Change Summary for WFTDA Rules June 15, 2013

The following is a summary of the changes in the WFTDA Rules for Flat Track Roller Derby released on June 15, 2013. Leagues may begin playing sanctioned games under the new rules immediately, and all sanctioned games must use these rules starting July 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

Stopping the period clock

Clarifies when the period clock stops or the time should run out with 30 seconds or fewer left.

Old Rule New Rule
2.3.4 If 30 seconds or fewer remain on the period clock when a jam ends, there will not be another jam started for that period unless a timeout is called (see Section 2.6.5). 2.3.4 If 30 seconds or fewer remain on the period clock when a jam ends, there will not be another jam started for that period unless a timeout is called (see Section 2.6.5) or Official Review is called by one of the teams (see Section 2.6.5). If an Official Timeout needs to be taken with 30 seconds or fewer remaining on the period clock, the remaining time on the period clock will expire after the Official Timeout and the period will end.

Skater Positions

Skaters serve penalties committed after the fourth whistle as the position they occupied in the previously ended jam.

Old Rule New Rule
N/A Section 3 - A skater retains their position until the next jam starts. |Skaters who commit penalties prior to the start of the next jam when they were not in the previous jam will serve the penalty as a Blocker.
Old Rule New Rule
3.1.2 Prior to the start of a jam, Blockers line up behind the pivots, if the Pivot is upright and on the Pivot Line, and ahead of the Jammers (see Section 4.2 Pre-Jam Position). 3.1.2 Prior to the start of a jam, Blockers line up behind the Pivots, if the Pivot is upright and on the Pivot Line, and ahead of the Jammers (see Section 4.2 Pre-Jam Positioning). Prior to the start of a jam, if a skater coming onto the track commits a penalty, they will serve as a Blocker.

Pivot Privileges

Specifies the position of Pivot cannot be passed to another skater mid-jam.

Old Rule New Rule
N/A 3.2.1 The position of Pivot cannot be transferred.

Pivot Identification

A skater must have the cover on to be Pivot.

Old Rule New Rule
3.2.2.3 A skater lined up in the Pivot starting position will not be considered a Pivot unless the skater is wearing or holding a helmet cover with a visible stripe. 3.2.2.3 A skater lined up in the Pivot starting position will not be considered a Pivot unless the skater is wearing a Pivot helmet cover with a visible stripe.

Pivot cover retrieval

The Pivot may only skate out of bounds to retrieve the cover if the cover itself is out of bounds.

Old Rule New Rule
3.2.3.1 A Pivot may skate in any direction, including out of bounds, to retrieve the Pivot helmet cover. 3.2.3.1 A Pivot may skate in any direction to retrieve the Pivot helmet cover, including out of bounds if the helmet cover is itself out of bounds. They are still susceptible to Out of Play penalties.

Lead Jammer

Jammers must remain upright while passing Blockers to earn Lead Jammer unless the Jammer is down and opposing Blockers skate clockwise behind the Jammer.

Old Rule New Rule
3.4.1 The Lead Jammer is the first Jammer to pass the foremost in-play Blocker legally and in bounds, having already passed all other Blockers legally and in bounds. 3.4.1 The Lead Jammer is the first Jammer to pass the foremost in-play Blocker in bounds and upright, legally, having already passed all other Blockers in bounds and upright, legally. A Jammer who is in bounds but down may earn a pass for opposing Blockers who were ahead of the Jammer but skate clockwise behind the downed Jammer.

Jammer cover removal

Addition of the cover being removed by normal gameplay as an exception.

Old Rule New Rule
3.4.6 The Lead Jammer may call off the jam at any time after their position has been established unless the Jammer has been removed from the jam due to a penalty or their helmet cover has been removed. If the helmet cover is removed by an opponent’s action, the Jammer may replace the helmet cover and regain Lead Jammer status. 3.4.6 The Lead Jammer may call off the jam at any time after their position has been established unless the Jammer has been removed from the jam due to a penalty or their helmet cover has been removed. If the helmet cover is removed by an opponent’s action or in the course of natural gameplay, the Jammer may replace the helmet cover and regain Lead Jammer status.

Passing the Star

Clarifies after a star pass the new Jammer cannot earn Lead Jammer.

Old Rule New Rule
N/A 3.5 A Pivot-turned-Jammer cannot gain Lead Jammer status.

Pivots waiting to enter the penalty box may not be passed the Jammer star.

Old Rule New Rule
N/A 3.5.3.3 Jammers may not pass the star to a Pivot who is in queue for the penalty box.

Retrieving the star

The Jammer may only skate out of bounds to retrieve the cover if the cover itself is out of bounds.

Old Rule New Rule
3.5.8.2 A Jammer or Pivot may skate in any direction, including out of bounds, to retrieve the Jammer helmet cover. 3.5.8.2 A Jammer or Pivot may skate in any direction to retrieve the Jammer helmet cover, including out of bounds if the helmet cover is itself out of bounds. They are still susceptible to Out of Play penalties.

Helmet Covers

Outlines the conditions and procedure for the opposing team to challenge a team's helmet covers.

Old Rule New Rule
N/A 3.6.4 An opposing team may challenge the use of a team’s helmet covers if they feel there could be confusion in distinguishing between the Jammer star/Pivot stripe and the base color of the helmet cover compared to the base color and design elements of the team’s helmets.

Uniforms

Clarifies the use of tape on uniforms and gear.

Old Rule New Rule
3.7.1.1 All uniforms shall be in good repair and shall not cause a hazard to other skaters. All patches and numbers must be securely fastened to said uniform. Safety pins or tape are not permitted to fasten numbers to a uniform. 3.7.1.1 All uniforms shall be in good repair and shall not cause a hazard to other skaters. All patches and numbers must be securely fastened to said uniform. Safety pins or tape are not permitted to attach or modify numbers to a uniform. Tape is allowed on helmets, pads, and jewelry; safety pins are never allowed.

Captain/Alternate Designation

Describes when a team must designate a new Captain and that teams may not name a new Alternate.

Old Rule New Rule
N/A 3.7.2.1 If the Captain is not able to skate the remainder of the game due to expulsion, fouling out, injury, or emergency, the team has the option to name a new Captain.

3.7.2.2 A team may not designate a new Alternate (skating or non-skating) should the Alternate be unable to skate/coach/manage the remainder of the bout.

Uniform Numbers

Clarifies the requirements for skater numbers.

Old Rule New Rule
3.7.4.4 A skater’s number must be alphanumeric with at least one numerical digit. 3.7.4.4 A skater’s number may be alphanumeric, and must have at least one numerical digit.

Contact to the Head

Redefines the requirements for no impact/no penalty High Blocks.

Old Rule New Rule
6.2.1 Contact to the head that is secondary or which results from legally initiated contact. 6.2.1 Contact to the head that is incidental or done by a teammate.

High Block penalties should be issued anytime forceful contact is made above an opponent's shoulders.

Old Rule New Rule
6.2.2 Any block with initial contact landing above the shoulders. 6.2.2 Any block with forceful contact landing above the shoulders.

Forearms and Hands

New forearm/hands penalty for using an opponent to make a block.

Old Rule New Rule
N/A 6.5.10 Grabbing an opponent in order to assist oneself in blocking another skater.

Blocking with the Head

The skater's head must physically contact an opponent for a Blocking with the Head penalty to be issued.

Old Rule New Rule
6.6.3 Initiating a block with the head, regardless of impact or advantage. 6.6.3 Initiating a block with the head that includes physical contact, regardless of impact or advantage.

Multi-Player Blocks

Even if the link cannot be physically contacted, if it is in the path the opposing skater is taking, it is considered a multi-player block.

Old Rule New Rule
N/A 6.7.4.1 The multi-player link need not be physically touching the opposing skater. The link must be in front of the direction/pathway of the opposing skater. Even if the linked skaters have body parts (shoulders, hips, etc.) that are between the link and the opposing skater, the link is still impeding the opposing skater and must be called as a multi-player block.

Multi-player blocks must be physically challenged. There is no such thing as a positional multi-player block.

Old Rule New Rule
N/A 6.7.4.2 A multi-player block must be physically challenged before a multi-player block penalty can be assessed.

Out of Bounds Engagement

Out of bounds assists that don't improve the receiving skater's relative position should not be penalized.

Old Rule New Rule
N/A 6.8.18 Any assist from out of bounds that does not cause the receiving skater to improve their relative position.

If the receiving skater's relative position is improved, a penalty should be assessed.|

Old Rule New Rule
N/A 6.8.23 Any assist from out of bounds that causes the receiving skater to improve their relative position.

Out of Play

Defines when clockwise skating is required if a skater is out of play.

Old Rule New Rule
N/A 6.10.6.1 A skater ahead of the Engagement Zone is compelled to skate clockwise to return to the Engagement Zone if the pack is stopped or moving clockwise.

Illegal Procedures

Addition of a penalty for blocking after the fourth whistle.

Old Rule New Rule
N/A 6.13.35 A skater initiating contact or engaging an opponent after the fourth whistle of the jam that forces the receiving skater down or severely off balance, forward, or sideways.

Delay of Game

Clarifies how Delay of Game penalties should be issued.

Old Rule New Rule
6.15 Delay of Game penalties will be given for actions which interfere with the standard progression of the game. 6.15 Delay of Game penalties will be given for actions which interfere with the standard progression of the game. If a Delay of Game penalty is warranted, the officials should take a timeout at the end of the 30-second line-up time, instead of starting a new jam. The penalty should be enforced, and a new line-up period begun as soon as possible.

New penalty if an entire team does not line up in the correct pre-jam positioning.

Old Rule New Rule
N/A 6.15.4 Failure to field any Blockers between the Pivot and Jammer lines, preventing a pack from forming between the Pivot and Jammer lines at the first legal opportunity. Penalty will be assessed to the Captain.

New penalty for failure to field a Jammer when the opposing Jammer is in the penalty box.

Old Rule New Rule
N/A 6.15.5 With one Jammer serving a penalty in the penalty box, a failure to field a jammer for the next jam by the opposing team, preventing a jam from beginning. Penalty will be assessed to the Captain.

New penalty for an injured skater failing to sit out the required 3 jams.

Old Rule New Rule
N\A 6.15.7 A skater, having previously had the jam called off for injury, being on the track at the jam start before the allotted three jams required for the skater to sit out have elapsed. The penalty should be issued to the Captain. If the referee believes the injury presents a serious and immediate threat to the skater or others, the Official should immediately send the skater back to their bench, rather than waiting until the end of the line-up time.

Misconduct and Gross Misconduct

Misconduct and Gross Misconduct penalties are now combined into one section.

Old Sections New Section
6.16 & 6.17 6.16

Scoring

Jammers must complete a jump before the jam ends in order to earn points for opponents passed while airborne.

Old Rule New Rule
8.3.1.2 In order to earn points for passing while airborne, the Jammer must continue an in bounds and upright status at the moment of landing (see Section 6.8 Out of Bounds Blocking). 8.3.1.2 In order to earn points for passing while airborne, the Jammer’s skate must be the first part of the Jammer to make contact with the track. This contact must be in-bounds and must occur prior to the end of the jam. (see Section 6.8 Out of Bounds Engagement).

Penalty Warnings

Clarifies when a warning must be given before issuing a penalty.

Old Rule New Rule
9.3.1.1 Issuing penalties takes priority over issuing warnings. A warning does not have to be issued in order for a penalty to be given. 9.3.1.1 A warning does not have to be issued in order for a penalty to be given. The exception to this is Out of Play Penalties for failure to reform and failure to return, before which warnings must be given. (See Sections 6.10.6, 6.10.7, 6.10.12, 6.10.13, and 6.10.16 for exceptions.)

Real. Strong. Athletic. Revolutionary.