WFTDA rules to be translated into Klingon, Elvish and Dothraki

Already, versions of the WFTDA rule book are available in English, German, French and Spanish.

The WFTDA have now announced plans to translate the rules of flat track roller derby into more languages, including Klingon, Elvish and Dothraki.

WFTDA spokesperson Ebony and Irony commented:
“After translating the WFTDA rule book into German, French and Spanish, Klingon seemed like the next logical step.”

“We wanted to focus on languages that are relevant to the roller derby community.
We want to ensure that players, officials and fans can access the important WFTDA rules documents and information in the language of their choice.”

These new versions of the rules will be available on the WFTDA website as soon as possible but the WFTDA are looking for volunteers to help with the translation task.

Ebony and Irony commented:
“If you want to be involved in the translation process, please get in touch with the WFTDA rules committee.
You will need to include a sample of your work by translating a rule of your choice into the relevant language.”

“You can also contact the WFTDA rules committee for any further language translation requests of the rule book.”

“We are currently prioritising Klingon, Elvish and Dothraki.
But in the future we are planning translations into Latin, Parseltongue, simple English, Minion, Pirate, Newspeak, Emojis and Scottish.”

Breaking news: WFTDA Championships update

Exclusive news update from the 2016 WFTDA Championships in Portland.

Jammer eats actual baby.
“I’ve always found that phrase confusing. Well, I’ve certainly protein loaded now.”

Sports court still worst court.
Better options said to include wood, concrete, royal and legal court.

All games so far ended in hugs, not fist fights.
Male players confused.

Gotham think they are ‘the good guys’.
Disagreeing with this is literally everybody.

Scientists discover new types of geometric shape in roller derby walls.
First reported sighting of a rombangle and a trimond outside of computational simulations.

Referee to be treated for jamnesia.
“One second I knew it all, the penalties, the points, the passes, and then suddenly … It was all gone!”

‘Rotational violence’ to blame for global warming.
But TNOB’s new helmet technology laboratory are on the case.

Bay Area skaters seen secretly attending backward skating bootcamps

Following their recent loss against Montreal at the 2016 WFTDA Playoffs, skaters from Bay Area Derby (BAD) have been spotted secretly attending beginner’s bootcamps on backwards skating.

BAD, an otherwise high-level team, have become known for their continued use of flat, forward-facing four-blocker defensive walls, while the rest of the derby world moved on to dynamic walls, often featuring blockers facing backwards and physically bracing the walls.

This year’s WFTDA D1 playoff in Montreal saw BAD being defeated by the hosts themselves in the game for third place and hence being barred from attending the 2016 WFTDA championships. This is the first time since 2012 that BAD have not made it to the championships, even coming in third place overall in 2014.

It has been suggested that BAD’s result in this year’s competitive season may be linked to their strategic choices.

A BAD skater, who wishes to remain anonymous, commented: “I had heard of backward skating and of ‘braced walls’, but I had never seen those things in person. Then I saw other teams do them at playoffs and I thought to myself: ‘Why aren’t we doing that?'”

BAD skaters have since been spotted up and down the country at numerous roller derby beginner bootcamps with an emphasis on backward skating and dynamic walls.

Another anonymous BAD skater commented: “I’m like a complete beginner at these backward skating bootcamps, skating alongside fresh meat skaters from other leagues.”

“I have to keep my attendance at such bootcamps secret though. I always wear a neutral top and no golden helmet. And a fake mustache, just to be sure.”

WFTDA to publish the rules of fresh meat roller derby

The members of the WFTDA rules committee have come together to develop a rule set for beginner’s or ‘fresh meat’ roller derby.

WFTDA spokesperson Onyxia commented:
‘We felt that this was a necessary step.
Adapting the rules of roller derby in this way will allow beginners to play without every player fouling out in the first five minutes.’

A summary of the most important changes from the standard rule set is exclusively shown here:

Out of Play
There are no limits to the engagement zone, the pack is everywhere.
Pack definition is not monitored and no failure to reform penalties are given.

Track cuts
There are no track boundary lines. Any lines on the floor mean nothing and can be ignored. Any potential cuts can be undone by skating back on the track.

Illegal procedures
There are no illegal reentries; players can reenter the track anywhere.

False start
There is no such thing as a false start. Players can start anywhere they want.

Penalty enforcement
Leaving the track when being called on a penalty is entirely optional.

Game parameters
Immediately after the start whistle of a jam, there will be a five second delay to give everyone the chance to clarify if the jam has really started and what those confusing whistles mean.

Verbal cues
Referees will not communicate with players beyond issuing penalties. Warnings and prompts to return to the bench are just too confusing.

Impact metrics
Finally, the new rule set will show the following diagram to clarify impact assessment in fresh meat roller derby.


WFTDA rules update will see second period played in clockwise direction

In a recent rules update published by the WFTDA, it has been confirmed that future roller derby games will see the second period played in clockwise direction. The first period will continue to be played in the usual counter-clockwise direction.

Omegara, a WFTDA spokesperson, explained:
“We decided on this step to make our sport safer and less injury-prone.
Many studies have shown that unidirectional roller derby can lead to muscle imbalance, which in turn can cause long term health issues and injury.”

“We also wanted to increase the general level of athleticism in roller derby. We believe that roller derby skaters should be equally good at skating in different directions around the track.
This will help us to be taken more seriously as athletes by other roller sports organisations and sports bodies in general.”

“Of course, in the second period of every bout you would now potentially be subject to direction of gameplay penalties for counter-clockwise blocking.
Regarding necessary rule changes, we have created an updated version of the rule book which contains a new section for the second period.
This section is just the whole rule book again, but every instance of ‘counter-clockwise’ has been replaced with ‘clockwise’ and vice versa. In one swift move we have thus doubled the WFTDA rule book in length.

“In general though, we do not anticipate a lot of organisational changes for games and game play. Line-up and score trackers may need to change position at half time and we will need a second set of jammer and pivot lines and a penalty box ‘line of no return’ on the other side of the box.”

Isle of View, of the Derpshire Rollergirls, commented:
“This is a whole new challenge for our training. We basically feel like rookie skaters when going clockwise around the track. We all have a good side for stops and turns and none of us can really cross-over all that well in clockwise direction.

“I normally like to position myself on the outside line in our walls. Now I’m confused. Will I want to be on the inside on the second half?”

DuroTart, another Derpshire skater, commented:
“I like this change. Why do so many sports go counter-clockwise anyway?”

Meanwhile, owners of derby businesses and enterprises with names based on the unidirectionality of roller derby were left unimpressed.

British leagues to pull out of WFTDA competitive season following Brexit

British roller derby leagues, including the London Rollergirls (LRG), Leeds Roller Dolls (LRD) and Rainy City Roller Derby (RCRD) have confirmed that they will be pulling out of the 2016 WFTDA competitive season due to the impact of the recent Brexit vote.

Standing in the rain outside the Thunderdome PeaWet, an RCRD spokesperson, commented:
“We’ve already lost a lot of EU funding over the last week. No funding, no venue; no venue, no training.”

La Grunge Point, of LRG, stated:
“It turns out that half of our members are European. Even some who we thought were Australian! They are preparing for deportation as we speak.”

Yakety Sax, of LRD, said:
“Leeds as a city was very divided on the referendum. And our membership has fallen out over the Leave vs Remain issue. Half our directors have now resigned and have left us in a complete mess.”

Meanwhile, Scottish Leagues were left with a more positive outlook, as Glasgow Roller Derby and Auld Reekie Rollergirls stated:
“We are looking at all the options and are hoping to have a membership vote on whether to remain part of this year’s WFTDA championship.”

WFTDA spokesperson Miniplenty expressed regret at these developments:
“We are very sad to see this happen. But we believe that the WFTDA Big 7 tournaments of 2016 will not be further affected by politics. However, we cannot currently make statements about next year’s season, as the US general elections are happening the week after WFTDA Champs.”

Get certified for creative roller derby refereeing

This coming weekend, the Derpshire Rollergirls are putting on a WFTDA-sanctioned referee clinic with a special emphasis on creative refereeing.

The class aims to help roller derby officials put the maximum amount of creativity into their roller derby refereeing.

The advertisement for the class states:

We will teach you about creativity, innovation and change.
We want to stimulate your creativity and help you take your creative refereeing to the next level.

Be a more innovative referee; jumpstart your creativity, and don’t just go by the rules.

Learn about what is inhibiting you from calling roller derby penalties the way you want.

Think outside the box, break the shackles, push the boundaries and challenge the status quo.
The sky is the limit when it comes to creativity in roller derby refereeing.

Discover and develop your own ideas for how roller derby penalties should be called.

By the end of this course, you will be great at discovering your own ideas about roller derby rules and delivering them confidently.

This course is highly experimental and teaches you to be experimental, too, in your roller derby officiating.

You will learn to creatively work as an individual ref and you will also learn creative refereeing in a team of officials.

We will prepare you for all the situations you may encounter as a roller derby referee: gameplay, captains’ meetings, official reviews – bring your creativity to all of these.

You will be able to use these creative skills everywhere in your function as a roller derby referee, whether you are making calls, selecting crews or evaluating other referees.

There are no skills requirements for this course.
There are no grades or tests. You decide how good you are, because the only person judging your refereeing should be you.

This course also leads directly to certification, i.e you will be a Certified Creative Referee.

Here are some of the creativity- increasing concepts you will learn on this course:

Approach roller derby penalty calls in new innovative ways.
Push your limits – make calls in ways never seen before.

Have you gotten into a rut? Try calling things differently to how you would normally call them.
You may feel foolish at first, but getting comfortable with feeling foolish is just another way to think outside the box.

Shift your thinking away from your brain’s logic centers and into a more creative part of the brain, where it can be mulled over in a non-rational way.

Work backwards: start with the call you want to make and work backwards to creatively come up with a justification.
Try to challenge your brain’s normal concept of causality.

Draw on other creative sources: players, coaches and the audience may give you new ideas about how to make calls.

Invite randomness into your work. Embrace mistakes and incorporate them into your style.

Always think: what’s the worst that could happen?

Eliminate negativity. Do not limit your ideas. No idea is too ‘out there’.
If other people tell you your ideas are outside of normal, don’t listen to them.
Instead, surround yourself with likeminded people.

Keep your creativity sharp. Like any skill, creativity needs to be exercised to keep it going.
Keep thinking of new situations to apply your creativity to. Any bout is an opportunity for this.

This course will cover all of the WFTDA rule book, though special emphasis will be put on creatively calling forearms, multiplayer block, and cut track penalties.

We have many graduates who have gone on to referee at the big 7 WFTDA tournaments and other high profile roller derby events.


Contact the Derpshire Rollergirls to book your place on the creative refereeing course and bring your officiating creativity to a bout near you.

WFTDA to add emotional intelligence and common sense to minimum skills

The WFTDA have announced this week that the next update of the WFTDA Minimum Skills Requirements will include skills of emotional intelligence and common sense in addition to the currently listed skating and contact skills.

WFTDA spokesperson Wheatley commented:
“We need to keep the required skill set relevant to evolving game play.”

The last update to the Minimum Skills Requirements saw the addition of further backwards skating skills and removal of outdated practices such as baseball slides.

Wheatley commented:
“The upcoming version of the Minimum Skills Requirements will see similar changes. We did our research and found that emotional intelligence and common sense are some of the technical skills that currently present the greatest hurdle for skaters. A lack of these skills holds skaters back from progressing and it presents a safety issue.”

The Minimum Skills Requirements present an important rite of passage for roller derby players. WFTDA member leagues are required to assess all charter team skaters, who must pass both this set of skills as well as the WFTDA Skater Rules Test in order to compete in WFTDA-sanctioned games. These tests are taken very seriously by leagues around the world. Team captains have to certify that all testing is complete when submitting WFTDA team charters and game sanctioning applications.

Wheatley explained further:
“Ultimately, these updates are for the safety of the skaters and those around them. We believe that skaters cannot safely partake in contact game play and scrimmage without having demonstrated skills such as speed control and not expecting constant validation and congratulation.”

“We feel confident that this is what our members want. The WFTDA Training Committee has developed this new set of the Minimum Skills Requirements in tandem with WFTDA member leagues and WFTDA Risk Management. Just as with past versions, this new set of standards was beta tested and voted in by WFTDA membership.”

Act Your Rage is a player and coach with the Derpshire Rollergirls, one of the leagues involved in the beta testing of the new Minimum Skills Requirements. She felt positively about the changes: “We very much welcome this move. We definitely think that skills of emotional intelligence and common sense are needed to play modern roller derby. In each season we, as a league, have had to add both physical and mental skills to our tool box. You cannot execute a Rose City wall without good backwards skating and you cannot be on a travel team without a minimal level of emotional resilience and an ability to handle the ups and downs of a competitive sport.”

“This is an important part of making derby a more serious sport. We just cannot have players who are unable to make it through a practice session without crying because they are not famous yet, if we want to be taken seriously in our athleticism.”

“We run a fresh meat programme for six months where we teach these skills to beginners. Just like we have seen with the physical techniques, some people struggle with emotional intelligence and common sense. We find that those who have a background in practicing these skills tend to do better initially.”

“Overall, we very much think that this is a move in the right direction. But we are also still facing some challenges in coaching these skills. For example, we are always looking for new and better ways to teach T-stops and not making it all about yourself.”

Mary, a skater participating in the current Derpshire Fresh Meat programme, commented:
“It’s so hard. I’ve had to redo the course several times. I’ve passed the 27 in 5 endurance test, but to pass my min skills I still need to learn how not to blame others for my lack of progress.”

Act Your Rage shared some of the tips she gives to skaters:
“Just as with skating techniques, you will need to practice these things over and over until you nail them.”

“You can practice them at home while you watch TV or brush your teeth. Stand on one leg or in derby stance and visualise not shouting at players and referees when you are sent to the penalty box.”

“Don’t be discouraged if you can’t do it first time, just keep working at it.”

“Also, importantly, don’t be a dick.”

WFTDA to clarify forearm penalties

The WFTDA have published a new rules update to clarify the mechanism and impact assessment of forearm penalties.

Under current WFTDA rules it is illegal to use forearms when blocking opposing skaters.
In recent years, there have been ongoing discussions and persistent confusion about what actions should warrant a forearm penalty.

The WFTDA have now responded by publishing a roller derby rules update, including a re-definition of forearm penalties.

WFTDA spokesperson Madnitude explained:
“All contact, regardless of blocking zone, is to be re-defined as forearm contact. In some unknown portion of cases, contact with opponents will be issued with a forearm penalty. This is with the exception of any actual forearm contact, which is now legal in all cases.”

“We decided on this move to keep up with current development in roller derby game dynamics. This change simply reflects the status quo, as this is how these penalties are being called by the majority of our officials at the moment.”

“In order to match up the content of the rule book and the way the officials make calls, it was easier to rewrite these sections of the rule book than to re-train such a large proportion of WFTDA-certified officials.”

Our member leagues are strongly in favour of this move. At least now the written rules are in line with how these actions are assessed during games. Things should now also be much less confusing for audiences.”

This move by the WFTDA is coming just prior to the upcoming WFTDA Championships. In addition to determining the top team of WFTDA Division 2, this tournament will see the top twelve Division 1 teams battle it out for the Hydra trophy.

When asked about the impact assessment of these re-defined forearm penalties, Madnitude commented: “Again, we tried to keep impact assessment consistent with how these calls are currently made so as to not confuse our membership, both players and officials. Referees will decide as individuals where they draw the impact line, just as they have done so far.”

The head of the WFTDA rules committee commented: “The phrasing of the forearm penalty section in the rules is now much improved. It clearly says:

‘When an illegal forearm or hand contact is materially aiding a skater in passing an opponent in relation to an opponent’s relative and absolute position then that selfsame skater’s actions may or may not warrant the issuing of a penalty and has anyone really been far the penalty even as decided which gain of relative position to use even go opponent want to do look more like.’

“And this is how the referees will be calling it at WFTDA champs. We hope that we have cleared up the forearm question once and for all.”

Meth Lab for a Cutie, of the WFTDA- member league Derpshire Rollergirls, commented by showing a whiteboard:

I still have no idea what a forearm penalty is anymore!

Passages from the WFTDA roller derby rules where the word ‘skater’ has been replaced by ‘n00b’

1.1.1 – At most, 14 N00bz may be on the roster for a specific game.

1.5.4 – Any N00bz who are not completely in bounds at the jam-starting whistle will not be permitted to join the jam in progress.

1.8.1 – The Penalty Box Area is the designated area where penalty time will be served. Benches or seats must be provided as part of the Penalty Box. The benches or seats must be capable of accommodating a total of six N00bz (three from each team). – The Official Score must be highly visible to Officials, N00bz, and audience members.

N00b positions refer to the position a N00b is playing during a jam. A N00b is not limited in the number of positions that N00b may play during a game, but is limited to playing one designated position at a time.

2.1.1 – Blockers are positional N00bz who form the pack. – A N00b lined up in the Pivot starting position will not be considered a Pivot unless the N00b is wearing a Pivot helmet cover with a visible stripe. – A Jammer may earn Lead Jammer and so become the only N00b with the privilege of calling off (ending) the jam prior to the expiration of the full two minutes.

2.3.2 – Jammer Identification: A N00b who is serving a penalty from a prior jam in the position of Jammer will be identified as the Jammer for their team. If no such N00b exists, a N00b in possession of the Jammer helmet cover will be identified as the Jammer for their team. If no such N00b exists, one single N00b who is lined up in the Jammer Starting Position will be determined by the Jammer Referee to be the Jammer for their team. If no such N00b exists, that team is not considered to have fielded a Jammer for that jam. – Jammer Status may not be transferred by handing off the Star via other N00bz, or throwing or dropping the Star.

2.5.2 – If the Star is passed illegally, Jammer Status is not transferred, even if the Pivot has sole possession of the Star. Both N00bz retain their original status, and the initiator of the pass is penalized accordingly.

2.6.5 – If a helmet cover falls to the ground or is removed from play by any means, a qualified N00b (e.g., the Jammer or Pivot) may skate out of bounds to recover it, but only if the helmet cover is itself touching out of bounds.

2.6.6 – Helmet covers must be on a qualified N00b’s head, or in a qualified N00b’s hand, before the jam-starting whistle. – Proximity is defined as not more than 10 feet (3 meters) (as measured from the hips) in front of or behind the nearest pack N00b.

3.2.7 – N00bz who line up completely outside of their legal starting area (but fully inside the track boundary) will be issued a penalty.

3.2.8 – N00bz who line up fully in bounds but in an illegal starting position (while touching their legal starting area) are considered to have committed a False Start, and will receive a False Start warning. Once warned, N00bz who False Start must cease all forward motion until they have yielded to all N00bz in the immediate vicinity by ceding relative position to those N00bz, or they may be issued a penalty.

3.3.8 – N00bz may leave play mid-jam by removing themselves from the track, in order to remain safe. This includes but is not limited to a N00b leaving the track due to injury, or to adjust or reposition the N00b’s safety equipment or skates. N00bz who exit the track for other reasons may be subject to penalties.

3.3.9 – Airborne N00bz retain their prior in-bounds, out-of-bounds, or straddling status until they land. Note that passes achieved while airborne do not count toward gaining lead, and do not earn points, unless the N00b also lands in bounds. – Only N00bz who are in play may skate in front of an opponent to impede the opponent’s movement on the track.

4.1.2 – The N00b who initiates contact to an opponent is considered the initiator of a block. – It is possible for both N00bz to be considered initiators.

Penalties are applied to both a N00b and the position that N00b is currently playing. N00bz and teams are assessed penalties due to infractions.

5.3.10 – Flailing and sprawling N00bz who low block an opponent causing the recipient to fall or lose relative position.

N00bz often work together to execute more effective blocks on opponents. – The penalty will be issued to the N00b most responsible for the wall’s impenetrability. If neither N00b can be identified as most responsible, the penalty will be issued to the N00b closest to the Referee.

5.8.1 – N00bz must be in bounds when engaging other N00bz.

5.9.3 – N00bz are permitted to skate clockwise on the track provided they do not engage with other N00bz (e.g., block opponents or assist teammates).

5.9.7 – Skating in the clockwise direction in a way that does not affect other N00bz.

5.9.12 – Incidental contact from a N00b getting spun around as a result of another block.

5.10.2 – If the actions of a N00b, team, or group of N00bz create a “No Pack” situation, one penalty for destroying the pack will be applied to a single N00b who is most responsible or the Pivot. – Examples of illegally destroying the pack may include but are not limited to a N00b, N00bz, or a team running away, braking or coasting to drop back more than 10 feet (3 meters) behind the opposing team; taking a knee; intentionally falling; or intentionally skating out of bounds in such a manner that the legally defined pack is destroyed. – A N00b or group of N00bz is always responsible for the consequences of their actions.

5.10.5 – During a No Pack situation, N00bz will be warned that there is no pack and will be penalized if they do not immediately attempt to reform the pack. For N00bz in the rear group, this includes stepping or skating in the counter-clockwise direction. For N00bz in the front group, this includes coasting, braking, or coming to a complete stop.

N00bz cannot drop back while in play in efforts to undo or avoid Cutting the Track penalties. – An upright and skating N00b who returns completely in bounds (having previously been out of bounds) in front of at least one in-play, in-bounds and upright N00b, which results in the offending N00b having improved their relative position.

5.12.2 – Exiting the track of one’s own accord in order to avoid an obstacle (e.g., spills, debris, or downed N00bz). – Mistakenly exiting the track due to mishearing an Official’s instruction (e.g., a N00b thinking that they have been called on a penalty when in fact they were not). – A N00b who returns from the outfield to the track and misjudges their speed, causing them to exit the track on the infield, has left the track entirely under their own power. – A N00b who fully exits the track in order to avoid receiving a block is considered to be exiting the track entirely under their own power.

5.13.3 – Too many N00bz on the track. The extra N00b is instructed to return to the bench without stopping the jam.

5.13.12 – Forcing a jam to be called off due to too many N00bz on the track. If too many N00bz are on the track, the Referees will direct a N00b off the track. If a N00b does not leave the track and the jam is called off due to too many N00bz being on the track, that N00b will receive the penalty.

5.13.17 – A N00b exiting the Penalty Box who re-enters the track in a manner that would constitute a penalty for cutting, given that all in-bounds and upright Blockers are assumed to have superior position to a N00b returning from the box.

5.13.21 – Too many N00bz and/or team support staff in the designated team area.

5.14.3 – A N00b who, after having been clearly and appropriately called on a penalty, fails to leave the track. This penalty will be assessed even if the N00b is not aware that they have been called.

5.16.16 – Any contact initiated by a downed N00b that causes an opponent to fall or lose relative position, or allows a teammate to gain relative position.

5.16.18 – A N00b initiating contact or engaging an opponent before the jam-starting whistle that allows the initiator to gain a superior starting position.

Gross Misconduct is defined as an indiscretion so serious that it justifies the instant expulsion of a N00b, even on the first occurrence.

5.16.27 – A N00b who, on their way to the Penalty Box during a jam, makes forcible contact with another person (other than a teammate), or who causes a Penalty Box seat to do so.

6.1.4 – If a penalty is committed by a Non-N00b (e.g., by a team’s bench staff), the penalty will be assessed to the Captain, unless otherwise specified. – Penalized N00bz must be substituted in the case of a N00b who has been injured, fouled out, or expelled. These substitutions may only take place between jams. A N00b who has fouled out or has been expelled is not permitted to return to play and that N00b’s team must skate a N00b short for the remainder of the jam.

6.2.2 – Penalty Box Procedures, Rights, and Restrictions: When a N00b is sent to the Penalty Box, the N00b must immediately exit the track to the appropriate direction. The N00b must then skate to the Penalty Box in the counter-clockwise direction without returning to the track. – If, after being sent to the Penalty Box, all parts of a penalized N00b have passed beyond Point of No Return, the N00b must skate all the way around the track in order to enter the box from the appropriate counter-clockwise direction. – The penalized N00b will be sent to the Penalty Box as soon as there is room in the box, provided another Blocker from the N00b’s team is on the track and has joined the pack. – In the new jam, N00b substitutions from the bench are allowed, with the exception of the penalized Jammer.

6.4.1 – Fouling Out: A N00b fouls out from the game when seven penalties have been assessed to that N00b. – Coaches and managers are held to the same standard of sporting behavior as N00bz.

The team of a N00b who is ejected from a game, either due to an expulsion or fouling out, must play down a N00b in the ejected N00b’s position, as if a penalty had been assessed.

Only N00bz wearing the designated Jammer helmet cover with visible stars are eligible to score points. – The Referees are responsible for determining that both teams have the correct number of N00bz in the jam, taking into account N00bz in the Penalty Box. – If the jam starts with too many N00bz, the Referees must direct the last Blocker who entered to leave the track. If that N00b cannot be identified, the Blocker who is closest to the Referees must be directed off the track. – If the jam starts with too many N00bz, and the extra N00b cannot be directed off the track, the Referee must stop the jam. The extra N00b should be penalized. – The Referees will ensure that the N00bz are wearing all required safety equipment, the correct uniforms, and the correct N00b designations. – The Referees will determine that the N00bz are in the proper formation. – Referees will: – Exclusively use a N00b’s team color and roster number for referring to that N00b (for example, calling penalties on the N00b). – Too many N00bz on the track. After the jam has started Referees will expeditiously direct any extra N00bz so that the jam does not have to be called off. – Too many N00bz on the track that gives that team a competitive advantage. – A team has five or fewer N00bz still eligible to participate in the game. – N00bz are strongly encouraged to secure or tape down loose Velcro on pads. – If more than one jam is called off for the same N00b, the N00b must sit out of the remainder of the period.




The N00b identified to speak for the team.

Engagement Zone

The zone in which Blockers may legally engage and be engaged. The Engagement Zone extends from 20 feet (6 meters) behind the rearmost pack N00b to 20 feet (6 meters) in front of the foremost pack N00b, between the inside and outside track boundaries.


Any sort of interaction with another N00b on the track during a jam.

Established Position

Where a N00b is physically; an area of the track where the N00b has secured their place.


The first legal opportunity in which a N00b may complete an action.


A N00b or set of teammates is considered impenetrable from a certain direction when, to achieve a pass on one or more of the N00bz, an opponent would need to physically break said teammates’ bones or joints.

Out of Bounds

A N00b is out of bounds when part of the N00b’s body or equipment is touching the ground beyond the track boundary, including both arms or hands (one arm or hand does not render a N00b out of bounds), or any part below the N00b’s waist (e.g., a knee, a skate, or a hip). N00bz who are airborne maintain their prior in-bounds (or out-of-bounds, or straddling) status until they land. N00bz who are straddling are considered out of bounds, except where otherwise noted.

Pack N00b

Any Blocker who is part of a legally defined pack.

Pass (verb)

To end up in front of a N00b, such that the passer’s hips went from being behind to being in front of the other N00b’s hips.

Positional Blocking

Blocking without contact; positioning oneself so as to impede an opponent’s movement on the track. It may also be done unintentionally if the blocking N00b is not aware of the opponent’s position behind the blocking N00b.

Relative Position

A N00b’s location, when in bounds and upright, in relation to other N00bz involved in the action. Relative position is said to be “gained” or “lost” if said location changes in a way that gives or loses some advantage (for example, one N00b passing another, or being knocked down, out of bounds, or out of play).


A list of N00bz for a team, and their identifying numbers, who are eligible to play in the game.

Slide Tackling

A N00b who leaps and/or slides and extends their leg(s) or arm(s) in order to disrupt the movement of an opponent’s feet and/or legs.


A N00b not making any directional movement with their skates.


Replacing a N00b on the track or in the Penalty Box with a teammate.


A formal verbal indication from the Referee that play is improper and that a N00b must take corrective action.