The Rules of Flat Track Roller Derby Explained

Roller derby originated on a banked track, yet flat-track roller derby became popular when the sport started making a comeback in the early 2000s. The game holds the same basic concept, yet with significant rule differences that impact pacing, strategy, and overall gameplay.

The rules of flat-track roller derby are defined by the Women’s Flat Track Derby Association (WFTDA). Skaters play on a flat, oval track, and the game rules vary from USARS rules established by the World Skate Roller Derby Technical Commission in the International Rules of Roller Derby.

In this post, I’ll explain the basic rules and gameplay of flat-track roller derby according to the WFTDA.

Basic Gameplay of Flat Track Roller Derby

Flat Track Roller derby is played on a flat, oval track. Each team fields up to five Skaters in a Jam: four “Blockers” (collectively called the “Pack”) and one “Jammer,” identified by wearing a helmet cover with a star on it.

Jammers begin behind the Pack and must fight through them, then sprint around the track to be eligible to score. They then earn a point for every opposing Blocker they successfully pass each lap.

The game is a full-contact sport; however, Skaters cannot use the following to make contact with opponents:

Skaters are assigned penalties for any unsafe or illegal play, served by sitting out 30 seconds of Jam time in the Penalty Box.

The team with the most points at the end of the bout wins. In the case of a tie, overtime is played until a winner is declared.

Flat Track Roller Derby Rules

Each year, the WFTDA establishes international standards for flat-track roller derby rules, rankings, and competitions.

Rule 1: Game Parameters & Safety

Timing

60 minutes of game time is divided into two 30-minute periods and played in short segments called “Jams,” lasting up to two minutes. 30-second breaks occur between each Jam, and a short halftime is provided between periods.

The period clock begins simultaneously with the first Jam for the period. It doesn’t stop during Jam Breaks unless a timeout is called.

Teams

Teams must wear a jersey of the same dominant color, and Skaters must be identified by a unique roster number. Jammer and Pivot helmet covers must be easily differentiated from the opposing team’s covers and clearly indicate each position.

Only quad-style skates are permitted, and skaters must wear and may not remove protective gear during play. Protective gear can’t interfere with or impair the play or safety of others.

Injured Skaters may return to the track once they’re no longer seemingly injured or bleeding. Skaters whose injuries change game flow must sit out the following three Jams. Skaters incurring a second injury that alters game flow in a single period must sit out the remainder of that period.

Timeouts

Officials and Teams may call a timeout between Jams and stop the period clock. Jams must begin within 30 seconds after a timeout ends if enough time remains on the period clock.

Game Information

Important game information should be highly visible to Officials, Teams, and spectators. The displayed information is official and must minimally include the following:

Winning

The highest-scoring team wins the game. Teams play at least one Overtime Jam if scores are tied at the end of the second period.

Additional Overtime Jams are played until the tie is broken and a winner is determined.

Rule 2: Gameplay

The second rule of flat-track roller derby defines regulations for the following:

The Track

The track must be to the standardized dimensions of the WFTDA Track Specifications. It must be clean, flat, and appropriate for roller skating. Boundary markings must stand out from the floor in high contrast and count as part of the relevant area. (For example, the track boundary line is “in bounds,” and the Penalty Box boundary line is part of the Penalty Box.)

Positions

Engagement Zone & Pack

The Pack is defined as the largest group of Blockers in proximity and contains Skaters from both teams. Proximity is measured from the hips and is limited to 10 ft (3.05m).

The Engagement Zone is the legal space where Blockers can engage or be engaged. This area spans 20 ft (6.10m) behind and in front of the rearmost and foremost Pack Skaters, respectively.

Blocks and Assists

Any action, even accidental, meeting the following descriptions is considered blocking:

Passing

Players obtain a superior position over other players by skating past them in the counterclockwise direction.

Rule 3: Scoring

Earning Points

Jammers earn a point for every opposing Blocker passed on each lap after the initial pass. They may yield position to any passed opponent if a lapping pass was not yet yearned, then re-pass the opponent to earn a pass and score a point.

Scoring Trips

Jammers score points by taking trips through the Pack. When a Jammer exits the front of the Engagement Zone, it marks the end of one trip and the start of the next. Once a Jammer completes a trip, points may no longer be changed by yielding to re-pass any opponents not scored upon on that trip. Jammers return to the previous trip if they exit and re-enter the Engagement Zone from the front.

Scoring Avoidance

To avoid being scored upon, opponents must remain ahead of the Jammer or ensure a pass isn’t earned when they’re passed. Jammers are said to earn a pass on an opponent if a trip through the Pack is completed without an opportunity to earn a pass on them.

Penalized Jammers

When penalized, Jammers are no longer considered to be on the track (even if they remain physically on the track). A Penalized Jammer must complete the penalty before earning further passes on opponents. Jammers return to the same trip through the Pack upon release from the Penalty Box.

Errors in Scoring & Score Reporting

If a point is erroneously awarded or denied, or if a Jammer Referee incorrectly reports a score, a correction may be made no later than the end of the Jam following the one where the error occurred. Score corrections must occur before the next Jam begins if under two minutes remain on the period clock.

Rule 4: Penalties

Players who commit a foul or rule violation sufficiently impacting the game will have a penalty assessed as a handicap, punishment, or loss of advantage. Penalties apply to both the player and the position that the player currently holds.

For scenarios detailing the types of penalties addressed below, refer to the Rules of Flat Track Roller Derby Casebook.

Contact Penalties

Players are penalized if, due to illegal contact, they:

Game Structure Penalties

A Skater or Team who violates the basic game rules in a way that provides an advantage should be penalized.

Penalties for Misconduct

Skaters or Team Staff behaving unsportingly should be penalized for their misconduct. Such acts take numerous forms and need not be intentional to be considered unsporting.

Enforcing Penalties

For each assessed penalty, Skaters must go to the Penalty Box for 30 seconds of Jam time. Penalized Skaters must immediately leave the track once an Official completes the appropriate hand signal and verbal cue. Skaters must sit in the Penalty Box to begin their penalty time and stand for the final 10 seconds served.

Only two Blockers from the same team may simultaneously sit in the Penalty Box. A third Blocker reporting to serve a penalty will be placed in a queue and returned to play until space is available.

Both Jammers are immediately released if they sit simultaneously. If no opposing Jammer is in play (for instance, due to equipment malfunction) when a Jammer is sent to the Penalty Box, the Jam ends once the Jammer sits.

Fouling Out & Expulsions

Skaters foul out of a game when they have seven penalties recorded.

Skaters or Team Staff members may be expelled from the game for committing unsporting or sufficiently dangerous acts. A substitute for the expelled Skater must serve the penalty.

Only the Head Referee has the authority to expel someone from the game.

Rule 5: Officiating

Staffing

Games must also have enough Officials to track the game state effectively so the rules may be enforced in real-time.

Duties

Officials are responsible for maintaining game safety and integrity by ensuring the rules are followed. Referees may call off a Jam at their decretion and call an Official Timeout when additional time is needed to address any issues.

Communication Between Skaters and Officials

All communication between Officials, Team Staff, and Skaters must be respectful.

Officials provide Skaters with any necessary information about whether they’re in play. Skaters won’t be penalized if provided with erroneous information.

The extent to which communication is permitted between Skaters and Officials may be limited at the discretion of the Head Referee.

Assessing Penalties

All Referees are authorized to assign Skaters with penalties for illegal actions impacting the game. Officials should follow the guidelines set in the Rules of Flat Track Roller Derby Casebook and use their best judgment when assessing penalties.

Wrapping Up

Now that you know how to play flat-track roller derby, all that’s left to do is get out there and play!