HOW THE GAME WORKS

1. JAM START
Each team fields up to 5 skaters per jam – 4 blockers and 1 jammer. 1 whistle blast from an official signals the start of the jam.

2. INITIAL PASS
The first jammer to legally navigate through the pack is awarded LEAD JAMMER and can end the jam before 2 minutes is up by tapping their hands to their hips.

3. SCORING
Jammers start scoring points on their 2nd pass through the pack. Jammers score 1 point for each opposing blocker that they pass.

A BOUT = 1 hour (2 x 30 mins halves) | Half-time = 15 mins
A JAM = up to 2 mins | 30 secs between jams
3 x TIME-OUTS per team | 2 x official reviews per team
A PENALTY = 30 secs in the penalty box
7 x penalties = player foul-out

GCR_JAMMER

JAMMER

Jammers are the point scorers and wear stars on their helmets. They attempt to pass the opponents as many times as possible by sprinting around the track and lapping the pack.

GCR_BLOCKER

BLOCKER

Blockers assist and protect their own jammer while simultaneously impeding the opposing jammer. Blockers from both teams within 10 feet of each other make up the pack.

GCR_PIVOT

PIVOT

Pivots are special blockers indicated by the stripe on their helmets. They have the ability to accept a star pass from the jammer, thus becoming the new jammer and continuing where the previous jammer left off.

SKATERS USE BODY BLOCKS, HIP AND SHOULDER HITS & SOME WICKED FAST FEET TO PLAY THE GAME

COMMON PENALTIES SEEN IN BOUTS

BACK BLOCK pushing or shoving into the back of a player which causes them to fall or lose position.
ELBOWS the use of elbows, which causes an opponant to fall or lose position.
LOW BLOCK tripping a skater and making them fall or lose position.
TRACK CUT skating out of bounds (off the demarcated track) and re-entering in front of another player, to better your position.
FOREARM the use of the forearm in a block which causes an opponent to fall or lose position.
HIGH BLOCK a block that makes contact above the shoulders.
STOP BLOCK a skater engages an opponent whilst stationary on the track.