Thursday, November 2, 2017

MADE Rules Breakdown -- Topic Six


MADE Rules Breakdown – Topic Six

All the Extras

Taken directly from: SKATE MADE

Injury Procedure

Should a skater be injured during play, they should signal to the refs using a thumb up or thumb down. If signaling with a thumb up, they should pull themselves off the track, at which time, one of their teammates may line up for substitution. The replacement player may only enter when signaled by the nearest Outside Ref and from the rear of the Pack. When the injured skater signals a thumb down for a significant injury, or the downed skater is unresponsive, the nearest ref will signal the Injury Alert to end the jam with four short whistle blows. Injured player(s), who stop the jam, will not be allowed to return to play until the next period, or cleared by an EMT, whichever is sooner.


Cutting Track:

Cutting track is considered the act of skating out of bounds in order to reduce the distance one must travel around the track; or the act of skating out of bounds in order to advance position. Skaters are not allowed to cut track, but may advance position by jumping the turn as long as they begin and end their jump while in bounds. Lifting a skate to avoid being out of bounds is permitted.

 

Exemption for Active Jammers on Scoring Pass Only:

Active Jammers are exempt from cutting track in the Blocking Zone. Should an Active Jammer cut the track for any reason, they can either: pull up, let that Blocker(s) pass, re-enter the track and re-pass those players to be awarded points; or they may continue on, but without any points for the opposing players they passed while out of bounds. Active Jammers who continue on, and enter the Pack, having passed no opposing players in bounds, will not be allowed to signal the end of the Jam until they score a point on that pass.



Out of Play Rule

Any skater (excluding Active Jammers or Jammers making their first pass through the pack to become active) who are more than 20' away from the pack, out of bounds, or in the situation of a no-pack, are considered "Out of Play." Any skater who is on the ground (any body part other than skates touching the ground) is considered Out of Play. Out of Play skaters must yield to Active Jammers or be issued a penalty.

 

Blocking zone: Opposing players may engage each other in the Pack and within 20' in either direction (ahead of or behind) the Pack. Any player outside of this zone is not considered in play (except Active Jammers), and therefore not part of the Pack. Active Jammers are considered part of the pack anytime they are within 20' of other players. Out of play skaters can neither assist nor block.

 

Once an Active Jammer has exited the Blocking Zone, opposing players, with the exception of the opposing Active Jammer, may not engage them, or hinder their progress, until they are once again within 20' of the Pack. Blockers who chase the Active Jammer past the Blocking Zone will be issued an Out of Play penalty.

 

If there is "No Pack" as signaled by the Pack or Head Ref, you have dead play. During dead play, skaters, cannot engage nor assist. Active Jammers may still engage other skaters, but not assist during dead play. During Dead Play or an evenly "Split Pack" players must actively reform the Pack within the parameters indicated by the Pack or Head Ref, generally the centermost mass, and are to resume normal play when signaled to "Resume Play" by the Pack or Head Ref. Failure to reform the pack will result in an Out of Play penalty for all skaters involved. In a No Pack situation, a Pivot may still break.



Gear

All players must wear quad skates, helmet, mouth guard, wrist guards, elbow pads and knee pads. Any loose or ill-fitting equipment must be taped or adjusted. Skating officials must wear helmets and knee pads -- mouth guards, wrist and elbow pads are optional, but recommended.

 

Team uniforms are determined by color uniformity, not style uniformity.

 

Only officials may wear black and white striped tops.





 

 

MADE Rules Breakdown -- Topic Five


MADE Rules Breakdown – Topic Five

Penalties

Taken directly from: Skate MADE

Penalties are to be served as they are called by the Officials, and only while jam clock is running. Offending skaters go directly to the penalty box in the center of the track to serve their time. Penalties begin to be served when, and only when, the skater is seated in the box. The skater must return to the track from in front of the penalty box only. Skaters must enter at the rear of the Pack and yield to passing referees. The "Rear of the Pack" is from the last person in the Pack extending to the end of the rear Blocking Zone. Only two skaters from each team may be in the box at once. Should a third (or more) player from a team commit a penalty, they will continue play until a seat frees up in the box.

 

Should the Jammer’s penalty time carry over to the next jam, the offending team starts with a substitute Jammer, but skates short, until the penalized Jammer finishes serving their time and returns to play as a Blocker. 

 

Should a team have more than five players on the track at the start of the Jam, fail to line up Pivot or Jammer, or more than one player wearing a Jammer or Pivot helmet cover, they will be issued a Team Penalty. At instant of team infraction, the Head Ref will signal the end of the Jam and the team must choose one player from the track to immediately serve the penalty. The teams will then line back up and the Head Ref will restart the jam.

 

Penalties will be signaled by any ref using two short whistle blasts. Penalties may be awarded between jams. Warnings may be issued at the ref's discretion.

 

Minor Penalties (1 minute)

False start

Cutting Track

Out of Play

Illegal Contact or Maneuver

Insubordination: Failure to comply, return to the bench, or unauthorized contact with officials (must be a Captain, Manager or Coach) 

 

Major Penalties (2 minutes)

Excessive Force

Team Penalty

 

Automatic Ejection
Abusive language or behavior to opponents, officials or audience. Exceeding 5 minutes of accrued penalties. Should a player commit a sixth penalty and be ejected from the game, the respective team must choose a substitute player to sit their final penalty.

MADE Rules Breakdown -- Topic Four


MADE Rules Breakdown – Topic Four

Blocks and Maneuvers

Taken directly from: Skate MADE

Legal Contact and Maneuvers

Legal Body Parts Used When Blocking: Any area from the shoulders down to above the knees, with the exception of the area of the arm from the elbow to the fingertips. 

Legal Body Parts to Administer Blocks Against: Any area from the shoulders down to above the knees, with the exception of the spine.

  • Blocking Walls are permitted. A blocking wall is when two or more players are skating side-by-side, with wrists crossed, but not interlocking. Skaters may not hold on to any body part, equipment or clothing while executing a Blocking Wall.
  • Blocks on the start whistle are permitted only if the initiating Blocker’s skates have rolled forward first.
  • Skaters may engage another player while skating backwards, provided they are moving in the same direction as the Pack. Illegal Contact and Maneuvers

  • Railroading and blocking out of bounds is prohibited.
  • A skater can not prevent an opposing player from re-entering the track.
  • Gaining momentum while out of bounds and re-entering the track to block an opposing player is prohibited.
  • Though blocking using the upper shoulder is legal when administered to an opposing Blocker’s shoulder blade, Jammers may not do so when active.
  • You can not come to a complete stop to execute a block nor to detain an out of bounds skater from returning into the Pack.
  • Skating clockwise on track during jam is prohibited.
  •  Forward motion should be maintained at all times to be in play. Stopped players will be signaled to resume motion by nearest referee. Failure to do so will result in a penalty.
  • All blocks must be made within bounds and within the time limits of the jam. Early or late blocks will result in a penalty.
  • Any skater (with the exception of Active Jammers, or Jammers on their initial pass who are required to reset behind pack) who goes out of bounds as a result of a block must enter behind the person who administered the block, unless both parties go out of bounds as a result, or if the blocking player becomes Out of Play.

MADE Rules Breakdown -- Topic Three

MADE Rules Breakdown – Topic Three
Scoring Points
The team with the highest score at the end of the game wins.  It’s that simple.
Active jammers are the only ones that can score points.  Once the jammer breaks the pack and has completed the lap to catch back up with the pack is when the points are scored.  Each player the jammer passes is a point.
Active jammers must be wearing the helmet cover to score points.
If the opposing team has a player in the box, there is a ghost point awarded once the first opposing player is passed in the pack.
If the opposing team has an out of bounds player, there is a point award once the jammer has passed them while they are out of bounds.
Active jammers can be awarded points for lapping the opposing jammer, whether active or non-active. 
Points are awarded if the opposing team fails to field the correct number of players at the start of the jam.  I.E. skating a player short.  The point is awarded upon the start whistle for each missing player on the opposing team.

Monday, October 16, 2017

MADE Rules Breakdown -- Topic Two

Player Positions
There are three positions you can play on the track: Jammer, Pivot and Blocker.  The Jammer and Pivots can score points and the Blockers help the team score those points.
The Jammer wears the star on their helmet.  The jammer must line up behind all blockers, even their own.  They cannot line up past twenty feet from the start line.  Our track has lines, so it is fairly easy to distinguish.  The blocker must give room for the jammer to line up.  The referee can ask the blocker to move slightly forward.
To become an active jammer, the skater must pass each player in the pack.  If the jammer falls and gets sucked back into the pack, they are still lead as long as the other jammer or the pivot has not exited the pack.
The pivot wears the striped helmet cover.  They must start on the start line.  The pivot may break from the pack to become an active jammer once the any jammer becomes active.  If their jammer falls and is back in the pack, the pivot can take off and become the active jammer for the team.
If the active jammer has to leave the track due to a penalty, the pivot can take off as long as the team has not scored any points in that jam.  Two pivots can be the active jammers.
If the pivot gets excited and takes off before a lead jammer is declared or if the pivot is beyond 20 feet, they will be signaled to drop back to within twenty feet of the pack before taking off.
Blockers play offense and defense at the same time.  Blockers can line up at the pivot line or within the 20 feet before the jammer.
Lead jammer is who is physically in the lead once they become active.  The lead jammer can change.  It is the jammer or pivot that is in lead and in bounds.
Only the lead jammer can call off the jam.  The jam is called off by placing their hands on the hips repeatedly.  The jammer must be in bounds to call the jam.
If both jammers end up in the box before anyone is declared active, the jam is called dead by the Head Ref.

Sunday, October 8, 2017

MADE Rules Breakdown -- Topic One


M.A.D.E. Rules Discussion   -- Topic One
Game Parameters
A game lasts for 60 minutes.  The 60 minutes can be divided up into halves or periods as each league sees fit.  Fountain City Roller Derby uses the four 15 minute periods of play.
Each jam can last up to 90 seconds.  The Head Ref will signal the start of the jam by one short whistle blast.  Each jam is ended by one long whistle blast.  The jam can be ended on time or called off by the lead jammer and in some cases a thumbs down injury.
There is up to 30 seconds between each jam.  Each team has 30 seconds to position their skaters on the track.  If you field too many players, this is a team penalty and must be served by a skater.  If you skate a player short, the other team automatically gets a point upon the start of the jam.
Each team has five players on the track for each jam:  One Jammer, One Pivot and Three Blockers.  The jam will always start with a Jammer and Pivot being fielded.  If the Jammer from the previous jam is still in the penalty box, they will become a blocker on the next jam.
Each team has a total of four timeouts.  They are split evenly between periods.  Timeouts do not carry over from period to period.  Only Coaches and Captains may call a team timeout.  They do so by forming a “T” with their hands and calling timeout to the referees.  Officials can call as many time outs as they would like.  Timeouts are signaled with four short whistle blasts.
The team with the highest amount of points wins the game.
If the score is tied after regulation play, there is a Sudden Death jam.  The first team to score wins.
M.A.D.E. Slaughter Option: Within the last five minutes of the third period, should one team be leading by more than 50 points, the teams may convene and decide if the fourth period will be played.  The trailing team is the one that makes the decision.
M.A.D.E. Coed Structure:  No more than two male members per jam.  Cannot field a male jammer/pivot combo.
Questions and scenarios will be posted on the Facebook Group, please answers those in the threads provided and if you have questions, feel free to post them.  This information is needed for your written test towards the end of training.

Wednesday, September 27, 2017

Bout Preview 9/30/17


By Bitter Sweets

It’s the last bout of the 2017 season! All of our players are stoked about this week’s double header, and you should be, too!

 

First off, we have our Usual Suspects take the track against Benton County, an out-of-town team brought in for one final “Kapow!” to cap off our season! The Usual Suspects are hot and ready to take on some fresh blood. Benton County has a lot of heavy hitters, and The Usual Suspects are ready for it. B-rock of The Usual Suspects tells us that “Benton County is where I hurt my knee back in July. So I'm heathy and ready to get out on the track and play and help my team win.” The Usual Suspects have no fear when it comes to playing it out to the very end. We’re excited to see what this game has in store!

 

Our final bout of the season, once again, The Public Enemies faceoff against The Untouchables in a battle for all the marbles! The Championship Bout pits these two rivals against each other. The Untouchables seem to be the favored team. Last month, we watched as The Untouchables continued their winning streak, beating The Public Enemies 98 – 52.

Opportunity Knocks of The Public Enemies says, “The Untouchables are a great team, and they may win, but not without the Public Enemies giving their best effort and fighting to the finish.”

The Public Enemies haven’t given up, and neither should you. They’ve been training and preparing for another tough bout. Coach Chunk D explains, “Untouchables have a strong, talented team and we know we have a tough game ahead of us. In order to prepare ourselves, we have been putting in a lot of time outside of practice with extra workouts and preparing ourselves mentally. I feel we are up to the challenge and it's going to be a good game.”

 

No doubt, The Untouchables know what’s in store for them, too. Coach Mimi hasn’t let her team back down, “This game is about putting it all out there. Nothing that has happened before matters. This is it, and we all know that. The Untouchables have practiced hard and have come together so well this season, and I'm excited to see them get to put those skills to work.”

 

The Untouchables are ready to bring it all. Despite the win over The Public Enemies last time, they’re not letting over-confidence get in the way, and they know their opponents have some gusto behind them. “The Public Enemies have some powerhouse blockers, and I can't wait to go into battle against them. The Untouchables have been working really hard this season, and it's going to be exciting to see the culmination of all our hard work accompanied by the talented skaters from both teams out on the track,” Park and Wreck of The Untouchables declares. She’s definitely right!

 

Both teams are ready for the championship bout. They can taste it! It’s only a few days away! These players are going to skate fast, hit hard, and leave it all out there. Join us this Saturday, September 30th at B&D Skate Center at 6:00pm to see the final bout of the 2017 season! Let’s see how this championship shakes down!
 
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MADE Rules Breakdown -- Topic Six

MADE Rules Breakdown – Topic Six All the Extras Taken directly from: SKATE MADE Injury Procedure Should a skater be injured d...