Change Summary for WFTDA Rules January 1, 2013

The following is a summary of the changes in the WFTDA Rules for Flat Track Roller Derby released on January 1, 2013.

Please note that this is not a comprehensive listing of new and changed rules. It is only provided as a convenience to highlight the most significant changes. Skaters, coaches, officials, and fans are encouraged to read through the new rule set in its entirety.

For a line-by-line review of all changes, download our change detail document: Rules of Flat Track Roller Derby Line-by-Line Change Detail

Starting Whistle(s)

Jammers and blockers are released at the same time.

Old Rule New Rule
2.9 (whistles) Blockers start on one whistle, Jammers start on two. 2.9 (whistles) Jams start on one short whistle.

Pivot Blocker

A Pivot without the cover on is considered a Blocker.

Old Rule New Rule
3.2.1 The Pivot is special subset of Blocker with the extra ability of receiving a star pass. 3.2.1 A Pivot is a special subset of a Blocker. A Pivot must be wearing the Pivot helmet cover to have any of the Pivot position rights or privileges; otherwise the skater is a Blocker with the only distinction being that they can gain those rights and privileges by putting the Pivot helmet cover on. It is not mandatory to field a Pivot Blocker.

Lead Jammer

If both Jammers qualify for Lead Jammer at the same time, one will be declared lead.

Old Rule New Rule
n/a 3.4.2.4 In the event both Jammers simultaneously meet all requirements for Lead Jammer, the foremost Jammer, if there is one, will be declared Lead Jammer.

Helmet Cover Retrieval

Jammers and Pivots may pick up fallen covers while skating in any direction.

Old Rule New Rule
3.5.8.2 A helmet cover may only be recovered in the normal course of counter clockwise skating. Neither backwards nor forwards skating in the clockwise direction to retrieve a dropped helmet cover is allowed. The Jammer or Pivot may skate out of bounds to retrieve a dropped helmet cover. 3.2.3.1 A Pivot may skate in any direction, including out of bounds, to retrieve the Pivot helmet cover.

3.5.8.2 A Jammer or Pivot may skate in any direction, including out of bounds, to retrieve the Jammer helmet cover.

The Pack

Added the word “standing.”

Old Rule New Rule
4.1.1 The pack is defined by the largest group of in bounds Blockers skating in proximity and containing members from both teams. 4.1.1 The pack is defined by the largest group of in bounds Blockers skating or standing in proximity and containing members from both teams.

Pre-Jam Positioning

Blockers may not take starting positions that delay the formation of a pack at the start of a jam.

Old Rule New Rule
n/a 4.2.1.2 At the jam-starting whistle, Blockers are permitted to be either upright or down on one knee.

4.2.1.2.1 Blockers may not intentionally take starting positions which purposefully prolong that skater's ability to return to an in-play position or a team's ability to reform a pack (e.g., intentionally starting on one's back, intentionally starting in a dog-pile), see Section 6.13.36.

Blockers may line up in front of a Pivot’s hips if the Pivot is not upright and touching the Pivot Line.

Old Rule New Rule
4.2.2 Pivot Starting Position: Pivots generally line up in the front of the pack. Only the Pivots may line up on the Pivot line.

4.2.3 - Non-Pivot Blocker Starting Positions: Blockers line up behind the Pivots as demarked by the hips. If a Pivot is not on the Pivot line, Non-Pivot Blockers are not required to line up behind her.
4.2.2 Pivot starting position: Only the Pivots may line up on the Pivot Line. Pivots are considered on the Pivot Line when they are upright and also touching the line.

4.2.3 Non-Pivot Blocker starting positions:  Blockers line up behind the Pivots as demarked by the hips. If a Pivot is not upright and on the Pivot Line, non-Pivot Blockers are not required to line up behind that Pivot.

Out of Play

Jammers can block the other Jammer outside the engagement zone.

Old Rule New Rule
4.3.2.1-4.3.2.3 4.3.2.1- 4.3.2.3 Clarified Blockers rather than Skaters.

This is to clarify that Jammers may defend themselves when blocked outside the engagement zone.

Old Rule New Rule
n/a 4.3.4.1 If an out of play opposing Blocker initiates contact with the Jammer, the Jammer may legally counter-block4.3.4.2  Jammers may not assist teammates that are out of play.

General Blocking

A skater with two hands touching the ground is considered down.

Old Rule New Rule
5.1.4.4 Skaters may not execute a block on an opponent who is down, falling, or getting up after a fall. Skaters are considered down if they have fallen, been knocked to the ground or have taken a knee. Skaters on one knee are considered down. After downing herself or falling, a skater is considered down until she is standing, stepping, and/or skating. Stationary standing players are not considered down. 5.1.4.4 Skaters may not execute a block on an opponent who is down, falling, or getting up after a fall. Skaters are considered down if they have fallen, been knocked to the ground, have either or both knees on the ground, or have both hands on the ground. After going down or falling, a skater is considered down until the skater is standing, stepping, and/or skating. Stationary standing skaters are not considered down.

High Blocking

New addition to the rules.

Old Rule New Rule
n/a No Impact/No Penalty
6.2.1 Contact to the head that is secondary or which results from legally initiated contact.

Low Blocking

Old Rule New Rule
n/a 6.3.12 Intentionally taking a knee in an attempt to avoid a block

Direction of Gameplay

Allows a skater to go unpenalized for Direction of Gameplay if they stop blocking and begin skating counter-clockwise.

Old Rule New Rule
n/a 6.9.4.1 A skater who is engaged in a block who then comes to a stop for any reason must cease all engagement until there is another legal opportunity to engage.

6.9.13 A skater who, while blocking an opposing skater, momentarily comes to a stop, but resumes counter-clockwise skating and/or stepping at the first legal opportunity.

6.9.14 If there is no legal opportunity to skate and/or step in the counter-clockwise direction no penalty will be assessed as long as the stopped skater does not continue to engage.

Out of Play Penalties

No longer a valid part of the rules due to the single whistle start.

Old Rule New Rule
6.10.2.1.2 At the start of a jam if one team skates forward and the opposing team remains stationary, upon a No Pack scenario the Jammer start whistle will blow and no penalties for illegally destroying the pack shall be enforced. Skaters and teams are still responsible for immediately reforming a pack (see Sections 6.10.7, 6.10.12, and 6.10.20). n/a

Cutting the Track

Cutting any opponent or multiple teammates are major penalties.

Old Rule New Rule
Minor penalty to cut one skater, major penalty to cut multiple skaters or the foremost opposing skater. Skaters may cut one teammate without penalization, major penalty for cutting one opposing skater or multiple teammates.

Insubordination

An updated and clarified definition was added to help people better understand the rule.

Old Rule New Rule
n/a Major Penalty
6.14.3 The use of obscene, profane, or abusive language or gestures directed at an official.

Expulsion
6.14.5 The repeated use of obscene, profane, or abusive language or gestures directed at an official.

Delay of Game

Creating of Delay of Game penalties for actions that interfere with the standard progression of the game.

Old Rule New Rule
n/a 6.15.2  Failure to be on the track for the next jam at jam start when currently in the penalty box queue. One penalty will be assessed to each offending skater.

6.15.3  Failure to field any Blockers for a jam, preventing a jam from beginning. Penalty will be assessed to the Captain (see Section 9.2.7.1.2 for refusal to field skaters).

6.15.4  A team successfully requesting a team timeout when they have none remaining. Penalty will be assessed to the Captain.

Fouling Out

Fouled out skaters no longer have to return to the locker room or staging area provided they do not interfere with game play.

Old Rule New Rule
7.5.1.2 When a skater fouls out of a game, she must immediately leave the track and return to the locker room or staging area. She may not remain on the floor with her team or in an area where she can interfere with skaters on the track. The fouled out skater is not allowed to participate in the remainder of the game in any way… 7.4.1.2 When a skater fouls out of a game, that skater must immediately leave the track and may not remain on the team’s bench. The fouled out skater is not allowed to participate in the remainder of the game in any way…

7.4.1.2.1 If a skater who has fouled out interferes with game play, their team will be penalized according to Section 6.13.35. Additionally, that skater may no longer remain on the floor and must return to the locker room or staging area. The skater may not remain on the floor with their team or in an area where the fouled-out skater can interfere with skaters on the track.

Scoring

Jammers must be upright when passing an opponent to score. The exception is if the Jammer is down and opponents skate clockwise past the downed Jammer.

Old Rule New Rule
8.3.1 Pass opposing skaters in bounds, legally, without committing penalties. 8.3.1 Pass opposing skaters’ hips while in bounds and upright, legally, without committing penalties.

8.3.1.3 A Jammer who is in bounds but down may earn points for opposing Blockers who were ahead of the Jammer but skate clockwise behind the downed Jammer. This is considered to be a pass.

Jammers earn points on opposing Blockers ahead of the Engagement Zone once the Jammer passes the foremost in play Blocker.

Old Rule New Rule
n/a 8.3.1.4.1.2 A Jammer may receive points during a scoring pass before the jam has ended for opposing Blockers who have advanced ahead of the Engagement Zone without having to physically pass them…

8.3.1.4.1.2.3 The Jammer must have passed the foremost in play Blocker.

Points

Opposing Blockers on the track, but considered in the box, count as a first point for a Jammer to then earn other not on the track points.

Old Rule New Rule
8.5 The Jammer earns a point for each opposing skater who is not on the track immediately upon scoring her first point on an opposing blocker in each scoring pass… 8.5.1.1 The Jammer earns a point for each opposing skater who is not on the track immediately upon scoring the first point on any opposing Blocker in each scoring pass, including those opposing Blockers who are physically on the track but have been directed to the penalty box…

Jammers must land upright in order to earn points on opponents passed while the Jammer is airborne.

Old Rule New Rule
8.6.9 In order to earn points for passing while airborne, the Jammer must maintain in bounds status after landing (see Section 6.8 Out Of Bounds Blocking). 8.5.8  In order to earn points for passing while airborne, the Jammer must maintain in bounds and upright status after landing (see Section 6.8 Out Of Bounds Blocking).

Protective Gear

Non form-fitting full and half face shields are now permitted, provided the shield is designed for the helmet in use.

Old Rule New Rule
10.1.3 Optional protective gear such as padded shorts, chin guards, form fitting face shields such as nose guards, shin guards, knee or ankle support, turtle shell bras, and tailbone protectors may be worn at the skater’s discretion as long as they do not impair or interfere with the safety or play of other skaters, support staff, or officials.

10.1.3.2 Non-form fitting face shields such as hockey style full face shields, half face shields or face cages are strictly prohibited.
10.1.3  Optional protective gear such as padded shorts, chin guards, knee or ankle support, turtle shell bras, tailbone protectors, non form-fitting clear full face shields, non form-fitting clear half-face shields, and form-fitting face shields such as nose guards may be worn at the skaters’ discretion as long as they do not impair or interfere with the safety or play of other skaters, support staff, or officials.

10.1.3.3 Non form-fitting full and half face shields must be designed for use on the brand and type of helmet with which it is paired.

Real. Strong. Athletic. Revolutionary.