Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Friday, November 19, 2010

Just When You Think You've Seen It All...

A guide to Overtime Jams
Guest post by Hellions referee, Beau T. Call

The ref crew for the Roast-Her bout. Hellions Miranda
Wrights, Luci D. Dreams, and Beau T. Call (top left).
Photo by Sean Hale.
Last Saturday, I had the privilege to officiate at the Jerzey Derby Brigade Roast-Her bout, featuring the JDB Corporal Punishers vs. the WB Scranton Roller Radicals. Both teams were very competitive, and at the end of the bout, it turned out that the scores were tied! This is a relatively rare occurrence at derby bouts, but when it happens, a special set of rules kick in and let the fun continue in an Overtime Jam.

Overtime Jams usually begin with an Official Time Out to double-check the scores. The score trackers will make sure that the score on the scoreboard is current. The referees are also using this time to remember the four special rules that kick in during an Overtime Jam.

The four special rules are fairly easy to remember. First of all, there will be one minute from when the Official Time Out ends until the Overtime Jam begins. This extra time is for the teams to sort out any special plays they might want to use.

Order your pocket-sized WFTDA Rules Handbook from the
WFTDA Store and don't leave home without it.
Photo by Sean Hale.
The second rule is that there is no Initial Pass. The Jammers start scoring on their first pass through the pack. This rule keeps the action going, and gives a 'sudden death' feel to the Overtime Jam.

The third rule is that there is No Lead Jammer. Since there's no Initial Pass, there isn't a Lead Jammer. Pretty logical, I'd say.

The final rule is that the jam will last the full two minutes. Since there's no Lead Jammer, nobody can call off the jam, so it will last two minutes (unless there's an injury, or the lights all go out, or that sort of thing).

Otherwise, the Overtime Jam is just like a jam in regulation time. Penalties will be called just like they were during the last hour of play, so it pays to skate clean in an Overtime Jam. Your minor penalties will also carry over from regulation time, so it might behoove a bench coach to put skaters with fewer minors in the Overtime Jam.

One observation about an Overtime Jam is that the crowd has lots of energy and gets very loud and expressive. This energy is very contagious and distracting at the same time. It's something to think about if you are a communicative skater (or if you're a ref trying to send a skater to the box).

When the Overtime Jam is over, the score will be tallied again, and the winner will be determined. If the score remains tied, there will be another Overtime Jam (with another one minute before it). This could conceivably continue until Armageddon, but even a second Overtime Jam is very rare indeed.

One final twist is that if the Overtime Jam is called off early due to injury or other unnatural endings, the running score will stand (unless it is still tied, in which case there will be another Overtime Jam). Again, this rarely happens, but it's what the rules say (Section 2.5, Overtime).

Overtime Jams and close bouts are very exciting. They are slightly different from regulation jams, but the differences are fairly easy to understand and remember. If you ever experience an Overtime Jam, you will understand how they exemplify the energy and sportswomanship which is the spirit of Roller Derby.

Wednesday, October 27, 2010

The Point of No Return

Written with help from Hellions Head Ref, Miranda Wrights

A few nights ago at practice, we were discussing the strategy of "poodling" with the fresh meat. "Poodling" is when you take a player (usually a player who will be a jammer soon) with 3 minor penalties, and force them to get their 4th minor (4 minors equals a trip to the penalty box). When penalized at the very beginning of the jam, they go straight to the penalty box. They leave with minors at zero and start jamming with a clean slate. You wouldn't want to send a jammer our to jam if she has three minor penalties. One minor infraction and she's wasting time in the box. Dang!

How do they get their fourth minor? They start the jam out of play—like in front of the pack line or behind the jammer line. Since the only jammers can start behind that line, an astute ref sends the poodling player to the box with her 4th minor when the whistle blows.

However, a clever poodler uses the “Point of No Return”, a special spot on the determined based on the location of the penalty box. 7.3.2 of the WFTDA Rules states "When a skater is sent to the penalty box, she must immediately exit the track and skate to the penalty box in the counter-clockwise direction." Counter-clockwise is “derby direction”. If she has skated past the penalty box, she can’t turn around, skate clockwise, and try to enter the penalty box. She must skate all around the track and legally enter the box.

The Point of No Return is the point just after the last seat in the penalty box—beyond that is considered "past" the penalty box. Since time is of the essence—a blocker wants the shortest distance before this point.

What’s the best strategy? When the penalty box is between the pivot and jammer lines, poodling behind the jammers is the shortest distance to the box.

If the box is at turn three (about a quarter track behind the jammer line) then poodling behind the jammers isn't ideal. The poodler can’t skate clockwise to the to the box, even though it's the shortest distance. Instead they would have to go all the way around the track. Remember, you have to enter the box from a counter-clockwise “derby” direction.

So a strategic player starts as close to the box as possible without getting on the wrong side of the Point of No Return. Time is of the essence when you are sent to the box: your minute in the box does not start until your butt is in the seat!