead Jammer is the first 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 Section 2.5). When one Jammer is determined to be the Lead Jammer, this is indicated by two short whistle blasts. A Jammer becomes ineligible to earn Lead during a Jam if they commit a penalty during 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. If both Jammers qualify for Lead at the same moment (for example, the foremost Blocker goes out of play), the foremost Jammer at that moment will be declared Lead. Only Skaters who begin the Jam as Jammers may become Lead (so a Pivot who receives the Star cannot become Lead).
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.
Le·la Lead Jammer est le·la seul·e Patineur·se qui peut demander l’arrêt d’un Jam avant que les deux minutes s’écoulent entièrement. Le·la Lead Jammer demande l’arrêt du Jam en plaçant de façon répétée ses mains sur ses hanches.
2.2.3. Bloqueur·se 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.
Le·la Pivot peut devenir le·la Jammeur·se de son équipe (voir Section 2.2.4).
Le·la Pivot peut contrôler l’Étoile (la ramasser, la déplacer, etc.) même s’il·elle n’est pas le·la Jammeur·se; par exemple, pour la récupérer et la remettre au·à la Jammeur·se.
Le·la Pivot peut commencer un Jam en touchant la ligne de Pivot.
When not wearing the Stripe with the stripe showing, the Pivot cannot utilize these additional abilities.
2.2.4. Star Pass (Passage de l’Étoile)¶
A team’s Jammer may transfer their position 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 position 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.
If the Star is passed illegally, both Skaters retain their existing positions. 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
If the Pivot comes into control of the Star through an unsuccessful Star Pass or any other means (for example, by picking up a Star that has fallen to the floor), they will be warned that they are not the Jammer. Accordingly, 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.
The initiator of an illegal Star Pass (or Star recovery) that impacts the game should be penalized.
2.2.5. Bloqueur·ses¶
Tou·tes les autres Patineur·ses sont considéré·es comme des Bloqueur·ses. Les Bloqueur·ses Non-Pivot ne doivent porter ni de couvre-casque ni d’inscriptions sur leur casque qui pourraient être confondues avec la Bande ou l’Étoile.
2.3. Zone d’Engagement et Pack¶
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), as measured from the hips, 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.
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. 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.
Blocks on or by Blockers which have impact while there is no Pack should be immediately penalized.
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. 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. 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.
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.
Les distances prises en compte pour définir le Pack et la zone d’engagement, sont mesurées comme étant la plus courte distance parallèle à la bordure intérieure de la piste entre les hanches des Patineur·ses.
2.4. Blocages et Assistances¶
« Blocking » refers to any physical contact made to an opponent, and to any movement or placement of one’s body to impede said opponent’s speed or movement, during a Jam, whether or not contact is made. 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.
Tout contact envers un·e adversaire a un·e initiateur·rice, même s’il est possible que deux ou plusieurs Patineur·ses initient mutuellement un blocage l’un·e envers l’autre.
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 to return them to an upright position.
2.4.1. Zones cibles¶
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.
2.4.2. Zones de blocage¶
Il est légal d’initier un blocage uniquement à l’aide de son torse, des bras au-dessus du coude et des jambes au-dessus de la mi-cuisse.
2.5. Dépassement¶
Les Patineur·ses gagnent une position supérieure sur les autres Patineur·ses en les dépassant dans le sens anti-horaire.
On entend par dépasser un·e autre Patineur·se se déplacer de sorte que le centre de gravité d’un·e Patineur·se (au niveau des hanches) passe de derrière à devant le centre de gravité d’un·e autre Patineur·se.
Les Jammeur·ses valident le dépassement uniquement si celui-ci survient alors que le·la Jammeur·se porte l’Étoile sur son casque avec les étoiles visibles. Tout dépassement valide est comptabilisé. Les dépassements sont uniquement valides si :
The Jammer is upright and in-bounds during the pass, or
Another Skater skates behind the in-bounds Jammer, giving up their position
As soon as a Jammer earns a pass on an opposing Blocker, they also earn a pass on any opponents who are « not on the track »–meaning that they are not part of active gameplay for some reason–and who cease to be part of active gameplay prior to the completion of the Jammer’s scoring trip. This includes a Skater who:
Is sent to or serving time in the Penalty Box
Leaves the track due to injury
Leaves the track temporarily to fix equipment or skates
Was not part of the Jam in the first place (because their team did not field the maximum number of Skaters)
Returns to active gameplay behind the Jammer
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 track.