# 🛼 Welcome to Flat Track Roller Derby! Flat Track Roller Derby (FTRD) is a full-contact sport played on roller skates on a flat, oval track. Two teams compete with **5 skaters each**: * **4 Blockers** (who form the <span class="pack-highlight">Pack</span>) * **1 Jammer** (identified by a star ⭐ on their helmet cover) **THE OBJECTIVE:** The Jammer scores points by lapping opposing Blockers. Blockers try to stop the opposing Jammer while helping their own. --- **Today, you're stepping into the role of a REFEREE!** Your job: Recognize situations, apply rules correctly, and keep the game fair and safe. ### Ready to get started? Let's go! → [[Start Training]] Wait, I need the basics first → [[Rules Crash Course]]# 🎯 Let's Begin Your Training! You're about to work through **4 progressive scenarios**, from beginner to advanced level. Each scenario will: * Present you with a **real game situation** * Ask you to **make decisions** as a referee * Provide **immediate feedback** on your choices * Reference the **actual WFTDA rules** --- ## 📊 Your Training Path <div class="visual-box"> **SCENARIO 1:** Pack Definition ⭐ *Beginner* Learn to identify and manage Pack situations **SCENARIO 2:** Penalties & Target Zones ⭐⭐ *Intermediate* Practice recognizing illegal contact **SCENARIO 3:** Star Pass ⭐⭐⭐ *Advanced* Master the complexities of Jammer role transfer **SCENARIO 4:** Scoring & NOTT Points ⭐⭐⭐ *Advanced* Calculate points accurately in various situations </div> ## 💡 Tips for Success * **Read carefully** - Details matter in derby! * **Think like a ref** - Consider safety, fairness, and game flow * **Don't rush** - There's no time limit * **Review mistakes** - Each wrong answer teaches something * **Use the navigation menu** - Jump around if you want! --- ## **Ready for your first scenario?** Start Scenario 1 → [[Scenario 1: Pack Definition]] Actually, let me review the rules again → [[Rules Crash Course]] Skip to Navigation Menu → [[Navigation Menu]]# 📚 Rules Crash Course - The Essentials ## 🏁 GAME STRUCTURE ### **How a Roller Derby Game Works:** **THE GAME:** * Two **30-minute periods** (halftime in between) * Total: **60 minutes** of gameplay * Team with most points wins **THE PERIODS:** * Divided into **Jams** * Jams are the basic unit of play * 30 seconds between Jams (Lineup Time) **THE JAMS:** * Maximum **2 minutes** long * Can be called off early by Lead Jammer * Ends with 4 short whistle blasts: 🔊🔊🔊🔊 --- ## 🏁 THE TRACK Roller derby is played on a **flat, oval track** with specific dimensions and markings. **Track Shape:** * Oval (not circular) * Flat surface (no banking) * Standard WFTDA dimensions **Key Measurements:** * **Track width:** Varies (typically 10-15 ft / 3-4.5 m) * **Inside track boundary:** Defines the inner edge * **Outside track boundary:** Defines the outer edge **Direction of play:** ↶ Counterclockwise (always!) ### **Important Lines on the Track:** **PIVOT LINE (front line):** * Marks the **front** of the starting area for Blockers * Pivot may start touching this line * Other Blockers must be behind it **JAMMER LINE (back line):** * Marks the **back** of the starting area for Blockers * Jammers start behind this line * Blockers must be in front of it **Distance between lines:** * 30 ft (9.14 m) between Pivot Line and Jammer Line * This is the **starting zone** for Blockers <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/WFTDA_track.png?raw=true" alt="Visualization of the Flat TRack Roller Derby track" style="max-width: 60%; height: auto; display: block; margin: 20px auto;"> Source: <a href="https://static.wftda.com/rules/wftda-rules.pdf">WFTDA Rules</a> ### 📍 IN BOUNDS vs OUT OF BOUNDS <div class="visual-box"> **What counts as IN BOUNDS?** ✅ **In Bounds** = Skater is touching the track floor ONLY inside the boundary lines * Both skates on the track = In Bounds * One skate on the line = In Bounds (the boundary IS part of the track) ❌ **Out of Bounds** = Skater is touching the floor beyond the track boundary * One skate outside the boundary = Out of Bounds * Both skates outside = Out of Bounds * Straddling (one in, one out) = Out of Bounds </div> --- ## ⏱️ HOW A JAM WORKS ### **Timeline of a typical Jam:** **BEFORE JAM (Lineup Time):** * Officials call: **"Five seconds!"** ✋ * Teams line up: - Blockers between Pivot Line and Jammer Line - Jammers behind Jammer Line **JAM START:** * 🔊 **One short whistle blast** * All Skaters start skating **INITIAL TRIP (First 10-30 seconds):** * Both Jammers fight through the Pack * First Jammer through becomes **Lead Jammer** (2 whistles: 🔊🔊) * No points scored on initial trip (just positioning) **SCORING TRIPS (Rest of Jam):** * Jammers race around track * Each lap through Pack = opportunity to score * 1 point per opposing Blocker passed **JAM END:** * Lead Jammer can call it off (hands on hips repeatedly) * OR Jam runs for full 2 minutes * 🔊🔊🔊🔊 **Four short whistle blasts** * 30 seconds until next Jam ### 🎯 EXAMPLE JAM <div class="visual-box"> **Let's walk through a typical Jam:** **0:00 - Jam starts** 🔊 * Both Jammers sprint toward Pack * Blockers engage each other **0:05 - WHITE Jammer breaks through Pack first** * WHITE Jammer declared Lead 🔊🔊 * RED Jammer still stuck behind Blockers **0:12 - WHITE Jammer completes lap, re-enters Pack** * This is WHITE's second trip = **SCORING TRIP** * WHITE passes 3 RED Blockers and exits Pack * 1 RED Blocker is in Penalty Box (NOTT) * **WHITE scores 4 points** **0:18 - RED Jammer finally escapes Pack** * Begins their lap around track **0:25 - WHITE Jammer enters Pack again** * Passes 2 RED Blockers this trip * **WHITE scores 2 more points** **0:27 - WHITE Jammer calls off Jam** (hands on hips) * 🔊🔊🔊🔊 Jam ends * WHITE scored 6 points total * RED scored 0 points (never got back to Pack for scoring trip) **Result:** WHITE +6 points </div> --- ## 📊 SCORING SUMMARY **Key Scoring Rules:** ✅ **Initial trip = 0 points** (positioning only) ✅ **Second trip onward = scoring trips** ✅ **1 point per opposing Blocker lapped** ✅ **NOTT Blockers** (in box, out, down) = automatic points if Jammer passes ANY In-Play Blocker ✅ **Lead Jammer** can end Jam strategically (prevent opponent from scoring more) **Common point totals per trip:** * 0 points - stuck in Pack, couldn't pass anyone * 1-3 points - partial pass through Pack * 4 points - passed all opposing Blockers --- ## 👥 TEAM COMPOSITION **On the track during a Jam:** Each team fields **up to 5 Skaters:** 🛼 **4 Blockers** * Form the Pack * Try to help their Jammer * Try to stop opposing Jammer * One Blocker may be the **Pivot** (wears striped helmet cover) ⭐ **1 Jammer** (wears Star helmet cover) * Scores points * Only position that can score * Starts behind the Pack **Key points:** ✅ Teams must field at least 1 Blocker (not in Penalty Box) ✅ Teams must field a Jammer ✅ Only one Pivot per team (optional) ✅ Maximum 2 Blockers per team in Penalty Box at the same time --- ## 🎭 THE ROLES <div class="visual-box"> **JAMMER ⭐** * Wears helmet cover with **two stars** * Scores 1 point per opposing Blocker they lap * Can pass the Star to their Pivot (Star Pass) * First Jammer through Pack may become **Lead Jammer** **PIVOT 🦺** * Wears helmet cover with **one stripe** * A type of Blocker with special privileges * Can receive the Star from their Jammer * May start touching the Pivot Line **BLOCKER 🛡️** * No special helmet cover (or covers without Star/Stripe) * Block opposing Jammer * Assist their own Jammer * Maintain the Pack </div> --- ## 🔄 CHANGING ROLES: STAR PASS **What is a Star Pass?** The Jammer can hand their Star (helmet cover) to their Pivot, making the Pivot the new Jammer. **Requirements (all must be true):** ✅ Both Skaters Upright ✅ Both Skaters In Bounds ✅ Both Skaters In Play ✅ Neither en route to Penalty Box **Why use it?** * Jammer is tired → pass to fresh Pivot * Jammer about to be penalized → pass before penalty * Pivot has better position → strategic advantage --- ## 🎯 THE PACK The <span class="pack-highlight">**Pack**</span> is the largest group of **in-bounds and upright Blockers** containing members from **both teams**. **Proximity Rule:** Blockers must be within **10 ft (3.05 m)** of each other to form a Pack. <div class="visual-box"> **NO PACK situations:** * When Blockers from both teams are more than 10 ft apart * When there are two equally-sized groups </div> --- ## 🎯 ENGAGEMENT ZONE The <span class="engagement-zone">**Engagement Zone**</span> extends: * **20 ft (6.10 m) AHEAD** of the foremost Pack Skater * **20 ft (6.10 m) BEHIND** the rearmost Pack Skater **Why it matters:** Blockers can only legally **block or be blocked** inside the Engagement Zone. --- ## 🎯 IN PLAY vs OUT OF PLAY **IN PLAY Blocker:** ✅ In Bounds ✅ Upright ✅ Inside the Engagement Zone **OUT OF PLAY Blocker:** ❌ Outside the Engagement Zone ❌ Or when there's No Pack ⚠️ **Blockers who are Out of Play CANNOT block!** --- ## 🎯 SCORING BASICS **Jammers score 1 point for each opposing Blocker they LAP.** **Initial Trip:** First pass through the Pack = NO scoring (just positioning) **Second Trip+:** Every complete pass through = SCORING **Example:** Jammer passes all 4 opposing Blockers on their 2nd trip = **4 points** --- ## 🎯 PENALTIES **For Blockers:** * **30 seconds** in the Penalty Box * Maximum **2 Blockers per team** can sit at once **For Jammers:** * Also **30 seconds** * BUT: If the other Jammer also gets a penalty, they can "buy out" each other --- ## 🎯 KEY LEGAL ZONES **Legal Target Zones** (where you CAN hit): ✅ Chest, front & sides of torso ✅ Arms, hands, hips ✅ Front & sides of legs (above mid-thigh) **Illegal Target Zones** (where you CANNOT hit): ❌ Back (including back of thighs) ❌ Head & neck (down to collarbone) ❌ Legs below mid-thigh --- <div class="rule-reference"> 📖 **Full Rules:** This is just a very simplified version of the WFTDA rules! For complete rules, see the <a href="https://static.wftda.com/rules/wftda-rules.pdf">WFTDA Rules document</a>. </div> --- ### **Ready now?** Absolutely! → [[Start Training]] Just start with Scenario 1 → [[Scenario 1: Pack Definition]]# 🗺️ Navigation Menu ## 🎮 Scenarios [[Scenario 1: Pack Definition]] (Beginner) [[Scenario 2: Penalties & Target Zones]] (Intermediate) [[Scenario 3: Star Pass]] (Advanced) [[Scenario 4: Scoring & NOTT Points]] (Advanced) --- ## 📚 Reference Materials [[Rules Crash Course]] - Quick overview [[Glossary]] - Terms definitions --- ## 🔙 Other Options [[Welcome!]] - Back to start [[About This Course]] - Info about this training --- 💡 **Bookmark this page** to return here anytime during your training!<div class="scenario-header"> # 🎮 SCENARIO 1: Where's the Pack? **Difficulty:** ⭐ Beginner | **Focus:** Pack Definition & No Pack Situations </div> --- ## 📖 What You'll Learn In this scenario, you'll practice: * Identifying when a Pack exists * Recognizing "No Pack" situations * Signaling "No Pack" correctly * Understanding Pack reformation --- ## 🎯 Your Role You are the **Outside Pack Referee** for this jam. Your responsibilities: * Monitor Pack definition * Signal "No Pack" when necessary * Ensure Blockers work to reform the Pack * Communicate clearly with skaters --- ## 📏 Key Rule Reminder <div class="rule-reference"> **WFTDA Rule 2.3 - Pack Definition:** The Pack is the largest group of in-bounds and upright Blockers, skating within 10 ft (3.05 m) of each other, containing members from both teams. **Proximity:** Not more than 10 ft in front of or behind the nearest Pack Skater. </div> --- **When you're ready, let's begin!** I'm ready! → [[Scenario 1 Start]] Show me the Pack definition rules again → [[Pack Definition Reference]] Go back to navigation → [[Navigation Menu]]<div class="scenario-header"> # 🎮 SCENARIO 1: Pack Definition **Your Role:** Outside Pack Referee </div> --- ## 📍 THE SITUATION The jam has just started. You're watching the Pack formation. **You observe:** <div class="visual-box"> 🔴 **RED Team:** 3 Blockers standing near the Pivot Line, relatively stationary ⚪ **WHITE Team:** 3 Blockers skating forward quickly... **⚠️ ALERT:** The White Blockers are now **12 ft (3.7 m)** ahead of the Red Blockers! </div> --- ## 🤔 VISUAL REPRESENTATION TRACK DIAGRAM (bird's eye view): Pivot Line ═══════════════════════════ ⚪ ⚪ ⚪ ← WHITE Blockers (moving forward) │ │ 12 ft gap! │ 🔴 🔴 🔴 ← RED Blockers (stationary) ═══════════════════════════ Jammer Line ⭐R ⭐W ← Jammers waiting --- ## ❓ WHAT DO YOU DO? Think carefully about the Pack definition rules. The proximity limit is 10 ft, and these Blockers are 12 ft apart. **Choose your action:** <span class="choice-button">A) Signal "NO PACK" immediately → [[S1 Choice A]]</span> <span class="choice-button">B) Let the game continue, this is normal → [[S1 Choice B]]</span> <span class="choice-button">C) Blow four whistles to stop the jam → [[S1 Choice C]]</span> --- 💡 **Take your time** - Consider the Pack definition before choosing!# 📖 Pack Definition - Detailed Reference ## What IS a Pack? The **Pack** is defined by three requirements: ### 1. Largest Group If there are multiple groups of Blockers, only the **largest** group is the Pack. **Example:** * Group A: 3 Blockers from Red, 2 from White = 5 total * Group B: 2 Blockers from Red, 1 from White = 3 total * **Pack = Group A** (largest) --- ### 2. Both Teams Represented The Pack MUST contain Blockers from **both teams**. **Example of NO Pack:** * Group A: 4 Red Blockers, 0 White = NOT a Pack * Group B: 3 White Blockers, 0 Red = NOT a Pack * **Result = NO PACK** --- ### 3. Proximity (10 ft) All Pack Skaters must be within **10 ft (3.05 m)** of each other. Distance is measured as the shortest distance **parallel to the inside track boundary**, between Skaters' **hips**. --- ## What is NOT a Pack? **NO PACK when:** ❌ No group contains Blockers from both teams ❌ Two or more equally-sized groups exist ❌ Blockers are more than 10 ft apart --- ## When NO PACK is declared: ⚠️ **All Blockers are Out of Play** ⚠️ **No blocking is allowed** ⚠️ **All Blockers must work to reform the Pack** **How to reform:** * Front group: SLOW DOWN or STOP * Rear group: SPEED UP (sprint if needed) --- Got it! Back to Scenario 1 → [[Scenario 1: Pack Definition]] Start Scenario 1 now → [[Scenario 1 Start]]<div class="correct"> # ✅ CORRECT! </div> **You made the right call!** When Blockers from both teams are more than 10 ft (3.05 m) apart, there is **NO PACK**. --- ## 🎯 What You Should Do ### 1. The Signal **Hand Signal for "No Pack":** <div class="visual-box"> 👐 **Raise both arms** with elbows bent at 90° 📍 **Forearms vertical**, palms facing inward ⏱️ **Hold this position** as long as No Pack exists <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/WFTDA_No_Pack.png?raw=true" alt="No Pack Hand Signal" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> </div> ### 2. The Verbal Cue 🗣️ **"NO PACK!"** (loud and clear) Optional: **"No Pack, split!"** (if appropriate) --- ## ⚠️ What This Means for Gameplay When you signal No Pack: <div class="penalty-warning"> **ALL BLOCKERS ARE NOW OUT OF PLAY** This means: ❌ No blocking is allowed ❌ Any blocks have NO IMPACT on gameplay ⚠️ Blocks that occur can be penalized ✅ All Blockers MUST work to reform the Pack </div> --- ## 📚 Rule Reference <div class="rule-reference"> **WFTDA Rule 2.3:** "When there is no Pack, all Blockers from both teams must act to reform a Pack." **Reformation requirements:** * Rear group: Accelerate counterclockwise (sprint if needed) * Front group: Slow down or stop completely </div> --- ## ⏭️ What Happens Next? You're holding the "No Pack" signal. Let's see how the Blockers respond... Continue to see what happens → [[S1 Reformation]]<div class="incorrect"> # ❌ NOT QUITE... </div> **This is actually a problem!** When Blockers are more than 10 ft apart, there is **NO PACK**. --- ## 🤔 Why This Matters <div class="penalty-warning"> **Without a Pack, there's no Engagement Zone.** This creates serious issues: * Blockers might block illegally (they're all Out of Play) * Players could gain unfair advantages * The game structure breaks down </div> --- ## 📖 The Rule <div class="rule-reference"> **WFTDA Rule 2.3 - Pack & Engagement Zone:** "The Pack is the largest group of in-bounds and upright Blockers in **proximity** and containing members from both teams." **Proximity = not more than 10 ft (3.05 m)** In your situation: **12 ft > 10 ft** = NO PACK </div> --- ## ✅ The Correct Action You should **immediately signal "No Pack"** by: 👐 Raising both arms, elbows bent 90°, forearms vertical <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/WFTDA_No_Pack.png?raw=true" alt="No Pack Hand Signal" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> 🗣️ Calling out: **"NO PACK!"** --- ## 🎓 Learning Point As a referee, you must **constantly monitor** Pack definition. It's one of your primary responsibilities! **No Pack situations happen frequently** - especially when: * Teams play different strategies * Blockers chase Jammers * Walls break apart --- **Would you like to:** Try this scenario again → [[Scenario 1 Start]] See what the correct action looks like → [[S1 Choice A]] Learn more about Pack definition → [[Pack Definition Reference]]<div class="incorrect"> # ❌ NO - Don't Stop the Jam! </div> **Stopping the jam is too extreme** for this situation. No Pack is a **normal part of gameplay**. --- ## 🛑 When DO You Stop a Jam? Jams should only be called off (4 rapid whistles) for serious reasons: <div class="visual-box"> **Reasons to call off a jam:** ✅ **Lead Jammer** calls it off (puts hands on hips repeatedly) ✅ **2 minutes elapsed** (full jam time) ✅ **Injury** that's a safety hazard ✅ **Fighting** ✅ **Emergency situation** ✅ **Technical difficulties** that prevent fair play </div> --- ## 🤔 Why NOT Stop for No Pack? "No Pack" situations are **part of the game**! They happen regularly when: * Teams play different strategies (e.g., "offense" vs "defense") * Blockers chase or follow Jammers * Walls split apart intentionally or unintentionally **The game continues** - you just signal the Pack status and ensure proper reformation. --- ## ✅ The Correct Action For this situation, you should: 1. **Signal "No Pack"** (arms up, forearms vertical) <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/WFTDA_No_Pack.png?raw=true" alt="No Pack Hand Signal" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> 2. **Call out "No Pack!"** verbally 3. **Keep the jam running** 4. **Monitor reformation** by all Blockers --- ## 📚 Rule Reference <div class="rule-reference"> **WFTDA Rule 2.4 - Jam Ending:** A Jam may be called off for injury, fighting, or other serious issues. (No Pack situations are NOT on this list!) </div> --- **Want to:** Try this scenario again → [[Scenario 1 Start]] See the correct response → [[S1 Choice A]] Jump to navigation menu → [[Navigation Menu]]<div class="scenario-header"> # 🔄 PACK REFORMATION IN PROGRESS </div> --- You're holding the "No Pack" signal clearly. Both teams see it. ## 👀 What You Observe: <div class="visual-box"> **WHITE Blockers (front group):** ⚪ They **immediately STOP** skating forward ⚪ Some are even skating **backwards slightly** **RED Blockers (rear group):** 🔴 They begin **skating forward** counterclockwise 🔴 Gradually **accelerating** toward the White Blockers **After 3 seconds:** ✅ All Blockers are now within **8 ft** of each other ✅ Both teams are represented ✅ Everyone is in bounds and upright </div> --- ## ❓ WHAT DO YOU DO NOW? The Blockers have closed the gap and are back within proximity. **Choose your action:** <span class="choice-button">A) Drop your arms - the Pack is reformed → [[S1 Reformed A]]</span> <span class="choice-button">B) Wait 5 more seconds to be sure, then drop signal → [[S1 Reformed B]]</span> <span class="choice-button">C) Penalize the WHITE Blockers for destroying the Pack → [[S1 Reformed C]]</span> --- 💡 **Hint:** Think about the Pack definition requirements. Are they met?<div class="correct"> # ✅ EXACTLY RIGHT! </div> **You drop your "No Pack" signal.** The Pack is reformed and the game continues normally! --- ## 🎯 What Just Happened <div class="visual-box"> **Pack Definition Requirements - ALL MET:** ✅ Largest group of Blockers ✅ Both teams represented (Red AND White) ✅ Within proximity (8 ft < 10 ft limit) ✅ In bounds and upright **RESULT: PACK EXISTS!** </div> --- ## 📏 Why Drop the Signal Immediately? As soon as the Pack reforms, you should **stop signaling "No Pack"** because: 1. **Engagement Zone is re-established** - Blocking is legal again 2. **Game flow** - Delays hurt gameplay 3. **Clear communication** - Skaters need to know immediately ⚠️ Don't wait! As soon as Pack conditions are met, the Pack exists. --- ## 🎓 Key Takeaway <div class="rule-reference"> **Pack Reformation:** Blockers did what they were supposed to: * Front group (White): **Stopped/Slowed** * Rear group (Red): **Accelerated forward** Both groups worked together to reform - **no penalty needed!** </div> --- ## ⭐ Scenario 1 Complete! **Great job!** You've successfully: ✅ Identified a No Pack situation ✅ Signaled it correctly ✅ Monitored Pack reformation ✅ Dropped the signal when appropriate --- ## 📊 What You Learned * Pack must be within 10 ft proximity * No Pack = all Blockers Out of Play * Reformation is everyone's responsibility * Signal clearly and respond immediately --- **What's next?** Move to Scenario 2 → [[Scenario 2: Penalties & Target Zones]] Return to Navigation Menu → [[Navigation Menu]]<div class="incorrect"> # ❌ NOT NECESSARY </div> **Waiting 5 more seconds is unnecessary** - the Pack is already reformed! --- ## 🤔 Why Act Immediately? <div class="visual-box"> **Pack Requirements - Already Met:** ✅ Largest group of Blockers ✅ Both teams represented ✅ Within 10 ft proximity (they're at 8 ft) ✅ In bounds and upright **The Pack EXISTS right now!** </div> --- ## ⚠️ Why Delay is a Problem If you wait to drop your "No Pack" signal when the Pack is already reformed: <div class="penalty-warning"> **Negative Impact:** ❌ Blockers think they still can't block legally ❌ Gameplay is unnecessarily restricted ❌ Confusion about when blocking becomes legal ❌ Potential missed calls on illegal blocks ❌ Slows down the game flow </div> --- ## 📏 The Rule is Clear <div class="rule-reference"> **WFTDA Rule 2.3 - Pack Definition:** The Pack is defined when the proximity requirement is met. There is no "grace period" or waiting time. **As soon as the definition is satisfied → Pack exists** </div> --- ## ✅ Correct Official Response As a referee, you should: 1. **Monitor constantly** - watch the distances 2. **Recognize immediately** - when 10 ft requirement is met 3. **Drop signal immediately** - don't hesitate 4. **Communicate clearly** - Skaters need instant feedback --- ## 🎓 Key Learning Point **Trust your judgment!** If you can clearly see: * All Blockers are within 10 ft ✓ * Both teams present ✓ * Everyone in bounds and upright ✓ → **Drop the signal**. Don't second-guess yourself. --- ## 🔄 Let's Review In this scenario: * White Blockers STOPPED (front group doing their job) * Red Blockers ACCELERATED forward (rear group doing their job) * Gap closed from 12 ft to 8 ft * All Pack requirements met **The correct action:** Drop arms immediately when Pack reforms --- **Would you like to:** See the correct response → [[S1 Reformed A]] Try the reformation question again → [[S1 Reformation]] Review Pack definition rules → [[Pack Definition Reference]]<div class="incorrect"> # ❌ NO PENALTY NEEDED! </div> **The White Blockers did nothing wrong** - they actually did exactly what they were supposed to do! --- ## 🤔 Why No Penalty? Let's analyze what happened: <div class="visual-box"> **The Situation:** 1. Jam started 2. White Blockers skated forward (legal - counterclockwise movement) 3. Red Blockers remained relatively stationary (also legal) 4. Gap grew to 12 ft → No Pack 5. You signaled "No Pack" 6. White Blockers IMMEDIATELY stopped 7. Red Blockers accelerated forward 8. Pack reformed within 3 seconds </div> **This is textbook Pack reformation!** ✅ --- ## 📚 When IS "Destroying the Pack" a Penalty? <div class="rule-reference"> **WFTDA Rule 4.2.1 - Illegal Positioning:** Penalties for Pack destruction are issued when: ❌ A Skater's **illegal action** destroys the Pack ❌ A Skater **intentionally** destroys the Pack ❌ A Skater **prevents or delays** Pack reformation **None of these apply here!** </div> --- ## ✅ What White Blockers Did Right The White Blockers: * ✅ Skated counterclockwise (legal direction) * ✅ Did NOT do anything intentionally to destroy Pack * ✅ IMMEDIATELY responded to "No Pack" signal * ✅ STOPPED skating to allow reformation * ✅ Worked to reform the Pack as required **Perfect officiating response from them!** --- ## 🚫 Examples of Penalizable Pack Destruction Here are situations that WOULD warrant a penalty: <div class="penalty-warning"> **Penalizable Actions:** ❌ **Skating clockwise** when Pack has no established speed, creating No Pack ❌ **Taking a knee** suddenly, causing No Pack ❌ **Intentionally sprinting away** from the Pack ❌ **Ignoring "No Pack" call** and continuing to separate ❌ **Blocking during No Pack** instead of reforming ❌ **Actively preventing** opponents from reforming </div> --- ## 🎯 Who's Responsible for Pack Maintenance? <div class="visual-box"> **ALL Blockers** are responsible for maintaining a Pack. In this scenario: * White skated forward → **Normal gameplay** * Red stayed back → **Normal gameplay** * Natural separation occurred → **Part of the game** * Both teams reformed immediately → **Both teams did their job** **No one was at fault!** </div> --- ## 📏 The Key Distinction **Legal Pack Destruction (No Penalty):** * Results from normal counterclockwise gameplay * Both teams respond appropriately to reform * No one prevents reformation **Illegal Pack Destruction (Penalty):** * Intentional destruction (clockwise skating, taking knee) * Failure to work toward reformation after warning * Blocking while Out of Play during No Pack --- ## 🎓 Important Lesson As a referee, you must distinguish between: **1. No Pack situations from gameplay** (common, no penalty) vs. **2. Illegal Pack destruction** (rare, penalize) Most No Pack situations are **nobody's fault** - they're just part of derby! --- ## 🔍 What About the Red Blockers? You might wonder: "Red Blockers were stationary. Shouldn't they be penalized?" **Answer: NO** * Blockers are allowed to be stationary * They responded immediately when No Pack was called * They accelerated forward to reform * No illegal action occurred --- ## ⚖️ Fair Officiating Principle <div class="rule-reference"> **Don't penalize normal gameplay!** Only assess penalties when: 1. An illegal action occurred, AND 2. It had sufficient impact on the game Pack separation from normal skating ≠ penalty </div> --- ## ✅ The Correct Action In this scenario: * Signal "No Pack" ✓ * Monitor reformation ✓ * Drop signal when Pack reforms ✓ * **NO penalties issued** ✓ --- **Want to:** See the correct response → [[S1 Reformed A]] Try the reformation question again → [[S1 Reformation]] Learn more about Pack penalties → [[Pack Destruction Examples]] Continue to Navigation Menu → [[Navigation Menu]]<div class="scenario-header"> # 🎮 SCENARIO 2: Penalties & Target Zones **Difficulty:** ⭐⭐ Intermediate | **Focus:** Recognizing Illegal Contact & Penalties </div> --- ## 📖 What You'll Learn In this scenario, you'll practice: * Identifying Legal vs Illegal Target Zones * Recognizing Legal vs Illegal Blocking Zones * Assessing impact of contact * Determining when to penalize * Using correct penalty signals and verbal cues --- ## 🎯 Your Role You are an **Inside Pack Referee** for this jam. Your responsibilities: * Watch for illegal contact * Assess penalties when warranted * Use correct hand signals * Call penalties with proper verbal cues * Consider impact on gameplay --- ## 📏 Key Rule Reminders <div class="rule-reference"> **WFTDA Rule 4.1.1 - Illegal Target Zones:** <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/WFTDA_legal_target_zones.png?raw=true" alt="Legal Target Zones" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> You CANNOT initiate contact to: ❌ **Back** (including back of thighs) ❌ **Head/Neck** (down to collarbone) ❌ **Legs** (below mid-thigh) You CAN initiate contact to: ✅ **Chest, front & sides of torso** ✅ **Arms, hands, hips** ✅ **Front & sides of legs** (above mid-thigh) </div> --- <div class="visual-box"> **Important Concept: IMPACT** Not all illegal contact results in a penalty! Penalties are issued based on: 1. **Did illegal contact occur?** (Target Zone or Blocking Zone) 2. **Did it have sufficient impact?** (Loss of position, advantage gained) **Exception:** Some contact is ALWAYS penalized regardless of impact: * Forceful contact to the back * Any forceful contact to the head/neck </div> --- ## 🎯 What is "Impact"? <div class="rule-reference"> **Sufficient Impact includes:** ✅ Opponent falls down ✅ Opponent knocked out of bounds ✅ Opponent loses position to another Skater ✅ Opponent's trajectory significantly altered ✅ Initiator gains position they wouldn't have otherwise </div> --- ## 🔊 Penalty Procedure Reminder When you assess a penalty: **1. Whistle:** One long whistle blast **2. Verbal Cue:** "[Team Color], [Player Number], [Penalty Name]" **3. Hand Signal:** Specific signal for the penalty type **4. Direction:** "Report to the Box" signal **Example:** 🔊 *[Long whistle]* 🗣️ "Red, three-four, Back Block" 👐 *[Back Block hand signal]* 👉 *[Report to Box signal]* --- **Ready to put this into practice?** I'm ready! → [[Scenario 2 Start]] Show me the Target Zones diagram first → [[Target Zones Reference]] Review penalty basics → [[Penalty Basics Reference]] Back to Navigation Menu → [[Navigation Menu]]<div class="scenario-header"> # 🎮 SCENARIO 3: Star Pass **Difficulty:** ⭐⭐⭐ Advanced | **Focus:** Jammer Role Transfer & Star Pass Rules </div> --- ## 📖 What You'll Learn In this scenario, you'll practice: * Identifying valid vs invalid Star Pass attempts * Understanding Star Pass requirements * Recognizing en route to Penalty Box situations * Managing Star Pass timing and positioning * Communicating Star Pass status to Skaters --- ## 🎯 Your Role You are the **Jammer Referee** for RED team. Your responsibilities: * Monitor RED Jammer closely * Watch for Star Pass attempts * Determine if Star Pass is legal * Communicate pass status to Skaters * Track the new Jammer if pass is successful --- ## 📏 Key Rule Reminders <div class="rule-reference"> **WFTDA Rule 2.2.4 - Star Pass:** A Star Pass transfers the Jammer position from the Jammer to the Pivot. **Requirements for LEGAL Star Pass:** ✅ Both Skaters (Jammer & Pivot) must be **Upright** ✅ Both Skaters must be **In Bounds** ✅ Both Skaters must be **In Play** ✅ Neither Skater can be **en route to the Penalty Box** ✅ Jammer must **release the Star** to Pivot **If ANY requirement is not met → Star Pass is INVALID** </div> --- ## ⭐ What is the "Star"? <div class="visual-box"> The **Star** is the helmet cover with two stars (one on each side) that identifies the Jammer. <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/jammer_helmet_cover.png?raw=true" alt="helmet with a big red star on the side" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> **Star Pass Process:** 1. Jammer removes Star from their helmet 2. Jammer hands/passes Star to their Pivot 3. Pivot takes possession of Star 4. Pivot puts Star on their helmet 5. **Pivot is now the Jammer!** **Original Jammer becomes a Non-Pivot Blocker** </div> --- ## 🎯 What is "In Play"? <div class="visual-box"> **Reminder from Scenario 1:** A Skater is **In Play** when: ✅ In Bounds ✅ Upright ✅ Inside the Engagement Zone **Engagement Zone:** 20 ft ahead and 20 ft behind the Pack **If there's No Pack:** All Blockers are Out of Play </div> --- ## ⚠️ Critical Concept: "En Route to Penalty Box" <div class="rule-reference"> **En route to the Penalty Box** means: A Skater has been penalized and must go to the box, but hasn't arrived yet. **Timing:** * Starts: When penalty is issued (whistle blows) * Ends: When Skater arrives at Penalty Box **During this time:** ❌ Jammer CANNOT pass the Star ❌ Pivot CANNOT receive the Star ❌ If they try, Star Pass is INVALID </div> --- ## 🔄 What Happens After Star Pass? <div class="visual-box"> **If Star Pass is VALID:** ✅ Pivot becomes the new Jammer ✅ Original Jammer becomes a Non-Pivot Blocker ✅ New Jammer keeps the same position in scoring (same trip, same points earned) ✅ New Jammer can be Lead Jammer? **NO!** (Only original Jammer can earn Lead) **If Star Pass is INVALID:** ❌ Original Jammer remains the Jammer ❌ Pivot does NOT become Jammer (even if they put Star on) ❌ You must communicate: "You are not the Jammer!" </div> --- ## 🗣️ Important Communication <div class="visual-box"> **If invalid Star Pass occurs:** You must verbally warn the Pivot: 🗣️ **"You are not the Jammer!"** 🗣️ **"[Number], you are not the Jammer!"** **If Pivot continues acting as Jammer:** → They can be penalized for Illegal Procedure </div> --- ## 🎯 Why Star Pass Matters <div class="visual-box"> **Strategic reasons for Star Pass:** ✅ Original Jammer is tired → Pass to fresh Pivot ✅ Original Jammer is about to be penalized → Pass to avoid box time ✅ Pivot has better position to score → Pass for advantage ✅ Original Jammer is injured/equipment issue → Pass to keep jamming **It's a powerful strategic tool!** </div> --- ## 📚 Star Pass is Complex! <div class="penalty-warning"> **Star Pass is one of the trickiest rules because:** ⚠️ Multiple requirements must be met SIMULTANEOUSLY ⚠️ Timing is critical (especially "en route" situations) ⚠️ Positioning matters (In Bounds, In Play) ⚠️ Communication is essential ⚠️ Invalid passes create confusion **Pay close attention to ALL details in this scenario!** </div> --- **Ready to tackle Star Pass?** I'm ready! → [[Scenario 3 Start]] Show me Star Pass rules in detail first → [[Star Pass Rules Reference]] What does "en route" mean exactly? → [[En Route Reference]] Back to Navigation Menu → [[Navigation Menu]]<div class="scenario-header"> # 🎮 SCENARIO 4: Scoring & NOTT Points **Difficulty:** ⭐⭐⭐ Advanced | **Focus:** Point Calculation & Not-On-The-Track Points </div> --- ## 📖 What You'll Learn In this scenario, you'll practice: * Calculating Jammer points accurately * Understanding earned passes vs NOTT passes * Identifying which Blockers are Not-On-The-Track (NOTT) * Signaling points correctly * Tracking scoring trips through the Pack --- ## 🎯 Your Role You are the **Jammer Referee** for WHITE team. Your responsibilities: * Track WHITE Jammer's position through the Pack * Determine which opposing Blockers are passed * Calculate earned passes * Calculate NOTT points * Signal total points to Scorekeeper * Communicate points verbally --- ## 📏 Key Rule Reminders <div class="rule-reference"> **WFTDA Rule 2.5 - Scoring:** **Basic Scoring:** * Jammer scores **1 point** for each opposing Blocker they LAP * **Initial Pass (first trip):** No points, just establishes position * **Second Trip+:** Scoring begins **Lapping = passing a Blocker's hips with your hips** </div> --- ## 🎯 What is an "Earned Pass"? <div class="visual-box"> An **Earned Pass** is when a Jammer ACTIVELY passes an In-Play opposing Blocker. **Requirements for Earned Pass:** ✅ Blocker must be In Play (In Bounds, Upright, In Engagement Zone) ✅ Jammer's hips pass Blocker's hips ✅ Physical passing occurs **Example:** * RED Blocker skating in Pack * WHITE Jammer skates past RED Blocker * WHITE Jammer's hips pass RED Blocker's hips * = **Earned Pass** = 1 point </div> --- ## 🎯 What is "Not-On-The-Track" (NOTT)? <div class="rule-reference"> **Not-On-The-Track (NOTT)** means a Blocker is NOT actively on the track in play. **NOTT situations:** ❌ Blocker in Penalty Box ❌ Blocker Out of Bounds (not attempting to return) ❌ Blocker down on track and not immediately getting up ❌ Blocker out of play for other reasons (equipment issues, injury, etc.) **Why NOTT matters:** Jammer can earn points on NOTT Blockers without physically passing them! </div> --- ## 🌟 The Golden Rule of NOTT Points <div class="penalty-warning"> **CRITICAL RULE:** A Jammer earns NOTT passes **ONLY IF they earn at least ONE In-Play pass first**. **Formula:** * Earn pass on ANY In-Play Blocker = ✅ * THEN get all NOTT Blockers automatically = ✅ * Earn ZERO In-Play passes = ❌ * Then get ZERO NOTT points = ❌ **You must earn at least ONE to get ANY NOTT points!** </div> --- ## 📊 Scoring Examples ### **Example 1: Simple Scoring** <div class="visual-box"> **Scenario:** * 4 RED Blockers all In Play in the Pack * WHITE Jammer passes all 4 Blockers * No one is NOTT **Calculation:** * Earned passes: 4 * NOTT passes: 0 * **Total: 4 points** </div> --- ### **Example 2: With NOTT (All Passed)** <div class="visual-box"> **Scenario:** * 3 RED Blockers In Play in Pack * 1 RED Blocker in Penalty Box (NOTT) * WHITE Jammer passes all 3 In-Play Blockers **Calculation:** * Earned passes: 3 (all In-Play Blockers) * NOTT passes: 1 (Blocker in box) * **Total: 4 points** **Why NOTT counted:** Jammer earned passes on In-Play Blockers </div> --- ### **Example 3: With NOTT (Partial Pass)** <div class="visual-box"> **Scenario:** * 3 RED Blockers In Play in Pack * 1 RED Blocker in Penalty Box (NOTT) * WHITE Jammer passes only 2 of the In-Play Blockers **Calculation:** * Earned passes: 2 (only 2 In-Play Blockers passed) * NOTT passes: 1 (still gets NOTT because earned at least one) * **Total: 3 points** **Note:** Jammer didn't pass the 3rd In-Play Blocker, so no point for them </div> --- ### **Example 4: NOTT But No Earned Pass** <div class="visual-box"> **Scenario:** * 3 RED Blockers In Play in Pack * 1 RED Blocker in Penalty Box (NOTT) * WHITE Jammer passes ZERO In-Play Blockers (stuck behind them) **Calculation:** * Earned passes: 0 * NOTT passes: 0 (didn't earn any In-Play pass) * **Total: 0 points** **Why:** Must earn at least ONE In-Play pass to get NOTT points </div> --- ## 🎯 Identifying NOTT Blockers <div class="visual-box"> **Common NOTT situations:** **1. Penalty Box** ⚠️ * Blocker serving penalty * Most common NOTT situation * Easy to identify **2. Out of Bounds (not returning)** 🚫 * Blocker fully out, not immediately returning * Making no effort to return * Extended time out **3. Down and Not Getting Up** 🤕 * Blocker fallen and staying down * Injured or winded * Not making immediate effort to stand **4. Equipment/Other Issues** 🔧 * Stopped for equipment fix * Talking to officials * Not actively skating </div> --- ## 🔊 Signaling Points <div class="visual-box"> **How to signal points to Scorekeeper:** **Hand Signal:** 👆 Raise hand with fingers showing number of points * 1 point = 1 finger * 2 points = 2 fingers * 3 points = 3 fingers * 4 points = 4 fingers * 5+ points = Show first 4, then remaining **Verbal Cue:** 🗣️ Call out clearly: **"[Number]!"** * Example: "Three!" * Loud enough for Scorekeeper to hear * Clear enunciation **Both hand AND verbal!** </div> --- ## 📚 Trip vs Pass <div class="rule-reference"> **Important distinction:** **TRIP:** A complete journey through the Engagement Zone * From entering behind Pack to exiting ahead of Pack * OR from entering ahead to exiting behind (cutting) **PASS:** Lapping one individual Blocker * Each Blocker passed = one pass * Multiple passes can happen in one trip **Scoring:** 1 point per PASS (per Blocker), not per trip </div> --- ## ⚠️ Common Mistakes to Avoid <div class="penalty-warning"> **Don't:** ❌ Count NOTT points when Jammer earned zero In-Play passes ❌ Forget to count NOTT Blockers when Jammer DID earn passes ❌ Count Blockers Jammer didn't actually pass ❌ Signal before Jammer completes the trip ❌ Forget verbal cue (hand signal alone isn't enough) **Do:** ✅ Track each Blocker individually ✅ Check if each is In Play or NOTT ✅ Verify Jammer actually passed them (hips past hips) ✅ Apply NOTT rule correctly ✅ Signal clearly with both hand and voice </div> --- **Ready to calculate points?** I'm ready! → [[Scenario 4 Start]] Show me detailed NOTT rules first → [[NOTT Rules Reference]] Explain trips and passes more → [[Trips and Passes Reference]] Back to Navigation Menu → [[Navigation Menu]]# 📖 Glossary - Roller Derby Terms A comprehensive reference of Flat Track Roller Derby terminology used throughout this course. --- ## 🔤 B <div class="visual-box"> **Back Block:** Illegal contact initiated to the back of an opponent's torso or legs. Always an illegal target zone. **Blocker:** A positional Skater (not Jammer or Pivot) whose role is to assist their Jammer and impede the opposing Jammer. Each team has up to 4 Blockers on track. **Blocking Zone:** Parts of the body that may be used to initiate contact. Legal: torso, hips, upper arms, upper legs. Illegal: head, forearms (extended), hands, lower legs. **Bout:** A roller derby game, consisting of two 30-minute periods. </div> --- ## 🔤 C <div class="visual-box"> **Call Off:** When the Lead Jammer or officials end a jam before the full 2 minutes. Signaled with 4 short whistle blasts. **Casebook:** WFTDA's collection of real game scenarios with official rulings, used for training officials and clarifying rules. **Clockwise:** Direction opposite to normal derby play. Generally illegal except when Pack has established speed. **Counterclockwise:** Normal direction of play in roller derby. Skaters race counterclockwise around the track. **Cutting the Track:** Illegally improving position by going out of bounds and returning ahead of opponents. </div> --- ## 🔤 D <div class="visual-box"> **Delay of Game:** Penalty for deliberately slowing down or preventing normal game flow. **Direction of Game:** The counterclockwise flow of gameplay. Skating clockwise when Pack has no established speed is illegal. **Down:** A Skater who has fallen and is on the track (not upright). Down Skaters may be considered NOTT if not immediately getting up. </div> --- ## 🔤 E <div class="visual-box"> **Earned Pass:** When a Jammer physically passes an In-Play opposing Blocker (hips past hips), earning 1 point. **Engagement Zone:** The area extending 20 ft (6.10 m) in front of and behind the foremost and rearmost Pack Skaters. Blockers can only legally block within this zone. **En Route:** Status of a Skater who has been penalized and is traveling to the Penalty Box but hasn't arrived yet. Starts when penalty is called, ends when arriving at box. **Expulsion:** Removal from the game for serious safety violations or misconduct. More severe than a standard penalty. </div> --- ## 🔤 F <div class="visual-box"> **Forearms:** Illegal blocking zone when extended away from body. Legal if tucked close to torso. **Fouled Out:** Receiving 7 penalties in one game, resulting in ejection from the remainder of the game. **FTRD:** Flat Track Roller Derby - derby played on a flat oval track (as opposed to banked track derby). </div> --- ## 🔤 G <div class="visual-box"> **Gross Misconduct:** Severe violations including abusive language, gestures, or behavior. Can result in expulsion. </div> --- ## 🔤 H <div class="visual-box"> **Head Referee:** The lead official who oversees the game, makes final calls on disputed issues, and manages the officiating crew. **Helmet Cover:** Cloth cover worn on helmet to identify position. Star (two stars) = Jammer. Stripe (single stripe) = Pivot. **High Block:** Illegal contact to the head or neck (down to collarbone). Always illegal regardless of impact. **Hips:** The reference point for determining passes. A Jammer's hips must pass a Blocker's hips to earn a point. </div> --- ## 🔤 I <div class="visual-box"> **Illegal Blocking Zone:** Parts of the body that cannot be used to initiate contact: head, extended forearms, hands, lower legs, knees. **Illegal Procedure:** Various procedural violations including removing required safety equipment, incorrect uniform, etc. **Illegal Target Zone:** Areas of the body where contact cannot be initiated: back, head/neck, legs below mid-thigh. **Impact:** The effect of contact on gameplay. Sufficient impact includes: falling, going out of bounds, losing position, trajectory change, or gaining advantage. **In Bounds:** Inside the track boundary. Not touching the boundary line or anything beyond it. **Initiation:** Who causes contact first. The initiator is responsible for the legality of the contact. **In Play:** Status of a Blocker who is In Bounds, Upright, and inside the Engagement Zone. Only In-Play Blockers can legally block or be blocked. **Inside Pack Referee:** Official positioned inside the track monitoring Pack-area gameplay. </div> --- ## 🔤 J <div class="visual-box"> **Jam:** A period of gameplay lasting up to 2 minutes or until called off by Lead Jammer or officials. **Jammer:** The scoring position, identified by a Star helmet cover. One per team. Scores points by lapping opposing Blockers. **Jammer Line:** The line 30 ft (9.14 m) behind the Pivot Line where Jammers start each jam. **Jammer Referee:** Official assigned to follow and track a specific Jammer, counting their points and monitoring for penalties. </div> --- ## 🔤 K <div class="visual-box"> **Kneeing:** Using knees to block an opponent. Knees are an illegal blocking zone. </div> --- ## 🔤 L <div class="visual-box"> **Lapping:** Passing a Blocker such that the Jammer's hips pass the Blocker's hips. Each lap = 1 point. **Lead Jammer:** The first Jammer to legally complete their initial trip through the Pack. Has the ability to call off the jam at any time. **Low Block:** Illegal contact to legs below mid-thigh. Always illegal regardless of impact. </div> --- ## 🔤 M <div class="visual-box"> **Mid-Thigh:** Approximately halfway between hip and knee. Contact above mid-thigh = legal target. Below mid-thigh = illegal target. **Multi-Player Block:** Illegal formation where 3+ Blockers form an impenetrable wall. Maximum 2 Blockers can form a wall. </div> --- ## 🔤 N <div class="visual-box"> **No Pack:** Situation where no valid Pack exists (Blockers more than 10 ft apart, or only one team present, or equally-sized groups). All Blockers become Out of Play. **Non-Pivot Blocker:** A Blocker who is not wearing the Pivot stripe. After a Star Pass, the original Jammer becomes a Non-Pivot Blocker. **NOTT (Not-On-The-Track):** Status of Blockers who are not actively playing: in Penalty Box, out of bounds (not returning), down on track, or otherwise out of play. Jammers automatically earn passes on NOTT Blockers if they earn at least one In-Play pass. **NSO (Non-Skating Official):** Officials who don't skate but perform crucial roles: scorekeeping, penalty tracking, lineup tracking, etc. </div> --- ## 🔤 O <div class="visual-box"> **Out of Bounds:** Outside the track boundary. Touching the boundary line or anything beyond it. **Out of Play:** Status of a Blocker who is outside the Engagement Zone, Out of Bounds, not Upright, or during No Pack. Out of Play Blockers cannot legally block. **Outside Pack Referee:** Official positioned outside the track monitoring Pack definition and No Pack situations. </div> --- ## 🔤 P <div class="visual-box"> **Pack:** The largest group of in-bounds and upright Blockers, skating within 10 ft (3.05 m) of each other, containing members from both teams. **Pass:** When a Jammer's hips pass a Blocker's hips, earning 1 point (on scoring trips). **Penalty:** An infraction resulting in 30 seconds in the Penalty Box. Requires sufficient impact on gameplay or safety. **Penalty Box:** Designated area where penalized Skaters serve time. Maximum 2 Blockers per team can sit simultaneously. **Pivot:** A Blocker wearing a striped helmet cover. Can become Jammer via Star Pass. One per team. **Pivot Line:** The line where Blockers start each jam. Pivot starts on or behind this line. **Proximity:** The 10 ft (3.05 m) distance requirement for Pack definition. All Pack Skaters must be within 10 ft of each other. </div> --- ## 🔤 R <div class="visual-box"> **Referee:** Skating official who monitors gameplay, assesses penalties, and manages game flow. **Relative Position:** A Skater's position compared to other Skaters. Losing relative position = being passed by someone who was behind you. </div> --- ## 🔤 S <div class="visual-box"> **Scorekeeper:** NSO who tracks points scored by each Jammer and maintains the official game score. **SO - Skating Official:** General term for referees who skate during the game. **Star:** Helmet cover with two stars identifying the Jammer. Can be passed to Pivot via Star Pass. **Star Pass:** Transfer of Jammer position from Jammer to Pivot. Requires both Skaters to be Upright, In Bounds, In Play, and not en route to Penalty Box. **Stripe:** Helmet cover with single stripe identifying the Pivot. </div> --- ## 🔤 T <div class="visual-box"> **Target Zone:** Areas of the body where contact can be initiated (legal) or cannot be initiated (illegal). **Trip:** One complete journey through the Engagement Zone. Initial trip = no scoring. Second trip onward = scoring trips. </div> --- ## 🔤 U <div class="visual-box"> **Upright:** Standing on skates, not down on the track. A requirement for Pack definition, In Play status, and Star Pass. </div> --- ## 🔤 W <div class="visual-box"> **WFTDA:** Women's Flat Track Derby Association. The international governing body for flat track roller derby, which publishes the official rules. **Whistle:** Used by officials to start jams (one long blast), call penalties (one long blast), and end jams (four short blasts). </div> --- ## 📚 Additional Resources <div class="rule-reference"> **For complete definitions and detailed rules:** <a href="https://static.wftda.com/rules/wftda-rules.pdf" target="_blank">WFTDA Official Rules (PDF)</a> <a href="https://static.wftda.com/officiating/wftda-officiating-cues-codes-signals.pdf" target="_blank">WFTDA Signals & Cues (PDF)</a> <a href="https://rules.wftda.com" target="_blank">WFTDA Rules Website</a> </div> --- Back to Navigation Menu → [[Navigation Menu]] Back to Welcome → [[Welcome!]]# ℹ️ About This Training Course ## 🎯 Purpose This interactive course is designed to teach **Flat Track Roller Derby officiating basics** through scenario-based learning. Instead of memorizing rules, you'll **apply them in realistic game situations** - just like you would on the track! --- ## 👥 Target Audience This course is for: * **New derby players and aspiring officials** learning the rules * **Experienced skaters** brushing up on specific rules * **Anyone interested** in understanding derby rules better --- ## 📚 Based On Official WFTDA Materials All scenarios and rules are based on: <div class="visual-box"> **Official WFTDA Documents:** <a href="https://static.wftda.com/rules/wftda-rules.pdf" target="_blank">WFTDA Rules (January 1, 2025 edition)</a> <a href="https://static.wftda.com/officiating/wftda-officiating-procedures.pdf" target="_blank">WFTDA Officiating Procedures</a> <a href="https://static.wftda.com/officiating/wftda-officiating-cues-codes-signals.pdf" target="_blank">WFTDA Officiating Cues, Codes and Signals</a> **<a href="https://rules.wftda.com/casebook/index.html" target="_blank">WFTDA Rules Casebook</a>** - Real game scenarios from official documentation </div> --- ## 🏗️ Course Structure **4 Progressive Scenarios:** <div class="visual-box"> **1. Pack Definition** ⭐ *Beginner* Learn to identify and manage Pack situations **2. Penalties & Target Zones** ⭐⭐ *Intermediate* Practice recognizing illegal contact **3. Star Pass** ⭐⭐⭐ *Advanced* Master the complexities of Jammer role transfer **4. Scoring & NOTT Points** ⭐⭐⭐ *Advanced* Calculate points accurately in various situations **Estimated completion time:** 45-60 minutes total --- ## 💡 Learning Approach This course uses **Problem-Based Learning** and **Instructional Design** principles: ✅ **Real situations** from actual games ✅ **Multiple choice decisions** with immediate feedback ✅ **Rule references** with clear explanations ✅ **Non-linear paths** - choose your difficulty level ✅ **Scenario-based** - not just memorization ✅ **Context matters** - understand WHY, not just WHAT --- ## 🎓 Pedagogical Framework This course was developed using: **DigiCompEdu Competencies:** * Active learning through engagement * Digital resources for learning-centered education * Guidance and support for learners **Instructional Design (ADDIE Model):** * Analysis of learner needs * Design of scenario-based content * Development of interactive materials * Implementation through Twine platform * Evaluation through feedback loops **Educational Entertainment:** * Gamified learning progression * Story-based scenarios * Immediate rewards (feedback) --- ## 🎮 Why Interactive Scenarios? Traditional rule memorization doesn't work well for derby because: ❌ Rules are **context-dependent** (Pack vs No Pack changes everything!) ❌ Multiple factors apply **simultaneously** ❌ Split-second decisions require **deep understanding** ✅ Scenarios help you **think like a referee** ✅ You learn to **apply rules in context** ✅ Mistakes teach you **why rules exist** --- ## 🛠️ Technical Information **Platform:** Twine 2 (Harlowe story format) **Format:** HTML5 - works in any modern web browser **Accessibility:** Keyboard navigation supported **Mobile-friendly:** Responsive design for phones and tablets **AI-powered:** Created with help of Claude AI --- ## 📖 How to Use This Course **For Beginners:** 1. Start with [[Rules Crash Course]] 2. Work through scenarios in order (1 → 4) 3. Take your time - read all feedback 4. Review reference materials when needed **For Experienced Skaters:** 1. Skip directly to advanced scenarios 2. Use as a refresher on specific topics 3. Test your knowledge with complex situations **For Officials in Training:** 1. Complete all scenarios 2. Take notes on signals and procedures 3. Practice the hand signals as you learn 4. Review the official WFTDA documents alongside --- ## ⚠️ Important Disclaimer <div class="penalty-warning"> **This is a training tool, not official certification!** While based on official WFTDA rules, this course: * Does NOT replace official referee training * Does NOT certify you as a WFTDA official * Is meant to supplement, not replace, hands-on training * Should be used alongside official WFTDA resources For official certification, contact your local league or visit <a href="https://wftda.com" target="_blank">WFTDA.com</a> </div> --- ## 🌟 Learning Outcomes After completing this course, you should be able to: ✅ **Identify** Pack definition and No Pack situations ✅ **Recognize** common penalties and illegal contact ✅ **Understand** Star Pass procedures and requirements ✅ **Calculate** Jammer scoring including NOTT points ✅ **Apply** multiple rules simultaneously in complex situations ✅ **Use** some of the correct hand signals and verbal cues --- ## 🎓 Created By This interactive training course was developed by Anežka Müller as a **final project for the DigiCompEdu course** at Masaryk University, Faculty of Arts, Institute of Information Studies and Librarianship (KISK). **Educational Approach:** * Scenario-based learning * Active student engagement * Problem-based methodology * Constructivist principles **Created:** December 2025 **Last Updated:** December 2025 --- ## 📬 Feedback & Suggestions This is a learning project! If you find: * Errors in rules interpretation * Typos or unclear explanations * Technical issues * Ideas for improvement Please <a href="mailto:182533@muni.cz">provide feedback</a> to help improve this resource for future learners! --- ## 📚 Additional Resources **Want to learn more?** <a href="https://rules.wftda.com" target="_blank">WFTDA Rules Website</a> - Official rules and updates <a href="https://wftda.com/officiating/" target="_blank">WFTDA Officiating Resources</a> - Training materials <a href="https://wftda.tv" target="_blank">WFTDA.tv</a> - Watch games and see rules in action --- ## 🎯 Ready to Start Learning? Begin Training → [[Start Training]] Go to Navigation Menu → [[Navigation Menu]] Back to Welcome →[[Welcome!]] --- <div style="font-size: 14px; color: #888; text-align: center; margin-top: 30px;"> Made with 💙 for the roller derby community | Powered by Twine </div># 🚫 Pack Destruction - Penalty Examples Let's clarify when Pack destruction **should** be penalized. --- ## ✅ NO PENALTY - Normal Gameplay <div class="visual-box"> **Scenario 1:** Red wall skates slowly. White Blockers skate fast counterclockwise. Gap exceeds 10 ft. **Result:** No Pack, but NO PENALTY **Why:** Both teams skating legally in counterclockwise direction </div> <div class="visual-box"> **Scenario 2:** White Blocker is knocked out of bounds, creating No Pack. **Result:** No Pack, but NO PENALTY for the knocked-out Blocker **Why:** Result of legal gameplay, not intentional destruction </div> --- ## ❌ PENALTY - Illegal Pack Destruction <div class="penalty-warning"> **Scenario 1: Clockwise Skating** Pack is stationary. Red Blocker skates clockwise rapidly away from Pack, creating No Pack. **Result:** PENALTY for Red Blocker **Why:** Clockwise skating that destroys Pack is illegal when Pack has no established speed </div> <div class="penalty-warning"> **Scenario 2: Taking a Knee** Red Blocker suddenly takes a knee, causing the distance to exceed 10 ft. **Result:** PENALTY for Red Blocker **Why:** Taking a knee is always a sudden action that can illegally destroy Pack </div> <div class="penalty-warning"> **Scenario 3: Failure to Reform** No Pack is declared. White Blockers (front group) continue skating fast. After warning, they still don't slow down or stop. **Result:** PENALTY for one White Blocker **Why:** Failure to work toward Pack reformation after warning </div> <div class="penalty-warning"> **Scenario 4: Blocking During No Pack** No Pack situation. White Blocker continues to block Red Jammer instead of reforming. **Result:** PENALTY for White Blocker **Why:** Blockers cannot block while Out of Play (No Pack = all Out of Play) </div> --- ## 📚 Rule Reference <div class="rule-reference"> **WFTDA Rule 2.3:** "It is the responsibility of all Blockers to maintain a Pack, and intentionally destroying the Pack is illegal." **WFTDA Rule 4.2.1:** "If a Skater's illegal action destroys the Pack, or if a Skater's actions prevent or delay the reformation of a Pack, that Skater should be penalized." </div> --- Back to Scenario 1 → [[S1 Reformed C]] [[Navigation Menu]]<div class="scenario-header"> # 🎮 SCENARIO 2: Back Block or Not? **Your Role:** Inside Pack Referee </div> --- ## 📍 THE SITUATION The Pack is moving quickly counterclockwise. You're watching closely. **You observe:** <div class="visual-box"> 🔴 **RED Jammer** is on their second trip through the Pack (scoring trip!) ⚪ **WHITE Blocker** is facing YOU (toward the inside of the track) - Standing relatively still - Back is toward the RED Jammer 💥 **RED Jammer skates directly into WHITE Blocker's BACK** - Contact is at upper back/shoulder blade area - WHITE Blocker stumbles forward and nearly falls - WHITE Blocker does NOT go down completely - RED Jammer slows down but remains upright </div> --- ## 🤔 VISUAL REPRESENTATION <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/S2_impact.png?raw=true" alt="Diagram showing Inside of track, referee, WHITE Blocker facing you the referee, CONTACT, RED Jammer skating forward, Outside of track" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> **Contact zone:** White Blocker's BACK (illegal target zone) **Impact:** White Blocker stumbles significantly --- ## ❓ WHAT DO YOU DO? You saw contact to the back with clear impact. But wait - you need to consider WHO initiated the contact. **Choose your action:** <span class="choice-button">A) Penalize RED Jammer - Back Block → [[S2 Choice A]]</span> <span class="choice-button">B) No penalty - White Blocker turned at last moment → [[S2 Choice B]]</span> <span class="choice-button">C) Penalize WHITE Blocker - initiated with their back → [[S2 Choice C]]</span> --- 💡 **Think carefully:** Who is responsible for the illegal contact? Review the scenario details before deciding!# 📐 Target Zones - Visual Reference ## ✅ LEGAL TARGET ZONES These are the areas where you **CAN** initiate contact: <div class="visual-box"> **FRONT & SIDES:** ✅ Chest ✅ Front and sides of torso ✅ Arms (entire arm) ✅ Hands ✅ Hips ✅ Front and sides of thighs (above mid-thigh) </div> --- ## ❌ ILLEGAL TARGET ZONES These are the areas where you **CANNOT** initiate contact: <div class="penalty-warning"> **BACK:** ❌ Back of torso ❌ Back of buttocks ❌ Back of thighs **HEAD/NECK:** ❌ Head ❌ Neck ❌ Down to the collarbone **LOWER LEGS:** ❌ Below mid-thigh ❌ Knees ❌ Shins/calves ❌ Feet </div> --- ## 🎯 Visual Guide <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/WFTDA_legal_target_zones.png?raw=true" alt="Legal Target Zones" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> Source: <a href="https://static.wftda.com/rules/wftda-rules.pdf">WFTDA Rules</a> --- ## ⚠️ Special Cases ### **What is "Mid-Thigh"?** Mid-thigh is approximately **halfway between hip and knee**. **Legal:** Upper half of thigh (closer to hip) **Illegal:** Lower half of thigh (closer to knee) --- ### **What About the "Back"?** <div class="rule-reference"> The "back" includes: * Entire back of torso * Back of buttocks * Back of thighs **Key point:** If contact is to the back of the body, it's illegal. </div> --- ### **Incidental Contact** <div class="visual-box"> Not all contact to illegal zones is penalized! **Incidental contact** = Brief, minimal contact with no impact **Example:** Shoulders brush while skating side-by-side **Penalizable contact** = Contact with sufficient impact **Example:** Hard hit to the back that causes opponent to stumble </div> --- ## 🤔 Who Initiated? <div class="rule-reference"> **Key Concept: INITIATION** The **initiator** of contact is responsible for its legality. **Scenario:** White Blocker targets Red Blocker's chest. At the last moment, Red Blocker turns, and White hits their back. **Question:** Who initiated with an illegal target zone? **Answer:** If Red turned at the last moment giving White no time to react, RED initiated with their back (legal blocking zone). No penalty. If White had time to avoid but didn't, WHITE initiated to an illegal target zone. Penalty to White. </div> --- Got it! Start Scenario 2 → [[Scenario 2 Start]] Back to Scenario 2 Intro → [[Scenario 2: Penalties & Target Zones]] See Blocking Zones too → [[Blocking Zones Reference]] # 📖 Penalty Basics Reference A comprehensive guide to understanding penalties in Flat Track Roller Derby. --- ## 🎯 What is a Penalty? <div class="rule-reference"> **WFTDA Definition:** A penalty is an infraction of the rules that has **sufficient impact** on gameplay or safety to warrant removing a Skater from active play for 30 seconds. **Key concept:** Not all illegal actions = penalties. Impact matters! </div> --- ## ⏱️ Penalty Duration <div class="visual-box"> **Standard Penalty:** 30 seconds in the Penalty Box **Exceptions:** * **Expulsion:** Removed from game (serious safety violations) * **Fouling Out:** 7 penalties in one game = out for remainder </div> --- ## 📊 Types of Penalties ### **1. Contact Penalties** <div class="visual-box"> **Illegal Target Zones:** ❌ Back Block - Contact to back/back of legs ❌ High Block - Contact to head/neck ❌ Low Block - Contact below mid-thigh **Illegal Blocking Zones:** ❌ Forearms/Elbows - Extended forearm/elbow contact ❌ Hands - Using hands to block/grab ❌ Head - Using head to block ❌ Legs - Using knees/lower legs to block **Other Contact:** ❌ Multi-Player Block - 3+ Blockers forming wall ❌ Out of Bounds Block - Blocking while OOB ❌ Direction of Game - Blocking clockwise </div> --- ### **2. Positioning Penalties** <div class="visual-box"> ❌ Cutting the Track - Illegally improving position ❌ Out of Play - Blocking while Out of Play ❌ Illegal Procedure - Various procedural violations ❌ Delay of Game - Deliberately delaying gameplay </div> --- ### **3. Skating Behavior Penalties** <div class="visual-box"> ❌ Blocking to Stationary Opponent - Hitting someone who's not moving ❌ Clockwise Skating - Skating clockwise illegally ❌ Failure to Reform - Not working to reform Pack </div> --- ## ⚖️ Impact Assessment **When does illegal action become a penalty?** <div class="rule-reference"> **Sufficient Impact includes:** ✅ Opponent falls down ✅ Opponent knocked out of bounds ✅ Opponent loses relative position to other Skater(s) ✅ Opponent's trajectory significantly altered ✅ Initiator gains position they wouldn't have otherwise ✅ Safety of opponent or others is threatened **No Impact = No Penalty** (usually) </div> --- ## ⚠️ Exceptions: Always Penalized <div class="penalty-warning"> **These are penalized REGARDLESS of impact:** ❌ **Forceful contact** to the back ❌ **Forceful contact** to the head/neck ❌ **Intentional misconduct** (fighting, biting, etc.) ❌ **Dangerous skating** (reckless behavior) ❌ **Gross misconduct** (abusive language, gestures) **Safety-related actions don't need "impact" to be penalized!** </div> --- ## 🔊 Penalty Communication ### **The Penalty Call Process:** <div class="visual-box"> **STEP 1: Whistle** 🔊 One long, sharp whistle blast **STEP 2: Verbal Cue** 🗣️ Format: "[Team Color], [Number], [Penalty Name]" 🗣️ Example: "White, two-four, Back Block!" **STEP 3: Hand Signal** 👐 Perform the specific hand signal for that penalty type ⏱️ Hold signal for 1-2 seconds so others can see **STEP 4: Direction to Box** 👉 Point toward Penalty Box 🗣️ (Optional) "Box!" or "Report to the Box!" </div> --- ## 👐 Common Penalty Signals ### **Back Block** 👐 Arms forward, palms out, push motion forward ### **Forearms/Elbows** 👐 One arm across chest, tap elbow with other hand ### **High Block** 👐 Touch top of head with hand ### **Low Block** 👐 Touch mid-thigh with hand ### **Out of Bounds Block** 👐 Hands make "out" signal, then block signal ### **Cutting the Track** 👐 Slashing motion across body with hand **Full signals:** See <a href="https://static.wftda.com/officiating/wftda-officiating-cues-codes-signals.pdf" target="_blank">WFTDA Signals PDF</a> --- ## 📋 Penalty Box Procedures ### **For Blockers:** <div class="visual-box"> **1. Immediate Response** - Stop blocking/engaging - Skate directly to Penalty Box - Report to Penalty Box Official **2. In the Box** - Sit in designated spot - Wait for 30 seconds to expire - Stand when time expires **3. Release** - Wait for "Go" signal from official - Re-enter track safely - Resume play **Maximum:** 2 Blockers per team in box simultaneously </div> --- ### **For Jammers:** <div class="visual-box"> **Special Rules:** * Jammer serves 30 seconds OR * Until opposing Jammer is penalized (whichever comes first) * This is called "buying out" the penalty **Star Pass Considerations:** * If Jammer is penalized en route to box, cannot pass Star * If new Jammer (from Star Pass) is penalized, serves as Jammer </div> --- ## 🔢 Penalty Tracking <div class="visual-box"> **Penalty Limits:** **Per Skater:** Maximum **7 penalties** per game * 7th penalty = Fouled Out (ejected from game) **Per Team:** No limit on total penalties * But only 2 Blockers in box at once **Officials track penalties on:** * Penalty tracking sheets * Penalty lineup boards * Electronic systems (WFTDA Stats) </div> --- ## 🎓 Key Principles for Officials <div class="rule-reference"> **When assessing penalties, consider:** 1. **Was the action illegal?** (Against the rules) 2. **Did it have impact?** (Affected gameplay) 3. **Who initiated?** (Who is responsible) 4. **Was it intentional/reckless?** (Mental state) 5. **Was it dangerous?** (Safety concern) **If YES to #1 and YES to any of #2-5 → Likely a penalty** </div> --- ## ⚠️ Common Mistakes to Avoid <div class="penalty-warning"> **Don't over-penalize:** ❌ Incidental contact with no impact ❌ Accidental, unavoidable contact ❌ Legal gameplay that "looks" rough **Don't under-penalize:** ❌ Dangerous actions "because no one fell" ❌ Persistent minor infractions ❌ Actions that give unfair advantage **Find the balance!** </div> --- ## 📚 Penalty Categories Summary | Category | Examples | Impact Required? | |----------|----------|------------------| | Illegal Target | Back, High, Low Block | Usually yes | | Illegal Blocking Zone | Forearms, Hands | Usually yes | | Positional | Cutting, Out of Play | Usually yes | | Safety | Forceful Back/High | NO - always penalize | | Misconduct | Fighting, Abuse | NO - always penalize | --- ## 🔍 Case Examples ### **Example 1: Clear Penalty** <div class="visual-box"> White Blocker extends forearm, hits Red Jammer in chest. Red Jammer falls. **Result:** Forearms penalty - illegal blocking zone + impact </div> ### **Example 2: No Penalty** <div class="visual-box"> White Blocker's shoulder brushes Red Jammer's shoulder while skating past. Both maintain position. **Result:** No penalty - incidental contact, no impact </div> ### **Example 3: Safety Penalty** <div class="visual-box"> White Blocker hits Red Jammer's back very forcefully, even though Red doesn't fall. **Result:** Back Block penalty - forceful back contact always penalized </div> --- ## 📖 Additional Resources <div class="visual-box"> **Official WFTDA Resources:** <a href="https://static.wftda.com/rules/wftda-rules.pdf" target="_blank">WFTDA Rules - Section 4: Penalties</a> <a href="https://static.wftda.com/officiating/wftda-officiating-cues-codes-signals.pdf" target="_blank">Penalty Signals & Codes</a> <a href="https://static.wftda.com/officiating/wftda-officiating-procedures.pdf" target="_blank">Officiating Procedures</a> </div> --- Back to Scenario 2 → [[Scenario 2: Penalties & Target Zones]] See Target Zones → [[Target Zones Reference]] See Blocking Zones → [[Blocking Zones Reference]] [[Navigation Menu]]# 📐 Blocking Zones - Visual Reference ## ✅ LEGAL BLOCKING ZONES These are the body parts you **CAN** use to initiate contact: <div class="visual-box"> ✅ **Torso** (chest, sides, back of torso) ✅ **Hips** (sides, front, back) ✅ **Buttocks** ✅ **Upper Arms** (shoulder to elbow) ✅ **Upper Legs** (above mid-thigh) </div> --- ## ❌ ILLEGAL BLOCKING ZONES These are body parts you **CANNOT** use to initiate contact: <div class="penalty-warning"> ❌ **Head** (down to collarbone) ❌ **Forearms** (elbow to fingertips) ❌ **Hands** (unless forearm is tucked to torso) ❌ **Lower Legs** (below mid-thigh) ❌ **Knees** ❌ **Feet/Skates** </div> --- ## 🎯 Visual Guide <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/WFTDA_Legal_Blocking_Zones.png?raw=true" alt="Legal Blocking Zones" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> Source: <a href="https://static.wftda.com/rules/wftda-rules.pdf">WFTDA Rules</a> --- ## ⚠️ Special Cases ### **Forearms - The Exception** <div class="rule-reference"> Forearms are **illegal blocking zones** UNLESS: ✅ The forearm is **tucked close to the torso** **Legal:** Forearm against your chest/ribs during contact **Illegal:** Forearm extended away from body during contact </div> **Examples:** ✅ **Legal:** Arms crossed in front of chest, forearms touching torso ❌ **Illegal:** Arm extended, using forearm to push opponent --- ### **Hands - When Are They Legal?** <div class="visual-box"> Hands are generally **illegal blocking zones**. **Exceptions (legal use):** ✅ Hands on opponent's body while initiating with legal zone (torso contact with hands on their hips) ✅ Grabbing/steadying yourself (not blocking with hands) **Illegal uses:** ❌ Pushing with open palms ❌ Grabbing opponent's jersey to slow them ❌ Using hands as primary contact point </div> --- ### **Elbows - The Pointy Problem** <div class="penalty-warning"> **Elbows are part of the upper arm = LEGAL zone** **HOWEVER:** ❌ **Intentional** jabbing or striking with elbows = ALWAYS penalized ❌ **Forceful** contact with the point of the elbow = ALWAYS penalized Even though elbow is legal zone, **how you use it matters!** </div> --- ### **Legs & Knees** <div class="rule-reference"> **Upper thighs (above mid-thigh):** ✅ Legal blocking zone **Below mid-thigh:** ❌ Illegal blocking zone **Knees:** ❌ Illegal blocking zone **Especially problematic:** ❌ Intentional knee strikes ❌ "Kneeing" an opponent </div> --- ## 🎓 Key Principle: Impact Matters <div class="visual-box"> **Not all illegal blocking zone contact = penalty** Consider impact: * Did opponent lose position? * Did initiator gain advantage? * Was it forceful? * Was it intentional? **Incidental contact** (brief brush with forearm) ≠ penalty **Impactful contact** (extended forearm that knocks opponent down) = penalty </div> --- ## 📚 Summary Comparison | Body Part | Target Zone? | Blocking Zone? | |-----------|--------------|----------------| | Head/Neck | ❌ Illegal | ❌ Illegal | | Chest | ✅ Legal | ✅ Legal | | Back | ❌ Illegal | ✅ Legal | | Upper Arms | ✅ Legal | ✅ Legal | | Forearms | ✅ Legal | ❌ Illegal* | | Hands | ✅ Legal | ❌ Illegal* | | Hips | ✅ Legal | ✅ Legal | | Upper Thighs | ✅ Legal | ✅ Legal | | Below Mid-Thigh | ❌ Illegal | ❌ Illegal | *Unless tucked to torso --- Ready for Scenario 2! → [[Scenario 2 Start]] Back to Scenario 2 Intro → S[[Scenario 2: Penalties & Target Zones]] See Target Zones → [[Target Zones Reference]]<div class="scenario-header"> # 🤔 HOLD ON - Let's Look Closer </div> You're considering penalizing RED Jammer for a Back Block. That might be correct, but you need to assess **initiation** first. --- ## 🔍 Critical Question: WHO INITIATED? <div class="rule-reference"> **WFTDA Rule 4.1.1 - Initiation with Illegal Target Zone:** "A Skater suddenly presenting an Illegal Target Zone to an opponent, giving that opponent no reasonable opportunity to avoid illegal contact, is considered to be initiating with that target zone." </div> --- ## 📹 Let's Review the Scenario in Slow Motion **Timing is everything here!** <div class="visual-box"> **Question 1:** How long was WHITE Blocker standing with their back to RED Jammer? A) WHITE was facing you for 2-3 seconds before impact B) WHITE turned their back at the last split-second **Question 2:** Could RED Jammer see WHITE Blocker's position? A) Yes, RED had clear line of sight for several seconds B) No, WHITE turned suddenly </div> --- ## 🎯 Let's Add Critical Details **Actually, here's what happened:** <div class="visual-box"> ⏱️ **Timeline:** **3 seconds before contact:** - WHITE Blocker was facing FORWARD (back toward inside) - RED Jammer was approaching from behind **2 seconds before contact:** - WHITE Blocker still in same position - RED Jammer skating directly at WHITE's back - RED can clearly see WHITE's back **1 second before contact:** - WHITE still hasn't moved - RED still heading straight for WHITE's back - RED makes NO attempt to avoid or change direction **💥 CONTACT:** - RED hits WHITE's back directly - WHITE stumbles forward </div> --- ## ❓ NOW - What's Your Call? With this timing information: <span class="choice-button">Penalize RED Jammer - They had time to avoid → [[S2 Penalty]]</span> <span class="choice-button">Still no penalty - Contact to back is never Jammer's fault → [[S2 No Penalty]]</span> <span class="choice-button">I need to review initiation rules → [[Initiation Rules Reference]]</span><div class="incorrect"> # ❌ NOT THIS TIME </div> **Good thinking about initiation, but the timing doesn't support this!** Let's review the details. --- ## 🤔 You're Thinking About the Right Concept <div class="visual-box"> **You remembered:** ✅ If a Blocker suddenly presents their back, they can be responsible ✅ Initiation matters in determining penalties ✅ Not all contact to the back = Jammer's fault **That's great awareness!** But let's check the timing... </div> --- ## ⏱️ The Critical Timeline <div class="penalty-warning"> **What actually happened:** **3 seconds before contact:** - WHITE Blocker already facing toward inside - Back already toward RED Jammer - Position was ESTABLISHED, not sudden **2 seconds before contact:** - WHITE still in same position (NOT turning) - RED Jammer can clearly see WHITE's back - RED has time to change direction **1 second before contact:** - WHITE STILL hasn't moved - RED STILL heading directly at WHITE's back - RED makes NO evasive action **💥 CONTACT** - RED hits WHITE's back - WHITE stumbles forward </div> --- ## 📚 The "Suddenly Presenting" Rule <div class="rule-reference"> **WFTDA Rule 4.1.1:** "A Skater **SUDDENLY** presenting an Illegal Target Zone to an opponent, giving that opponent **NO REASONABLE OPPORTUNITY** to avoid illegal contact..." **Key elements:** 1. ❌ **"Suddenly"** - WHITE was in position for 2-3 seconds (NOT sudden) 2. ❌ **"No reasonable opportunity"** - RED had 2-3 seconds to avoid (PLENTY of opportunity) **Neither condition is met!** </div> --- ## 🎯 What "Suddenly" Actually Means **Examples of SUDDEN presentation (no penalty to Jammer):** ✅ Blocker spins 180° at the last moment (< 1 second before contact) ✅ Blocker quickly turns back while Jammer is mid-block ✅ Blocker loses balance and falls backward into Jammer's path **What happened here:** ❌ Blocker standing in established position for 2-3 seconds ❌ No movement or turning by Blocker ❌ Jammer had full awareness and time to react --- ## 🔍 How to Assess "Suddenly" <div class="visual-box"> **Ask yourself:** **Q1:** How long was the illegal target zone visible? - < 0.5 seconds = Sudden - 1-2 seconds = Borderline - 2-3+ seconds = NOT sudden ← **Our scenario** **Q2:** Could the approaching Skater have avoided it? - No = Not their fault - Maybe = Consider other factors - Yes = Their responsibility ← **Our scenario** **Q3:** Did the "victim" make any sudden movement? - Yes = They may be responsible - No = The hitter is responsible ← **Our scenario** </div> --- ## ✅ The Correct Call Based on the timing: <div class="rule-reference"> **RED Jammer:** - Had 2-3 seconds to see WHITE's position - Made no attempt to avoid - Initiated contact to illegal target zone (back) - Contact had sufficient impact (stumble) **Result: Back Block penalty for RED Jammer** </div> --- ## 🎓 When Your Reasoning WOULD Be Correct <div class="visual-box"> **Scenario where WHITE initiates:** RED Jammer approaching WHITE Blocker (both facing forward). At the last 0.5 seconds, WHITE suddenly spins clockwise. RED collides with WHITE's back - no time to react. **Result:** No penalty - WHITE suddenly presented their back </div> --- ## 📊 Summary Comparison | Factor | Our Scenario | "Suddenly Presented" Scenario | |--------|--------------|-------------------------------| | Position duration | 2-3 seconds | < 1 second | | Movement | Stationary | Sudden turn | | Visibility | Clear view | Last-moment change | | Avoidance time | 2-3 seconds | < 0.5 seconds | | Responsibility | Jammer (RED) | Blocker (WHITE) | | Penalty | Yes - Back Block | No penalty | --- **Want to:** See the correct response → [[S2 Penalty]] Learn more about initiation → [[Initiation Rules Reference]] Try the scenario again → [[Scenario 2 Start]]<div class="incorrect"> # ❌ NO - Can't Penalize the Blocker </div> **Blockers are allowed to stand with their backs exposed!** This is not a penalty for WHITE Blocker. --- ## 🤔 Why This Doesn't Work <div class="penalty-warning"> **The problem with this reasoning:** If we penalized Blockers for simply having their backs visible, then: ❌ Blockers couldn't hold any stable position ❌ They'd have to constantly watch behind them ❌ Effective blocking would be impossible ❌ Jammers could target backs without consequence **This would break the game!** </div> --- ## 📚 What is "Initiating with Your Back"? <div class="rule-reference"> **WFTDA Rule 4.1.1 - Initiating with Illegal Target Zone:** "A Skater **suddenly presenting** an Illegal Target Zone to an opponent, giving that opponent **no reasonable opportunity** to avoid illegal contact, is considered to be initiating with that target zone." **Key concept: SUDDENLY** </div> --- ## ✅ Legal Blocker Positioning <div class="visual-box"> **Blockers CAN legally:** ✅ Stand with their back toward approaching Jammers ✅ Hold position without constantly turning ✅ Maintain blocking positions even if back is exposed ✅ Face the inside of the track **These are ALL normal, legal blocking tactics!** </div> --- ## 🎯 When WOULD a Blocker Be Penalized? **Blocker penalties for "initiating with back":** <div class="visual-box"> **Scenario 1: Sudden Back Turn** Blocker facing forward. Jammer approaching to block the front. At the last 0.5 seconds, Blocker spins 180° clockwise. Jammer hits their back with no time to avoid. **Result:** Penalty to Blocker - sudden presentation **Scenario 2: Intentional Back-First Contact** Blocker quickly backs up into approaching Jammer (moving backward into contact). **Result:** Penalty to Blocker - initiating contact illegally **Scenario 3: Deliberate Spin Into Path** Jammer lined up to pass. Blocker suddenly spins, putting back in Jammer's path at last moment. **Result:** Penalty to Blocker - sudden presentation </div> --- ## ❌ What WHITE Blocker Did (Our Scenario) <div class="visual-box"> **WHITE Blocker:** - Standing in established position (2-3 seconds) - Facing toward inside of track - NOT moving or turning - NOT suddenly presenting back - NOT backing into anyone **All of this is LEGAL!** </div> --- ## 🔍 Review: Who is Responsible? Let's break down responsibility: **WHITE Blocker:** ✅ Held legal position ✅ Was stationary ✅ Did nothing sudden or unexpected ✅ Positioned themselves legally within Pack **RED Jammer:** ❌ Could see WHITE's back for 2-3 seconds ❌ Had time to avoid contact ❌ Made no evasive action ❌ Initiated contact to illegal target zone **Clear responsibility: RED Jammer** --- ## 📖 The Actual Rule Application <div class="rule-reference"> **In this scenario:** **Illegal Target Zone:** YES - back is illegal **Who initiated to that zone:** RED Jammer **Sufficient impact:** YES - WHITE stumbled **Penalty:** Back Block to RED Jammer **WHITE Blocker did nothing illegal!** </div> --- ## 🎓 Important Principle <div class="visual-box"> **Blockers need stability to do their job!** If Blockers were penalized just for having backs exposed: - They couldn't hold walls effectively - They'd be constantly spinning around - Defensive strategy would be impossible - The game would favor Jammers unfairly **The rules protect legal blocking positions!** </div> --- ## ⚖️ Fairness in Officiating **What we expect from Blockers:** ✅ Don't suddenly spin into contact ✅ Don't back up into approaching Skaters ✅ Don't intentionally present back at last moment **What we expect from Jammers:** ✅ Watch where you're going ✅ Avoid illegal target zones if you have time ✅ Take responsibility for your actions **Both sides have responsibilities!** --- ## ✅ The Correct Call <div class="rule-reference"> **Penalty: Back Block to RED Jammer** 🔊 Whistle 🗣️ "Red, [number], Back Block!" 👐 Back Block hand signal 👉 Point to Box **No penalty to WHITE Blocker** - they were holding a legal position </div> --- **Want to:** See the correct response → [[S2 Penalty]] Try the scenario again → [[Scenario 2 Start]] Learn about when Blockers ARE penalized → [[Blocker Back Penalties]]# 📖 Initiation Rules - Detailed Guide Understanding **who initiated contact** is crucial for accurate penalty calls! --- ## 🎯 What is "Initiation"? <div class="rule-reference"> **WFTDA Definition:** The Skater who **first causes** contact between themselves and another Skater is the initiator. **Key principle:** The initiator is responsible for the legality of that contact. </div> --- ## 📏 Basic Initiation Rules ### **Illegal Target Zones** <div class="visual-box"> **If contact occurs to an ILLEGAL TARGET ZONE:** ❓ Who initiated contact to that zone? **Option A:** The hitter had time to see and avoid it → Hitter is responsible (penalty to hitter) **Option B:** The "victim" suddenly presented that zone with no time to avoid → "Victim" initiated with illegal target (no penalty to hitter) </div> --- ### **Illegal Blocking Zones** <div class="visual-box"> **If contact was made WITH an ILLEGAL BLOCKING ZONE:** ❓ Who used the illegal blocking zone? **Example:** Forearm extended hitting opponent's chest → Hitter used illegal blocking zone (penalty to hitter) </div> --- ## ⏱️ The "Suddenly" Test <div class="rule-reference"> **"Suddenly presenting an Illegal Target Zone"** For the "victim" to be responsible for initiating with illegal target zone: **Requirements:** 1. The presentation must be **SUDDEN** (typically < 1 second) 2. The approaching Skater must have **NO REASONABLE OPPORTUNITY** to avoid 3. The action must be **unexpected** given the game flow **If ANY of these is not met → hitter is responsible** </div> --- ## 🔍 How to Assess Initiation **Step-by-step process:** <div class="visual-box"> **STEP 1: Identify what was illegal** - Illegal target zone? (back, head, low legs) - Illegal blocking zone? (forearms, hands, knees) - Both? **STEP 2: Check timing** - How long was the illegal zone visible/present? - < 1 second = sudden - 1-2 seconds = borderline - 2+ seconds = NOT sudden **STEP 3: Assess opportunity to avoid** - Could the hitter have changed course? - Did they have clear line of sight? - Was the position predictable? **STEP 4: Determine responsibility** - If hitter had time → hitter responsible - If victim created sudden change → victim responsible </div> --- ## 📊 Common Scenarios ### **Scenario 1: Back Block - Stationary Blocker** <div class="visual-box"> **Setup:** Blocker standing with back exposed for 3+ seconds **Contact:** Jammer skates into Blocker's back **Timing:** Jammer had 3 seconds to see and avoid **Initiation:** Jammer initiated to illegal target zone **Call:** Back Block penalty to Jammer </div> --- ### **Scenario 2: Back Block - Sudden Turn** <div class="visual-box"> **Setup:** Blocker facing forward, Jammer approaching from front **Action:** At last 0.5 seconds, Blocker spins 180° **Contact:** Jammer's momentum carries into Blocker's back **Timing:** Jammer had < 0.5 seconds to react **Initiation:** Blocker suddenly presented illegal target zone **Call:** No penalty (or penalty to Blocker if clockwise spin) </div> --- ### **Scenario 3: Forearm Block** <div class="visual-box"> **Setup:** Blocker extends forearm away from body **Contact:** Forearm connects with Jammer's chest (legal target) **Zone:** Forearm is illegal blocking zone when extended **Initiation:** Blocker initiated WITH illegal blocking zone **Call:** Forearms penalty to Blocker </div> --- ### **Scenario 4: Mutual Contact** <div class="visual-box"> **Setup:** Two Skaters skating toward each other **Contact:** They collide chest-to-chest simultaneously **Zones:** Both used legal zones **Initiation:** Mutual/simultaneous **Call:** No penalty (unless one used illegal zone or excessive force) </div> --- ## ⚠️ Special Case: "Last Second" Scenarios <div class="penalty-warning"> **Borderline timing (1-1.5 seconds):** Consider additional factors: - Was the Skater already committed to their path? - Could they reasonably have reacted? - Was the change predictable from game flow? - Were they traveling at high speed? **Use your judgment!** But generally: - If approaching Skater could have avoided → their fault - If position change was truly unavoidable → victim's fault </div> --- ## 🎓 Key Principles Summary <div class="rule-reference"> **Golden Rules:** 1. **Initiator is responsible** for legality of contact 2. **"Suddenly" means < 1 second** typically 3. **Stationary positions are NOT "suddenly presenting"** 4. **Skaters must watch where they're going** 5. **Skating into visible backs = your responsibility** 6. **Unexpected turns can shift responsibility** 7. **When in doubt, consider timing and opportunity to avoid** </div> --- ## 📚 Related Concepts **Also consider:** - **Impact:** Did the contact affect gameplay? - **Intent:** Was it intentional or accidental? - **Recklessness:** Was the action dangerous regardless? - **Game context:** What's happening around the contact? --- Back to Scenario 2 → [[Scenario 2 Start]] See Target Zones → [[Target Zones Reference]] See Blocking Zones → [[Blocking Zones Reference]] [[Navigation Menu]]<div class="correct"> # ✅ CORRECT - Back Block Penalty! </div> **Excellent call!** RED Jammer initiated contact to an illegal target zone (WHITE's back) and should be penalized. --- ## 🎯 Why This is a Penalty <div class="rule-reference"> **WFTDA Rule 4.1.1 - Contact to Illegal Target Zones:** RED Jammer: ❌ Initiated contact to WHITE's back (illegal target zone) ❌ Had 2-3 seconds to see WHITE's position ❌ Made NO attempt to avoid the contact ❌ Contact had sufficient impact (WHITE stumbled) **Result: Back Block penalty** </div> --- ## 📢 Proper Penalty Procedure Here's exactly what you should do: <div class="visual-box"> **STEP 1: Whistle** 🔊 One long, loud whistle blast **STEP 2: Verbal Cue** 🗣️ "Red, [Jammer's number], Back Block!" (Example: "Red, two-five, Back Block!") **STEP 3: Hand Signal - Back Block** 👐 Arms extended forward, palms facing away 👐 Then push both hands forward (like pushing motion) **STEP 4: Point to Box** 👉 Point toward the Penalty Box 🗣️ (Optional) "Box!" </div> --- ## ⚠️ What About "Forceful" Contact? <div class="visual-box"> In this scenario, WHITE stumbled but didn't fall. **Regular Back Block:** Contact to back with impact = 30 seconds **Forceful Back Block:** Extremely hard contact, regardless of impact - If this was VERY forceful/dangerous - Potential expulsion territory - But in this case, it's a standard penalty </div> --- ## 🎓 Key Learning Points **1. Initiation Matters** - RED had time to see WHITE's position - RED could have avoided the contact - RED is responsible for their actions **2. Impact Occurred** - WHITE stumbled significantly - This shows sufficient impact - Even without a fall, impact is clear **3. "Back" is Always Illegal Target** - No matter the circumstances - Back includes shoulder blades, spine area - If you can't see their face, it's probably their back --- ## 📚 Contrast: When Would This NOT Be a Penalty? <div class="rule-reference"> **Scenario A (NO penalty):** WHITE suddenly spins around at the last moment. RED has no time to react. WHITE initiated with their back. **Scenario B (NO penalty):** RED and WHITE skating side-by-side. WHITE loses balance and falls backward into RED. Incidental contact. **Scenario C (PENALTY - our scenario):** RED can see WHITE's back for 2-3 seconds. RED makes no attempt to avoid. RED initiates to illegal target. </div> --- ## 🎯 What Happens Next? RED Jammer must: - Immediately cease engagement - Skate to the Penalty Box - Serve 30 seconds - Report to the Penalty Box Official Meanwhile: - WHITE Jammer might be able to capitalize - Pack continues normal play - You continue monitoring for other penalties --- ## ⭐ Great Job! You correctly: ✅ Identified illegal target zone (back) ✅ Assessed impact (stumble) ✅ Determined initiation (RED responsible) ✅ Called the penalty appropriately --- **Continue your training:** Move to Scenario 3 → [[Scenario 3: Star Pass]] Return to Navigation Menu → [[Navigation Menu]] Review Target Zones again → [[Target Zones Reference]]<div class="incorrect"> # ❌ INCORRECT - This Needs a Penalty! </div> **Contact to the back CAN be the Jammer's fault!** Let's clarify this important concept. --- ## 🤔 Common Misconception <div class="penalty-warning"> **MYTH:** "If contact is to someone's back, they must have turned into it." **REALITY:** Contact to the back CAN be initiated by the person doing the hitting, especially when they have time to see and avoid it. </div> --- ## 📹 Review the Timeline <div class="visual-box"> **What actually happened:** ⏱️ **2-3 seconds before:** RED can see WHITE's back clearly ⏱️ **Continuous:** WHITE maintains same position ⏱️ **RED's action:** Makes NO attempt to avoid or change path 💥 **Contact:** RED hits WHITE's back directly 📊 **Impact:** WHITE stumbles significantly </div> --- ## 📚 The Rule on Initiation <div class="rule-reference"> **WFTDA Rule 4.1.1:** "A Skater suddenly presenting an Illegal Target Zone to an opponent, giving that opponent no reasonable opportunity to avoid illegal contact, is considered to be initiating with that target zone." **Key word: SUDDENLY** In this scenario: ❌ WHITE did NOT suddenly present their back ❌ WHITE was stationary with back exposed for 2-3 seconds ✅ RED had "reasonable opportunity to avoid" ✅ RED is responsible for initiating to illegal target </div> --- ## ⚖️ Who is Responsible? **Two questions to ask:** **Q1: Did the contact happen to an illegal target zone?** ✅ YES - back is illegal target zone **Q2: Who initiated the contact?** - WHITE been in position for 2-3 seconds ✓ - RED had clear view ✓ - RED had time to avoid ✓ - RED made no avoidance attempt ✓ **Answer: RED initiated** = RED gets penalty --- ## 🎯 Why This Matters for Gameplay <div class="visual-box"> If we didn't penalize this, what would happen? ❌ Jammers could run into Blockers' backs intentionally ❌ Blockers would have to constantly check behind them ❌ "I didn't see them" wouldn't be a valid excuse ❌ Safety would be compromised ✅ By penalizing, we ensure: - Skaters are responsible for their actions - Blockers can hold legal positions - Safety is maintained </div> --- ## ✅ The Correct Call <div class="rule-reference"> **This situation requires:** 🔊 Whistle 🗣️ "Red, [number], Back Block!" 👐 Back Block signal 👉 Point to Box **RED Jammer: 30 seconds in the Penalty Box** </div> --- ## 🎓 Key Distinction **Penalty (our scenario):** - Blocker stationary for several seconds - Jammer has time to see and avoid - Jammer makes contact anyway **No Penalty (different scenario):** - Blocker suddenly spins at last moment - Jammer has no time to react - Blocker initiated with their back **It's all about TIMING and OPPORTUNITY TO AVOID!** --- **Want to:** See the correct response → [[S2 Penalty]] Try the scenario again → [[S2 Choice A]] Review initiation rules → [[Initiation Rules Reference]] Back to Scenario 2 start → [[Scenario 2 Start]]# 🚫 When Blockers ARE Penalized for "Back" Contact While Blockers can legally hold positions with their backs exposed, there ARE situations where they get penalized. Let's clarify! --- ## ✅ Legal: Stationary or Established Position <div class="visual-box"> **Blockers CAN legally:** ✅ Stand with back toward approaching Jammers (if established position) ✅ Maintain blocking positions even if back is exposed ✅ Face inside of track during gameplay ✅ Hold position for several seconds **These are normal, legal blocking tactics!** </div> --- ## ❌ Illegal: Suddenly Presenting Back <div class="rule-reference"> **WFTDA Rule 4.1.1 - Initiating with Illegal Target Zone:** "A Skater **suddenly presenting** an Illegal Target Zone to an opponent, giving that opponent **no reasonable opportunity** to avoid illegal contact, is considered to be initiating with that target zone." **This applies to Blockers too!** </div> --- ## 🎯 Penalty Scenarios for Blockers ### **Scenario 1: The Last-Second Spin** <div class="penalty-warning"> **Setup:** * Blocker facing FORWARD * Jammer approaching from front to block * Both at high speed **Action:** * At the last 0.3-0.5 seconds before contact * Blocker suddenly SPINS 180° (clockwise or counterclockwise) * Jammer collides with Blocker's back * Jammer had NO time to avoid **Result:** ❌ **Penalty to BLOCKER** - Suddenly presenting illegal target zone ❌ (Plus possibly Direction of Game penalty if clockwise) **Why:** Blocker initiated by suddenly exposing their back when Jammer couldn't react </div> --- ### **Scenario 2: Backing Into Opponent** <div class="penalty-warning"> **Setup:** * Jammer approaching from behind * Blocker aware of Jammer's position **Action:** * Blocker suddenly BACKS UP into Jammer * Blocker moving backward at impact * Contact is back-to-front **Result:** ❌ **Penalty to BLOCKER** - Initiating contact with illegal blocking zone (back) **Why:** Blocker actively moved their back INTO the opponent </div> --- ### **Scenario 3: The Quick Turn** <div class="penalty-warning"> **Setup:** * Jammer and Blocker skating side-by-side * Jammer attempting to pass on Blocker's right **Action:** * Blocker quickly turns right (into Jammer's path) * Turn happens < 1 second before contact * Blocker's back swings into Jammer * Jammer unable to avoid **Result:** ❌ **Penalty to BLOCKER** - Suddenly presenting illegal target zone **Why:** The turn was sudden and unavoidable for Jammer </div> --- ### **Scenario 4: Clockwise + Back Presentation** <div class="penalty-warning"> **Setup:** * Pack is stationary or moving slowly * Blocker wants to reposition **Action:** * Blocker skates CLOCKWISE * This rotation puts their back in front of approaching Jammer * Contact occurs to Blocker's back **Result:** ❌ **Penalty to BLOCKER** - Direction of Game (clockwise skating) ❌ Possibly also Illegal Target Zone if impact occurred **Why:** Clockwise skating is illegal when Pack has no established speed, AND it suddenly created the back contact </div> --- ## ⚖️ The Key Distinction ### **NOT PENALIZED (Blocker Legal):** <div class="visual-box"> ✅ **Established Position:** * Blocker in position for 2+ seconds * Back exposed but stationary * Jammer had time to see and avoid * Jammer skates into Blocker's back **Result:** Penalty to JAMMER (Back Block) </div> --- ### **PENALIZED (Blocker Illegal):** <div class="penalty-warning"> ❌ **Sudden Presentation:** * Blocker turns/moves suddenly (< 1 second) * Back appears in opponent's path unexpectedly * Opponent has no time to react * Contact occurs to back **Result:** Penalty to BLOCKER (Illegal Target Zone) </div> --- ## ⏱️ The Timing Test <div class="rule-reference"> **How to determine responsibility:** **Ask: How much time did the approaching Skater have to react?** * **< 0.5 seconds:** Blocker probably initiated (sudden) * **0.5-1 second:** Borderline - consider speed, visibility * **1-2 seconds:** Approaching Skater probably had time * **2+ seconds:** Approaching Skater definitely had time **General rule:** * < 1 second + unavoidable = Blocker's fault * 2+ seconds + avoidable = Approaching Skater's fault </div> --- ## 🎓 Real Game Examples ### **Example 1: Legal Blocking** <div class="visual-box"> **Situation:** White Blocker stands facing inside for 5 seconds. Red Jammer approaches from behind, can see White's back clearly for 3 seconds. Red runs into White's back. **Call:** Back Block to RED Jammer **Why:** White had established position, Red had time to avoid </div> --- ### **Example 2: Illegal Back Presentation** <div class="visual-box"> **Situation:** White Blocker facing forward. Red Jammer lining up to block White's chest. At 0.4 seconds before contact, White spins clockwise 180°. Red hits White's back. **Call:** Illegal Target Zone to WHITE Blocker (plus possibly Direction of Game) **Why:** White suddenly presented back with < 0.5 seconds warning </div> --- ### **Example 3: Context Matters** <div class="visual-box"> **Situation:** Fast-paced pack. White Blocker attempts to reposition, does a quick 90° turn. At that exact moment, Red Jammer (at high speed) collides with White's side/back area. **Call:** No Penalty (or judgement call) **Why:** Incidental contact during fast gameplay, both moving dynamically, no clear initiation </div> --- ## 🔍 Factors to Consider <div class="visual-box"> **When assessing "sudden back presentation":** **Timing:** * How much advance warning? * Could they have reacted? **Speed:** * Were both skating fast? * Was there time to change course? **Visibility:** * Could approaching Skater see the back? * Was vision blocked? **Intent:** * Did Blocker deliberately turn into path? * Or natural game movement? **Predictability:** * Was the turn expected given game flow? * Or completely sudden? </div> --- ## 📚 Related Penalties <div class="penalty-warning"> **Other times Blockers are penalized for back-related actions:** ❌ **Direction of Game:** Clockwise skating that creates contact ❌ **Blocking to Stationary:** Backing into a stationary opponent ❌ **Positional:** Using back to illegally block or impede ❌ **Misconduct:** Intentionally/recklessly creating dangerous contact </div> --- ## ✅ Best Practices for Blockers <div class="visual-box"> **To avoid penalties:** ✅ If you need to turn, do it early (give 2+ seconds) ✅ Be aware of Skaters approaching from behind ✅ Don't back up into opponents ✅ Avoid sudden 180° spins in traffic ✅ When repositioning, check surroundings ✅ If you must turn late, be prepared for no-call or penalty </div> --- ## 🎯 Official's Judgment Call <div class="rule-reference"> **As a referee:** These situations require **good judgment**: * Was the back presentation truly sudden? * Could the approaching Skater have avoided it? * What was the game context? * Was anyone acting recklessly? **When in doubt:** * 2+ seconds established = Approaching Skater's fault * < 1 second sudden change = Blocker's fault * 1-2 seconds = Use your best judgment based on all factors **You won't always get it right, and that's okay!** Be consistent, fair, and focused on safety. </div> --- ## 📖 Rule Summary <div class="rule-reference"> **WFTDA Rule 4.1.1:** Both Blockers AND Jammers can be responsible for back contact: * **Jammer responsible:** When they had time to see and avoid * **Blocker responsible:** When they suddenly presented their back **The key is TIMING and OPPORTUNITY TO AVOID.** </div> --- Back to Scenario 2 → [[Scenario 2 Start]] Review Target Zones → [[Target Zones Reference]] Review Initiation Rules → [[Initiation Rules Reference]] [[Navigation Menu]]<div class="scenario-header"> # 🎮 SCENARIO 3: Star Pass in Chaos **Your Role:** Jammer Referee for RED team </div> --- ## 📍 THE SITUATION You're watching RED Jammer closely. The Pack is moving counterclockwise. Things are about to get complicated! **Current State:** <div class="visual-box"> 🔴 **RED Jammer** is on their second trip through Pack (scoring!) * Currently behind the Pack (approaching from rear) * Upright, In Bounds * Skating quickly to catch up 🔴 **RED Pivot** is in the Pack * Position: Middle of the Pack * Upright, In Bounds, In Play * Skating forward with the Pack ⚪ **WHITE Blocker** is directly in RED Jammer's path * Facing forward (back toward RED Jammer) * Has been in this position for 2-3 seconds </div> --- ## 💥 THE ACTION SEQUENCE **Watch carefully - timing is everything!** <div class="visual-box"> **⏰ T = 0 seconds:** * RED Jammer reaches for their Star (helmet cover) * Begins to remove it from helmet **⏰ T = 0.5 seconds:** * RED Jammer has Star in hand * RED Pivot is about 10 feet ahead in Pack **⏰ T = 1.0 seconds:** * RED Jammer prepares to throw Star forward to Pivot * Both RED Skaters still Upright, In Bounds, In Play **⏰ T = 1.2 seconds:** * 💥 WHITE Blocker suddenly gets hit by another Skater * WHITE Blocker stumbles BACKWARD into RED Jammer's path * RED Jammer is forced to brake hard **⏰ T = 1.5 seconds:** * RED Jammer releases Star (throws it forward toward Pivot) * At this EXACT MOMENT of release: - RED Jammer is still Upright, In Bounds, In Play ✓ - RED Pivot is ahead in Pack, Upright, In Bounds, In Play ✓ **⏰ T = 1.8 seconds:** * 💥 RED Jammer unavoidably collides with WHITE Blocker's BACK * WHITE Blocker falls forward * Impact is significant **⏰ T = 2.0 seconds:** * RED Pivot catches the Star * RED Pivot begins to put it on helmet **⏰ T = 2.5 seconds:** * You (referee) blow whistle for the Back Block * 🔊 *"Red Jammer, Back Block!"* </div> --- ## 🤔 CRITICAL TIMELINE VISUALIZATION T=0s: Jammer removes Star T=1.5s: Jammer RELEASES Star to Pivot ⭐ [Both Upright, In Bounds, In Play] [Neither en route to box] T=1.8s: Jammer collides with back 💥 T=2.0s: Pivot catches Star T=2.5s: YOU blow whistle for Back Block 🔊 --- ## ❓❓❓ THE CRITICAL QUESTION **Is the Star Pass VALID?** Think carefully about timing: * When was the Star released? * What was the status of both Skaters at moment of release? * When was the penalty called? * Does "en route" apply here? --- ## 🎯 WHAT IS YOUR CALL? <span class="choice-button">A) VALID Star Pass - Pivot is now the Jammer → [[S3 Choice A]]</span> <span class="choice-button">B) INVALID Star Pass - Jammer was en route when pass occurred → [[S3 Choice B]]</span> <span class="choice-button">C) INVALID Star Pass - Jammer committed penalty before release → [[S3 Choice C]]</span> --- 💡 **Think carefully about the TIMING!** When exactly was the Star released vs when was the penalty committed/called?# ⭐ Star Pass Rules - Complete Reference Everything you need to know about Star Passes in Flat Track Roller Derby. --- ## 📖 What is a Star Pass? <div class="rule-reference"> **WFTDA Rule 2.2.4:** A **Star Pass** is the transfer of Jammer status from the current Jammer to that team's Pivot. **Process:** 1. Jammer removes their Star (helmet cover) 2. Jammer hands/passes Star to their Pivot 3. Pivot receives and takes possession of Star 4. Pivot becomes the new Jammer 5. Original Jammer becomes a Non-Pivot Blocker </div> --- ## ✅ Requirements for LEGAL Star Pass **ALL of these must be true at the moment Star is released:** <div class="visual-box"> **JAMMER Requirements:** ✅ Upright (not down, not falling) ✅ In Bounds (not touching/beyond track boundary) ✅ In Play (in Engagement Zone, or No Pack situation) ✅ NOT en route to Penalty Box **PIVOT Requirements:** ✅ Upright ✅ In Bounds ✅ In Play ✅ NOT en route to Penalty Box **If ANY of these is false → INVALID Star Pass** </div> --- ## ⏱️ Critical Timing: "Moment of Release" <div class="rule-reference"> **The key moment is when Jammer RELEASES the Star.** **At this exact moment, check:** * Are both Skaters Upright? ✓ * Are both Skaters In Bounds? ✓ * Are both Skaters In Play? ✓ * Is either en route to box? ✗ **Think of it like a snapshot** - capture the status at the instant of release. </div> --- ## 🎯 Common Star Pass Scenarios ### **Scenario 1: Perfect Star Pass** <div class="visual-box"> **Setup:** * Pack skating counterclockwise * RED Jammer and RED Pivot both in Pack (In Play) * Both upright, both in bounds * Neither has penalties **Action:** * Jammer removes Star * Hands it to Pivot while both skating * Pivot grabs it **Result:** ✅ **VALID Star Pass** **Why:** All requirements met at moment of release </div> --- ### **Scenario 2: Out of Bounds Pivot** <div class="visual-box"> **Setup:** * RED Jammer inside Pack, In Play * RED Pivot just got knocked Out of Bounds **Action:** * Jammer tries to pass Star to Pivot * Pivot catches it while Out of Bounds **Result:** ❌ **INVALID Star Pass** **Why:** Pivot was Out of Bounds at moment of release **Consequence:** Jammer remains Jammer; must warn Pivot </div> --- ### **Scenario 3: Falling During Pass** <div class="visual-box"> **Setup:** * Both Jammer and Pivot In Play, In Bounds * Jammer holding Star, about to pass **Action:** * Jammer releases Star toward Pivot * At EXACT moment of release, Pivot is falling * Pivot catches Star while going down **Result:** ❌ **INVALID Star Pass** **Why:** Pivot was not Upright at moment of release </div> --- ### **Scenario 4: En Route to Box** <div class="visual-box"> **Setup:** * Both Skaters In Play, In Bounds, Upright * Referee just blew whistle - "Red Pivot, Forearms!" * Pivot is now en route to Penalty Box **Action:** * Before Pivot reaches box, Jammer passes Star * Pivot catches it **Result:** ❌ **INVALID Star Pass** **Why:** Pivot was en route to Penalty Box **Note:** Pivot must continue to box, still as Blocker </div> --- ### **Scenario 5: Out of Play (No Pack)** <div class="visual-box"> **Setup:** * No Pack situation (all Blockers Out of Play) * RED Jammer in former Engagement Zone * RED Pivot also in former Engagement Zone **Action:** * Jammer passes Star to Pivot during No Pack **Result:** ❌ **INVALID Star Pass** **Why:** Both are Out of Play (No Pack = no Engagement Zone) </div> --- ## 🔍 Detailed Requirement Explanations ### **1. Upright** <div class="rule-reference"> **Upright means:** ✅ Standing on skates ✅ Not down on the track ✅ Not falling (in the process of going down) **Examples:** ✅ Standing still = Upright ✅ Skating = Upright ✅ Crouching low but on skates = Upright ❌ On one knee = NOT Upright ❌ Sitting/lying on track = NOT Upright ❌ Falling (mid-fall) = NOT Upright </div> --- ### **2. In Bounds** <div class="rule-reference"> **In Bounds means:** ✅ Not touching the track boundary line ✅ Not touching anything beyond the boundary ✅ Fully inside the track **Key point:** The boundary line itself is Out of Bounds **Examples:** ✅ Skating in center of track = In Bounds ✅ Skating close to line but not touching = In Bounds ❌ Skate touching boundary line = Out of Bounds ❌ Any body part beyond boundary = Out of Bounds </div> --- ### **3. In Play** <div class="rule-reference"> **In Play means:** ✅ In Bounds (see above) ✅ Upright (see above) ✅ Inside the Engagement Zone (20 ft ahead or behind Pack) **Special case:** If there's No Pack, all Blockers are Out of Play **For Star Pass:** * Both Jammer and Pivot must be In Play * This usually means both are near/in the Pack </div> --- ### **4. NOT En Route to Penalty Box** <div class="rule-reference"> **En Route means:** * A penalty has been called on the Skater * They are traveling to the Penalty Box * They have NOT yet arrived at the box **Timeline:** * Starts: Whistle blows for their penalty * Ends: They report to Penalty Box Official **During "en route" time:** ❌ Cannot pass Star (if Jammer) ❌ Cannot receive Star (if Pivot) </div> --- ## 🚫 What Happens with INVALID Star Pass? <div class="penalty-warning"> **When Star Pass is invalid:** **JAMMER:** * Remains the Jammer * Still responsible for jamming * Can try again later if conditions are met **PIVOT:** * Does NOT become Jammer * Remains a Blocker (Pivot) * If they have the Star, it's just a helmet cover on wrong person * Must be warned: "You are not the Jammer!" **REFEREE:** * Must verbally warn Pivot immediately * Track actual Jammer, not the person with Star * If Pivot acts as Jammer, can penalize Illegal Procedure </div> --- ## ⭐ What Happens with VALID Star Pass? <div class="visual-box"> **When Star Pass is successful:** **OLD JAMMER (now Blocker):** * Becomes a Non-Pivot Blocker * No longer scores points * Cannot call off the jam * Can block like any other Blocker **NEW JAMMER (former Pivot):** * Is now the Jammer for the team * Scores points on subsequent passes * Can call off the jam (but cannot be Lead) * Inherits the same "trip" position as old Jammer **POINTS:** * Points earned before Star Pass are kept * New Jammer continues from same position in Pack * Scoring continues normally **LEAD JAMMER:** * New Jammer CANNOT be Lead Jammer * Only the Skater who started the jam as Jammer can be Lead </div> --- ## 🎯 Strategic Uses of Star Pass <div class="visual-box"> **Why teams use Star Pass:** **1. Fresh Legs:** Original Jammer tired, Pivot is fresh **2. Better Position:** Pivot has escaped Pack, Jammer stuck behind **3. Avoid Penalty:** Jammer about to be penalized, passes before penalty called **4. Injury/Equipment:** Jammer has equipment problem or minor injury **5. Tactical:** Part of team strategy for specific situations </div> --- ## 📋 Star Pass Checklist for Referees <div class="rule-reference"> **When you see a Star Pass attempt:** □ Check: Is Jammer Upright at moment of release? □ Check: Is Jammer In Bounds at moment of release? □ Check: Is Jammer In Play at moment of release? □ Check: Is Jammer en route to box? □ Check: Is Pivot Upright at moment of release? □ Check: Is Pivot In Bounds at moment of release? □ Check: Is Pivot In Play at moment of release? □ Check: Is Pivot en route to box? **If ALL ✅ → Valid Star Pass → Follow new Jammer** **If ANY ❌ → Invalid → Warn Pivot, follow original Jammer** </div> --- ## 🗣️ Required Communication **For INVALID Star Pass:** <div class="visual-box"> 🗣️ **"You are not the Jammer!"** (to Pivot) 🗣️ **"[Number], you are not the Jammer!"** 🗣️ Repeat if necessary **Point to actual Jammer** if it helps clarify </div> **For VALID Star Pass:** <div class="visual-box"> **Hand Signal:** 👋 Touch your head with flat palm, fingers together ✋ Lift hand up into the air, fingers together 🔁 Repeat as needed <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/star_pass_complete.png?raw=true" alt="person touching her nead and then raising the hand" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> *(Image source: <a href="https://static.wftda.com/officiating/wftda-officiating-cues-codes-and-signals.pdf">WFTDA Officiating cues, codes and signals</a>)* **Verbal Cue:** 🗣️ "Star Pass Complete" **Purpose:** ✅ Signals to all officials that Star Pass was successful ✅ Communicates which Skater is now the Jammer ✅ Helps scorekeeper track the position change ✅ Provides clear record for penalty tracking **Note:** This communication helps ensure everyone (officials, scorekeeper, penalty box) knows who the current Jammer is. </div> --- ## 📚 Additional Notes <div class="rule-reference"> **Other Star Pass considerations:** * Jammer can drop/throw Star to Pivot (doesn't have to be hand-to-hand) * Pivot must have possession - Star sitting on ground doesn't count * If Star falls during pass and nobody has it, Jammer remains Jammer * Can't pass Star to anyone except your team's Pivot * Only ONE Star Pass allowed per jam (can't pass back) </div> --- Ready for Scenario 3! → [[Scenario 3 Start]] What is "en route" exactly? → [[En Route Reference]] Back to Scenario 3 Intro → [[Scenario 3: Star Pass]] [[Navigation Menu]]# 🚶 "En Route to Penalty Box" - Complete Guide Understanding when a Skater is "en route" is critical for Star Pass legality! --- ## 📖 What Does "En Route" Mean? <div class="rule-reference"> **Definition:** A Skater is **en route to the Penalty Box** when: * A penalty has been assessed against them, AND * They are traveling to the Penalty Box, AND * They have NOT yet arrived/reported to the box **Simple version:** Between penalty whistle and arriving at box = en route </div> --- ## ⏱️ Timeline of "En Route" <div class="visual-box"> **BEFORE En Route:** ✅ No penalty called ✅ Skater is in regular play **START of En Route:** 🔊 **Penalty whistle blows** 🗣️ Official calls: "[Color], [Number], [Penalty]!" 👉 Official points to box ⏰ **"En route" status BEGINS** **DURING En Route:** 🚶 Skater is skating toward Penalty Box ❌ Cannot pass/receive Star (if Jammer/Pivot) ❌ Should not engage with opponents ⏳ Status continues... **END of En Route:** 📍 Skater arrives at Penalty Box 🙋 Skater reports to Penalty Box Official ✅ **"En route" status ENDS** ⏰ "Serving penalty" status begins </div> --- ## 🎯 Why "En Route" Matters for Star Pass <div class="penalty-warning"> **Critical Rule:** ❌ **Jammer who is en route CANNOT pass the Star** ❌ **Pivot who is en route CANNOT receive the Star** **If either is en route → Star Pass is INVALID** **Why this rule exists:** * Prevents teams from avoiding penalties via Star Pass * Ensures penalized Skater goes to the box * Maintains fairness (can't "pass off" penalty duty) </div> --- ## 📋 Common "En Route" Scenarios ### **Scenario 1: Jammer Penalized, Tries to Pass** <div class="visual-box"> **Setup:** * RED Jammer commits Back Block * Referee blows whistle: "Red Jammer, Back Block!" * RED Jammer is now en route **Action:** * On way to box, RED Jammer tries to pass Star to RED Pivot * RED Pivot catches Star **Result:** ❌ **INVALID Star Pass** ❌ RED Jammer still must go to box ❌ RED Jammer remains the Jammer ❌ Warn RED Pivot: "You are not the Jammer!" **Why:** Jammer was en route at moment of pass </div> --- ### **Scenario 2: Pivot Penalized, Jammer Tries to Pass** <div class="visual-box"> **Setup:** * RED Pivot commits Forearms penalty * Referee blows whistle: "Red Pivot, Forearms!" * RED Pivot is now en route **Action:** * Before Pivot reaches box, RED Jammer passes Star * RED Pivot catches it while skating to box **Result:** ❌ **INVALID Star Pass** ❌ RED Pivot continues to box (as Blocker/Pivot, not Jammer) ❌ RED Jammer remains the Jammer ❌ Warn RED Pivot: "You are not the Jammer!" **Why:** Pivot was en route at moment of pass </div> --- ### **Scenario 3: Pass BEFORE Penalty Called** <div class="visual-box"> **Setup:** * RED Jammer commits Back Block * Referee sees it but hasn't blown whistle yet (split second delay) * RED Jammer passes Star to RED Pivot **Action:** * Star Pass completed * THEN referee blows whistle for penalty **Result:** ✅ **VALID Star Pass** (happened before penalty called) ⚠️ But now RED PIVOT (the new Jammer) is en route to box 📍 RED Pivot must go to box and serve as Jammer **Why:** At moment of pass, neither was en route (penalty not yet called) </div> --- ### **Scenario 4: Pass AFTER Arriving at Box** <div class="visual-box"> **Setup:** * RED Jammer penalized for Back Block * RED Jammer skates to Penalty Box * RED Jammer reports to Penalty Box Official * "En route" status has ENDED **Action:** * While sitting in box, RED Jammer takes off Star * Tries to throw it to RED Pivot on track **Result:** ❌ **Cannot Star Pass from Penalty Box** ❌ This is not how Star Pass works ❌ Star Pass must occur during active gameplay on track **Why:** Star Pass requires both Skaters to be In Play (among other requirements) </div> --- ## 🔍 Determining "En Route" Status <div class="rule-reference"> **ASK:** **Q1: Has a penalty been called on this Skater?** * NO → Not en route ✓ * YES → Continue to Q2 **Q2: Has the Skater reached the Penalty Box yet?** * YES, already there → Not en route anymore ✓ * NO, still traveling → En route ❌ **If en route → No Star Pass allowed involving this Skater** </div> --- ## ⚖️ Edge Cases & Clarifications ### **What if penalty is waved off?** <div class="visual-box"> **Scenario:** * Penalty called * Skater heads to box (en route) * Head Referee reviews and waves off penalty * Skater told to return to play **Star Pass implications:** * DURING en route time: Still no Star Pass allowed * AFTER penalty waived: Can Star Pass again (no longer en route) </div> --- ### **What if Skater takes long route to box?** <div class="visual-box"> **Scenario:** * Penalty called * Skater slowly skates around track to box (taking their time) * Many seconds pass **Star Pass implications:** * Still en route the entire time * Cannot pass/receive Star until they report to box * Time doesn't matter, only arrival matters </div> --- ### **What counts as "arrived"?** <div class="rule-reference"> **Arrived = When Skater reports to Penalty Box Official** **Specifically:** ✅ Skater enters Penalty Box area ✅ Skater reports to PB Official (verbally or gesture) ✅ Official acknowledges and records penalty **Until all this happens, still "en route"** </div> --- ## 🎯 Practical Tips for Officials <div class="visual-box"> **As Jammer Referee:** **When YOUR Jammer is penalized:** * Mark them as "en route" mentally * Do NOT allow Star Pass during this time * If pass is attempted, immediately call: "Invalid pass! You are not the Jammer!" (to Pivot) * Continue following original Jammer **When YOUR Pivot is penalized:** * Note Pivot is en route * Watch for Jammer trying to pass * If attempted, invalidate and warn * Once Pivot arrives at box, status changes </div> --- ## 📊 Visual Summary **En Route Timeline:** ✅ Regular Play ↓ 🔊 PENALTY WHISTLE ↓ ❌ [EN ROUTE - NO STAR PASS] ↓ 🚶 Skating to box... ↓ ❌ [STILL EN ROUTE] ↓ 📍 Arrives at Penalty Box 🙋 Reports to Official ↓ ✅ En Route Ends (now serving penalty) --- ## 📚 Related Rules <div class="rule-reference"> **Other "en route" considerations:** * En route Skaters should cease engagement with opponents * Blocking while en route can result in additional penalty * Officials should facilitate safe path to Penalty Box * Opposing team should not impede en route Skater </div> --- ## 🎓 Why This Rule Exists <div class="visual-box"> **Purpose of "no Star Pass when en route":** ✅ **Prevents penalty avoidance:** Can't pass off Jammer duty to avoid box time ✅ **Ensures fairness:** Penalized player must serve the consequence ✅ **Maintains game integrity:** Penalties have real impact ✅ **Clear expectations:** Everyone knows penalized player goes to box **Without this rule:** ❌ Jammer could always pass to Pivot when penalized ❌ Penalties would be less effective ❌ Teams could manipulate the system </div> --- Back to Star Pass Rules → [[Star Pass Rules Reference]] Ready for Scenario 3! → [[Scenario 3 Start]] Back to Scenario 3 Intro → [[Scenario 3: Star Pass]] [[Navigation Menu]]<div class="correct"> # ✅ CORRECT - Valid Star Pass! </div> **Excellent call!** This is a valid Star Pass, and RED Pivot is now the Jammer. Let's break down why. --- ## 🎯 Why This is VALID <div class="rule-reference"> **The key is the TIMING of the Star release:** **At T = 1.5 seconds (moment of release):** ✅ RED Jammer: Upright, In Bounds, In Play ✅ RED Pivot: Upright, In Bounds, In Play ✅ Neither Skater was en route to Penalty Box ✅ Star was released and passed to Pivot **ALL Star Pass requirements were met!** </div> --- ## ⏱️ Timeline Analysis <div class="visual-box"> **What happened and when:** **T = 1.5s:** Star RELEASED * Both Skaters legal ✓ * Star Pass VALID at this moment ⭐ **T = 1.8s:** Back Block contact occurs * But Star Pass already completed! * Pivot already has possession **T = 2.0s:** Pivot catches Star * Star Pass is done **T = 2.5s:** You blow whistle for penalty * "En route" status begins NOW * But Star Pass happened BEFORE this **Key point:** Star Pass was complete BEFORE penalty was called! </div> --- ## 📚 The "En Route" Rule Application <div class="rule-reference"> **"En route" begins when:** 🔊 Penalty whistle blows (T = 2.5s in our scenario) **Star Pass occurred at:** ⭐ T = 1.5s (Star released) and T = 2.0s (Star caught) **Timeline:** 1.5s = Pass starts 2.0s = Pass completes 2.5s = Penalty called **Star Pass happened BEFORE "en route" status began!** </div> --- ## 🎯 What This Means Now <div class="visual-box"> **RED PIVOT (now the Jammer):** ✅ Is the new Jammer ✅ Currently has the Star ✅ Is NOT en route (penalty was on old Jammer) ✅ Can continue jamming ✅ Is NOT penalized (they didn't commit the Back Block) **RED JAMMER (now Non-Pivot Blocker):** ⚠️ Is NOW en route to Penalty Box (penalty just called) ⚠️ Must go to box as a BLOCKER (not Jammer) ⚠️ Will serve 30 seconds ⚠️ Is no longer the Jammer **Result:** RED team successfully avoided having their Jammer in the box! </div> --- ## 🤔 Wait - Is This Fair? <div class="visual-box"> **You might wonder:** "Isn't this avoiding the penalty? The Jammer committed Back Block but doesn't serve as Jammer!" **Answer: This is LEGAL and STRATEGIC!** ✅ Star Pass completed BEFORE penalty ✅ At moment of pass, all requirements met ✅ This is a legitimate tactical use of Star Pass ✅ Teams use this strategy: pass Star when penalty is imminent **This is why Star Pass timing is so important!** </div> --- ## 📏 Key Learning Points ### **Point 1: Moment of Release is Critical** <div class="rule-reference"> Star Pass legality is determined at the **instant the Jammer releases the Star**. Check status at that exact moment: * Both Upright? ✓ * Both In Bounds? ✓ * Both In Play? ✓ * Neither en route? ✓ **If all yes at moment of release → Valid pass** What happens AFTER release doesn't invalidate a valid pass. </div> --- ### **Point 2: Penalty Timing Matters** <div class="visual-box"> **Scenario A (our case):** * Pass completed at T = 1.5s-2.0s * Penalty called at T = 2.5s * **Result:** Valid pass, new Jammer not penalized **Scenario B (different):** * Penalty called at T = 1.0s * Pass attempted at T = 1.5s * **Result:** Invalid pass, original Jammer en route </div> --- ### **Point 3: Strategic Star Pass** <div class="visual-box"> **Smart teams use Star Pass to:** ✅ Avoid having Jammer in box (if penalty imminent) ✅ Pass to fresher skater ✅ Get better position ✅ Handle equipment issues **This scenario shows a PERFECT strategic Star Pass!** RED Jammer saw the Back Block coming (unavoidable collision) and passed Star just before impact. The new Jammer (Pivot) gets to keep jamming while the penalized Blocker serves time. </div> --- ## 🗣️ What You Should Do Now <div class="visual-box"> **Your actions as Jammer Referee:** **STEP 1: Complete the penalty call** 🔊 Already done: "Red Jammer, Back Block!" **STEP 2: Point to box** 👉 Point to Penalty Box for the penalized Skater **STEP 3: Signal Star Pass Complete** 👋 Touch your head with flat palm ✋ Lift hand up into air 🗣️ Say: "Star Pass Complete" 🔁 Repeat as needed for clarity **STEP 4: Track the NEW Jammer** 👀 SWITCH your attention to RED PIVOT (now Jammer) 📍 Follow the Skater with the Star **STEP 5: Ensure penalized Skater goes to box** 👁️ Watch that original Jammer (now Blocker) goes to box as required </div> --- ## ⚠️ Common Confusion Points <div class="penalty-warning"> **Confusion 1:** "But the Jammer committed the penalty!" **Answer:** Yes, but they're no longer the Jammer. They passed that role before the penalty was officially called. They still serve the penalty, just as a Blocker. --- **Confusion 2:** "Shouldn't the new Jammer be penalized?" **Answer:** No! The new Jammer (former Pivot) didn't commit the Back Block. The contact was made by the old Jammer. Each Skater is responsible for their own actions. --- **Confusion 3:** "This feels like cheating!" **Answer:** It's not! This is a legitimate strategy that requires: * Quick thinking * Good timing * Team coordination * Understanding of rules It's part of the game's strategic depth! </div> --- ## 📊 What if Timing Were Different? Let's compare scenarios: <div class="visual-box"> **OUR SCENARIO (Valid):** 1.5s: Star released ⭐ 1.8s: Back Block contact 💥 2.0s: Star caught 2.5s: Penalty called 🔊 Result: VALID ✅ **ALTERNATE SCENARIO (Invalid):** 1.0s: Back Block contact 💥 1.2s: Penalty called 🔊 (Jammer now en route) 1.5s: Star released ⭐ 2.0s: Star caught Result: INVALID ❌ (Jammer was en route) **The difference:** When the penalty is called relative to Star release! </div> --- ## 🎓 Real-World Application <div class="rule-reference"> **This scenario teaches:** ✅ Timing is EVERYTHING in Star Pass ✅ "En route" begins at whistle, not at illegal contact ✅ Smart teams can use Star Pass strategically ✅ Officials must track timing carefully ✅ What happens AFTER a valid pass doesn't invalidate it **As an official:** * Watch the clock/sequence of events * Don't assume Star Pass is invalid just because penalty follows * Check requirements at moment of release * Be ready to explain your call if questioned </div> --- ## ⭐ Scenario 3 - Part 1 Complete! **Excellent work!** You correctly: ✅ Identified the critical timing ✅ Understood "en route" begins at whistle ✅ Recognized Star Pass was valid ✅ Applied rules correctly in complex scenario --- **What's next?** Move to Scenario 4: Scoring → [[Scenario 4: Scoring & NOTT Points]] Review Star Pass rules again → [[Star Pass Rules Reference]] Return to Navigation Menu → [[Navigation Menu]]<div class="incorrect"> # ❌ NOT QUITE - Check the Timing! </div> **Good thinking about "en route," but let's look at the timeline more carefully!** --- ## 🤔 Your Reasoning <div class="visual-box"> **You thought:** * The Jammer committed a Back Block * Therefore, Jammer was en route * Therefore, couldn't pass Star * Therefore, Star Pass is invalid **This logic has one critical flaw: TIMING!** </div> --- ## ⏱️ When Does "En Route" Begin? <div class="rule-reference"> **Critical Rule:** "En route to Penalty Box" status begins when: 🔊 **The penalty whistle is blown** NOT when: ❌ The illegal action occurs ❌ The referee sees the illegal action ❌ The contact happens **Only when the whistle blows!** </div> --- ## 📹 Let's Review the Timeline <div class="visual-box"> **Actual sequence of events:** **T = 1.5 seconds:** ⭐ RED Jammer RELEASES Star * Jammer status: Upright, In Bounds, In Play ✓ * Pivot status: Upright, In Bounds, In Play ✓ * **Neither is "en route" yet** ✓ **T = 1.8 seconds:** 💥 Back Block contact occurs * Illegal action happens * But NO whistle yet! * Still not "en route" **T = 2.0 seconds:** 🤲 RED Pivot catches Star * Star Pass complete * Still no whistle **T = 2.5 seconds:** 🔊 **YOU blow the whistle** 🗣️ "Red Jammer, Back Block!" ⏰ **"En route" status begins NOW** **Star Pass was complete 0.5-1.0 seconds BEFORE "en route" began!** </div> --- ## 📚 Why This Timing Rule Exists <div class="rule-reference"> **Imagine if "en route" started at the moment of illegal contact:** ❌ Referees would have to instantly assess penalty (no time to observe impact) ❌ Star Pass would almost never work (illegal contact happens constantly) ❌ Teams couldn't use strategic Star Pass ❌ Officials would struggle with split-second timing **Instead, "en route" begins at whistle:** ✅ Gives officials time to assess if penalty warranted ✅ Clear moment when status changes (audible whistle) ✅ Fair to both teams (everyone hears whistle) ✅ Allows strategic gameplay </div> --- ## 🎯 The Correct Analysis <div class="visual-box"> **Question: Was Jammer "en route" when Star was released?** **At T = 1.5s (moment of release):** * Had penalty been called? NO ✓ * Had whistle been blown? NO ✓ * Was Jammer en route? **NO** ✓ **Conclusion: Star Pass was VALID** The illegal contact happened (T = 1.8s) and penalty was called (T = 2.5s), but both occurred AFTER the Star was already released and caught. </div> --- ## 🤔 "But Isn't This Unfair?" <div class="penalty-warning"> **You might think:** "The Jammer committed Back Block but avoids serving as Jammer. That seems like cheating the system!" **Actually, this is SMART STRATEGY:** ✅ RED Jammer saw collision coming ✅ Knew it would be Back Block ✅ Passed Star just before impact ✅ Timing was perfect ✅ Still serves penalty (just as Blocker, not Jammer) **This is a legitimate tactical use of Star Pass!** Teams work on this timing in practice. </div> --- ## 📊 Timeline Comparison ### **Our Scenario (Valid Pass):** <div class="visual-box"> 1.5s: ⭐ Star released [Not en route - no whistle yet] 1.8s: 💥 Back Block occurs 2.0s: 🤲 Star caught 2.5s: 🔊 Whistle blown - "en route" begins Result: VALID Star Pass ✅ Why: Pass completed before en route status </div> --- ### **Different Scenario (Invalid Pass):** <div class="visual-box"> 1.0s: 💥 Back Block occurs 1.2s: 🔊 Whistle blown - "en route" begins [Jammer is now en route] 1.5s: ⭐ Star released [INVALID - Jammer is en route] 2.0s: 🤲 Star caught (but pass invalid) Result: INVALID Star Pass ❌ Why: Jammer was en route at time of release </div> **The key difference: Whistle BEFORE or AFTER Star release?** --- ## 🎓 What You Should Learn <div class="rule-reference"> **Key Concepts:** **1. "En route" = From whistle to arrival at box** * Not from the moment of illegal action * Clear, audible start point (whistle) **2. Star Pass timing is everything** * Check status at moment of release * Don't retroactively invalidate a completed pass **3. Strategic Star Pass is legal** * Teams can pass Star to avoid Jammer box time * Requires good timing and awareness * Part of game strategy **4. Penalized Skater still serves** * Just serves as Blocker, not Jammer * Penalty isn't "avoided," just role changes </div> --- ## ✅ The Correct Call <div class="visual-box"> **In this scenario:** ✅ Star Pass is VALID ✅ RED Pivot is now the Jammer ✅ Original RED Jammer (now Blocker) goes to box ✅ Original Jammer serves 30 seconds as a Blocker **What you should do:** * Complete penalty call (already done) * Point to box (for the penalized Blocker) * Follow NEW Jammer (Pivot with Star) * Ensure penalized Skater goes to box </div> --- ## 📖 Remember This Principle <div class="rule-reference"> **"En route" is a STATUS that begins at a specific moment (whistle).** It's not retroactive. You can't go back in time and say "they were en route earlier." Just like you can't be "married" before the wedding ceremony, you can't be "en route" before the whistle. **Timing matters!** </div> --- **Want to:** See the correct response → [[S3 Choice A]] Try the scenario again → [[Scenario 3 Start]] Review "en route" rules → [[En Route Reference]] Review Star Pass rules → [[Star Pass Rules Reference]]<div class="incorrect"> # ❌ NO - Penalty vs Release Timing </div> **You're mixing up when the illegal action occurs vs when it affects Star Pass legality!** --- ## 🤔 Your Reasoning <div class="visual-box"> **You thought:** * Back Block contact happened at T = 1.8s * Star was released at T = 1.5s * So the illegal action was "already committed" * Therefore Star Pass should be invalid **This reasoning has a critical flaw in understanding Star Pass rules!** </div> --- ## 📚 Star Pass Requirements Review <div class="rule-reference"> **For Star Pass to be VALID, at moment of release:** ✅ Both Skaters must be Upright ✅ Both Skaters must be In Bounds ✅ Both Skaters must be In Play ✅ Neither can be en route to Penalty Box **Notice what's NOT on this list:** ❌ "Neither can have committed a penalty recently" ❌ "Neither can be about to commit a penalty" ❌ "No illegal actions can happen near the time of pass" **The rules focus on STATUS at moment of release, not past/future actions!** </div> --- ## ⏱️ Timeline Analysis <div class="visual-box"> **Let's examine the sequence:** **T = 1.5 seconds: STAR RELEASED** * RED Jammer: Upright ✓, In Bounds ✓, In Play ✓ * RED Pivot: Upright ✓, In Bounds ✓, In Play ✓ * RED Jammer en route? NO (whistle at T = 2.5s) ✓ * RED Pivot en route? NO ✓ **ALL requirements met at this moment!** **T = 1.8 seconds: BACK BLOCK OCCURS** * This is AFTER Star was released * Star Pass already in progress **T = 2.0 seconds: STAR CAUGHT** * Star Pass complete **T = 2.5 seconds: PENALTY CALLED** * By now, Star Pass is long complete </div> --- ## 🎯 The Critical Distinction <div class="rule-reference"> **What matters: STATUS at moment of release** **What doesn't matter: Actions before or after release** **Think of it like a snapshot:** * At T = 1.5s, take a picture of both Skaters * Check: Are all requirements met in that picture? * YES → Valid Star Pass * What happens 0.3 seconds later doesn't change that picture </div> --- ## 📖 Why Rules Don't Consider "Committed Penalty" <div class="visual-box"> **Imagine if Star Pass was invalid whenever a penalty was "committed":** **Problems:** ❌ When is a penalty "committed"? At first illegal contact? When ref sees it? When they decide to call it? ❌ What if ref doesn't see the illegal action until later? ❌ What if it's borderline and ref decides no penalty? ❌ What if it happened 5 seconds ago but whistle delayed? **Way too complicated and unclear!** **Instead, rules use clear status checks:** ✅ "En route" begins at whistle (clear moment) ✅ "Upright" is observable state ✅ "In Bounds" is clear position ✅ All checkable at moment of release </div> --- ## 🤔 "But They Knew It Was Coming!" <div class="penalty-warning"> **You might think:** "RED Jammer knew the Back Block was about to happen. They passed Star to avoid the penalty as Jammer. Isn't that gaming the system?" **Answer: That's EXACTLY what they should do!** ✅ This is SMART gameplay ✅ This is LEGAL strategy ✅ This is GOOD timing ✅ This is why Star Pass exists as a tactical option **Teams practice this scenario:** * Jammer sees unavoidable contact coming * Jammer quickly passes Star * Jammer takes penalty as Blocker * Team keeps Jammer on track (now Pivot) **It's strategic, not cheating!** </div> --- ## 📊 Sequence Visualization <div class="visual-box"> **Correct understanding:** ←─────────── Star Pass ─────────→ 1.5s: Release ⭐ [Check requirements: ALL MET ✅] [Star Pass is VALID from this moment] 1.8s: Back Block 💥 [Doesn't affect already-valid pass] 2.0s: Catch 🤲 [Star Pass complete] 2.5s: Whistle 🔊 [Original Jammer now en route] [But they're no longer the Jammer!] **The Back Block (1.8s) happened AFTER the valid Star Pass (1.5s).** </div> --- ## 🎓 Key Learning Points ### **Point 1: Status Check at Release** <div class="rule-reference"> Star Pass validity is determined by checking requirements **at the exact moment the Star is released**. ✅ Check at T = 1.5s (release) ❌ Don't check at T = 1.8s (contact) ❌ Don't check at T = 2.5s (whistle) **One moment, one check.** </div> --- ### **Point 2: "En Route" is the Only Penalty-Related Restriction** <div class="visual-box"> The ONLY way a penalty affects Star Pass is: ✅ If Skater is "en route to box" (penalty already called) ❌ NOT if penalty will be called soon ❌ NOT if penalty was committed recently ❌ NOT if illegal action just occurred **Only current "en route" status matters.** </div> --- ### **Point 3: Past and Future Don't Matter** <div class="rule-reference"> At moment of Star release: * What happened 1 second ago? Doesn't matter * What will happen 0.3 seconds later? Doesn't matter * Only: What is the status RIGHT NOW? **This makes officiating clear and consistent.** </div> --- ## ✅ The Correct Call <div class="visual-box"> **In this scenario:** ✅ Star Pass is VALID ✅ RED Pivot becomes the Jammer (has Star) ✅ Original RED Jammer becomes Blocker ✅ Original RED Jammer (now Blocker) is penalized ✅ Original RED Jammer goes to box as Blocker **Your actions:** * Complete penalty procedure (call, signal, point to box) * Switch to following NEW Jammer (Pivot with Star) * Ensure penalized Blocker goes to box * Track new Jammer's scoring </div> --- ## 🎯 Real-World Comparison <div class="visual-box"> **Similar concept from other sports:** **Basketball:** If player releases ball before shot clock expires, basket counts even if ball goes in after buzzer. **Football:** If pass is thrown before quarterback crosses line of scrimmage, it's legal even if QB steps over after release. **Derby Star Pass:** If Star is released when all requirements are met, pass is valid even if penalty occurs 0.3 seconds later. **The moment of ACTION (release/throw) is what matters!** </div> --- ## 📖 Summary: Timing Rules <div class="rule-reference"> **Star Pass timing principles:** 1. Check requirements at MOMENT OF RELEASE 2. "En route" begins at WHISTLE, not at illegal action 3. Valid pass stays valid (not retroactively invalidated) 4. Strategic timing is legal and encouraged 5. Focus on observable status, not predicted future **Master these concepts for accurate Star Pass calls!** </div> --- **Want to:** See the correct response → [[S3 Choice A]] Try the scenario again → [[Scenario 3 Start]] Review Star Pass timing → [[Star Pass Rules Reference]] Review "en route" rules → [[En Route Reference]]<div class="scenario-header"> # 🎮 SCENARIO 4: Calculate the Points **Your Role:** Jammer Referee for WHITE team </div> --- ## 📍 THE SITUATION You're tracking WHITE Jammer through their **SECOND TRIP** (scoring trip). **Current Pack Status:** <div class="visual-box"> **RED Team Blockers (opposing team):** 🔴 **RED Blocker #24:** * Position: Front of Pack * Status: In Bounds, Upright, In Play ✅ 🔴 **RED Blocker #67:** * Position: Middle of Pack * Status: In Bounds, Upright, In Play ✅ 🔴 **RED Blocker #89:** * Position: Back of Pack * Status: In Bounds, Upright, In Play ✅ 🔴 **RED Blocker #13:** * Position: **In Penalty Box** ⚠️ * Status: NOTT (Not-On-The-Track) </div> --- ## 🏃 WHITE JAMMER'S ACTION <div class="visual-box"> **WHITE Jammer enters Engagement Zone from behind the Pack:** **⏱️ T = 0s:** Jammer enters Engagement Zone (20 ft behind Pack) **⏱️ T = 2s:** Jammer approaches RED Blocker #89 (rear) **⏱️ T = 3s:** * ✅ Jammer's hips pass RED Blocker #89's hips * **Pass earned on #89** **⏱️ T = 5s:** Jammer approaches RED Blocker #67 (middle) **⏱️ T = 6s:** * ✅ Jammer's hips pass RED Blocker #67's hips * **Pass earned on #67** **⏱️ T = 8s:** Jammer approaches RED Blocker #24 (front) **⏱️ T = 10s:** * ❌ RED Blocker #24 effectively blocks WHITE Jammer * ❌ Jammer CANNOT get past #24 * Jammer is stuck behind #24 in the Pack **⏱️ T = 12s:** * 🔊 **Lead Jammer calls off the Jam** (4 whistles) * **Jam ends while Jammer is still in Engagement Zone** * Jammer never exited the Engagement Zone * **Trip is INCOMPLETE** </div> --- ## 🤔 VISUAL SUMMARY <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/S4_trip_not_complete.png?raw=true" alt="Diagram showing White Jammer passed two Red Blockers, one Red Blocker in the Penalty box, White Jammer stuck behind the third Red Blocker" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> **🔊 Jam ends - Trip incomplete!** --- ## 📊 STATUS SUMMARY <div class="visual-box"> **RED Blockers Status:** **In Play (on track):** * RED #24 - NOT passed ❌ * RED #67 - Passed ✅ * RED #89 - Passed ✅ **NOTT (not on track):** * RED #13 - In Penalty Box ⚠️ **WHITE Jammer:** * Passed 2 In-Play Blockers * Did NOT pass 1 In-Play Blocker * Did NOT exit Engagement Zone * **Trip is INCOMPLETE** (Jam ended while in EZ) </div> --- ## ❓ HOW MANY POINTS DO YOU SIGNAL? **Important:** Even though the trip is incomplete (Jammer didn't exit the Engagement Zone), points are still awarded for passes that WERE earned during the trip. Think about: * How many In-Play Blockers did Jammer pass? * Is there a NOTT Blocker? * Does Jammer get the NOTT point? * Does the incomplete trip matter? * What's the total? **Choose your answer:** <span class="choice-button">A) 2 points (only the 2 passed In-Play Blockers) → [[S4 Choice A]]</span> <span class="choice-button">B) 3 points (2 passed + 1 NOTT) → [[S4 Choice B]]</span> <span class="choice-button">C) 4 points (all Blockers count) → [[S4 Choice C]]</span> <span class="choice-button">D) 0 points (incomplete trip = no points) → [[S4 Choice D]]</span> --- 💡 **Remember:** Points are awarded for passes earned during a trip, even if the trip is incomplete!# 📖 NOTT (Not-On-The-Track) Rules - Complete Guide Everything you need to know about Not-On-The-Track points in roller derby scoring. --- ## 🎯 What is NOTT? <div class="rule-reference"> **WFTDA Rule 2.5:** **Not-On-The-Track (NOTT)** refers to opposing Blockers who are not actively on the track in play. When a Jammer earns a pass on an In-Play Blocker, they simultaneously earn passes on all NOTT Blockers from the same team. </div> --- ## 📋 Who is NOTT? <div class="visual-box"> **A Blocker is NOTT when:** ✅ **In Penalty Box** (serving penalty) ✅ **Out of Bounds** (and not immediately returning) ✅ **Down** (fallen and not immediately standing) ✅ **Out of play** (equipment issue, injury, not skating) **A Blocker is NOT NOTT when:** ❌ In Play (In Bounds, Upright, in Engagement Zone) ❌ Temporarily Out of Bounds but actively returning ❌ Between Jammer passes (already passed, not passed again yet) </div> --- ## 🌟 The NOTT Earning Rule <div class="rule-reference"> **The Critical Rule:** A Jammer earns NOTT passes **IF AND ONLY IF** they earn at least ONE pass on an In-Play opposing Blocker on that trip. **Formula:** IF (earned passes on In-Play Blockers) ≥ 1 THEN Jammer earns ALL NOTT passes ELSE Jammer earns ZERO NOTT passes **It's all or nothing!** </div> --- ## 📊 Detailed Examples ### **Example 1: All In Play, All Passed** <div class="visual-box"> **Team Composition:** * RED Blocker 1: In Play * RED Blocker 2: In Play * RED Blocker 3: In Play * RED Blocker 4: In Play **WHITE Jammer Action:** * Passes all 4 RED Blockers **Scoring:** * Earned passes: 4 * NOTT passes: 0 (no one is NOTT) * **Total: 4 points** ✅ </div> --- ### **Example 2: One NOTT, All Others Passed** <div class="visual-box"> **Team Composition:** * RED Blocker 1: In Play * RED Blocker 2: In Play * RED Blocker 3: In Play * RED Blocker 4: **In Penalty Box (NOTT)** **WHITE Jammer Action:** * Passes Blockers 1, 2, and 3 (all In Play) **Scoring:** * Earned passes: 3 (Blockers 1, 2, 3) * NOTT passes: 1 (Blocker 4 in box) * **Total: 4 points** ✅ **Why Blocker 4 counts:** Jammer earned passes on In-Play Blockers </div> --- ### **Example 3: One NOTT, Only Some In-Play Passed** <div class="visual-box"> **Team Composition:** * RED Blocker 1: In Play * RED Blocker 2: In Play * RED Blocker 3: In Play * RED Blocker 4: **In Penalty Box (NOTT)** **WHITE Jammer Action:** * Passes Blocker 1 only * Does NOT pass Blockers 2 or 3 (stuck behind them) **Scoring:** * Earned passes: 1 (Blocker 1 only) * NOTT passes: 1 (Blocker 4 in box - still gets it!) * **Total: 2 points** ✅ **Why:** Jammer earned at least ONE In-Play pass (Blocker 1) **Why not Blockers 2 & 3:** Jammer didn't physically pass them </div> --- ### **Example 4: One NOTT, NO In-Play Passed** <div class="visual-box"> **Team Composition:** * RED Blocker 1: In Play * RED Blocker 2: In Play * RED Blocker 3: In Play * RED Blocker 4: **In Penalty Box (NOTT)** **WHITE Jammer Action:** * Passes ZERO In-Play Blockers (completely blocked) * Exits Engagement Zone without passing anyone **Scoring:** * Earned passes: 0 * NOTT passes: 0 (doesn't get NOTT because earned zero In-Play) * **Total: 0 points** ❌ **Why no NOTT:** Must earn at least ONE In-Play pass first </div> --- ### **Example 5: Multiple NOTT** <div class="visual-box"> **Team Composition:** * RED Blocker 1: In Play * RED Blocker 2: **In Penalty Box (NOTT)** * RED Blocker 3: **Out of Bounds (NOTT)** * RED Blocker 4: **Down on track (NOTT)** **WHITE Jammer Action:** * Passes Blocker 1 (the only In-Play Blocker) **Scoring:** * Earned passes: 1 (Blocker 1) * NOTT passes: 3 (Blockers 2, 3, 4) * **Total: 4 points** ✅ **Why:** Earning ONE In-Play pass gives ALL NOTT passes </div> --- ### **Example 6: ALL NOTT (No In-Play Blockers)** <div class="visual-box"> **Team Composition:** * RED Blocker 1: **In Penalty Box (NOTT)** * RED Blocker 2: **In Penalty Box (NOTT)** * RED Blocker 3: **Out of Bounds (NOTT)** * RED Blocker 4: **Down on track (NOTT)** **WHITE Jammer Action:** * Skates through Engagement Zone * No In-Play Blockers to pass **Scoring:** * Earned passes: 0 (no In-Play Blockers exist) * NOTT passes: 0 (can't earn NOTT without In-Play pass) * **Total: 0 points** ❌ **Special case:** When ALL Blockers are NOTT, Jammer scores nothing! </div> --- ## 🎯 The Logic Behind NOTT <div class="rule-reference"> **Why does this rule exist?** **Fairness:** * Blockers in Penalty Box can't stop Jammer * Jammer shouldn't be punished because Blockers are penalized * Jammer gets points they "would have" earned if Blockers were there **But:** * Jammer must still do SOME work (earn at least one In-Play pass) * Can't just skate through empty space and score * Maintains competitive integrity </div> --- ## 🔍 Detailed NOTT Situations ### **Situation 1: Blocker in Penalty Box** <div class="visual-box"> **When:** Blocker serving 30-second penalty **NOTT Status:** ✅ YES - Always NOTT while in box **Scoring Impact:** * If Jammer earns any In-Play pass → Jammer gets this Blocker too * This is the most common NOTT situation </div> --- ### **Situation 2: Blocker Out of Bounds** <div class="visual-box"> **When:** Blocker is outside track boundary **NOTT Status:** * ✅ YES if out and NOT immediately returning * ❌ NO if actively returning to track (skating back in) **How to judge:** * Clearly out and stopped/slow = NOTT * Out but immediately skating back in = Not NOTT * Extended time out (3+ seconds) = NOTT </div> --- ### **Situation 3: Blocker Down** <div class="visual-box"> **When:** Blocker has fallen on track **NOTT Status:** * ✅ YES if down and not immediately getting up * ❌ NO if actively standing up **How to judge:** * On hands/knees for 2+ seconds = NOTT * Sitting/lying on track = NOTT * Immediately popping back up = Not NOTT </div> --- ### **Situation 4: Equipment Issues** <div class="visual-box"> **When:** Blocker stopped for equipment fix, lace, wheel, etc. **NOTT Status:** ✅ YES if stopped and not skating **Examples:** * Stopped to tie skate = NOTT * Stopped with wheel issue = NOTT * Adjusting gear while stationary = NOTT </div> --- ## ⚖️ Edge Cases ### **Edge Case 1: Blocker Becomes NOTT Mid-Pass** <div class="visual-box"> **Scenario:** * Jammer approaching RED Blocker (In Play) * As Jammer passes, RED Blocker falls down * RED Blocker is down when Jammer's hips pass their hips **Question:** Did Jammer earn a pass on this Blocker? **Answer:** ✅ YES * Blocker was In Play when passing began * Pass is earned even if status changes during pass * Use status when pass initiated </div> --- ### **Edge Case 2: Blocker Returns from NOTT Mid-Trip** <div class="visual-box"> **Scenario:** * RED Blocker 1 is in Penalty Box (NOTT) * WHITE Jammer enters Engagement Zone * RED Blocker 1 is released from box, returns to track * Now In Play when Jammer passes them **Question:** Is this an earned pass or NOTT pass? **Answer:** ✅ Earned pass * Blocker is In Play when Jammer passes them * No longer NOTT * Counts as earned In-Play pass </div> --- ### **Edge Case 3: Only One Blocker on Track** <div class="visual-box"> **Scenario:** * RED has 4 Blockers: 3 in Penalty Box, 1 In Play * WHITE Jammer passes the 1 In-Play Blocker **Scoring:** * Earned passes: 1 * NOTT passes: 3 * **Total: 4 points** ✅ **This is legal and correct!** </div> --- ## 📊 NOTT Calculation Flowchart <div class="rule-reference"> **Step-by-step NOTT calculation:** **STEP 1:** Count total opposing Blockers (usually 4) **STEP 2:** Identify which are In Play vs NOTT * In Play: In Bounds, Upright, In Engagement Zone * NOTT: Penalty Box, Out of Bounds, Down, etc. **STEP 3:** Count how many In-Play Blockers Jammer passed * Did hips pass hips? Count it. * Didn't pass? Don't count it. **STEP 4:** Determine NOTT eligibility * IF In-Play passes ≥ 1 → Jammer gets ALL NOTT passes * IF In-Play passes = 0 → Jammer gets ZERO NOTT passes **STEP 5:** Calculate total * Total = In-Play passes + NOTT passes (if eligible) </div> --- ## 🎓 Tips for Officials <div class="visual-box"> **Track NOTT Blockers:** * Glance at Penalty Box before Jammer enters Pack * Note any Blockers out/down * Keep mental count: "2 NOTT, 2 In Play" **Watch for Status Changes:** * Blocker released from box mid-trip * Blocker goes down during trip * Blocker goes out of bounds **Calculate Systematically:** * Count In-Play passes first * Then determine if NOTT applies * Add them together * Signal clearly </div> --- Ready for Scenario 4! → [[Scenario 4 Start]] Back to Scenario 4 Intro → [[Scenario 4: Scoring & NOTT Points]] See Trips and Passes info → [[Trips and Passes Reference]] [[Navigation Menu]]# 📖 Trips and Passes - Understanding Jammer Scoring A detailed guide to understanding how Jammers move through the Pack and score points. --- ## 🎯 What is a "Trip"? <div class="rule-reference"> **Definition:** A **Trip** is one complete journey through the Engagement Zone. **Direction matters:** * **Scoring trip:** Entering from behind Pack, exiting ahead * **Cutting trip:** Entering from ahead, exiting behind (usually from cutting track) **Trip = the journey, NOT the points** </div> --- ## 🎯 What is a "Pass"? <div class="rule-reference"> **Definition:** A **Pass** is when a Jammer laps ONE opposing Blocker. **"Lapping" = Jammer's hips pass Blocker's hips** **Multiple passes can occur in one trip:** * Pass Blocker 1 = 1 pass * Pass Blocker 2 = 1 pass * Pass Blocker 3 = 1 pass * Pass Blocker 4 = 1 pass * **Total: 4 passes in this one trip** </div> --- ## 📊 Trip Types ### **Initial Trip (Trip 1)** <div class="visual-box"> **The first trip through the Pack:** **Purpose:** * Establish Jammer's position * Get ahead of Pack * No scoring on this trip **Scoring:** 0 points (no matter how many Blockers passed) **Why:** First trip is just positioning, not scoring **After completing:** Jammer is now "on" their second trip </div> --- ### **Scoring Trips (Trip 2+)** <div class="visual-box"> **All subsequent trips:** **Purpose:** * Score points by lapping opposing Blockers * Each Blocker passed = 1 point **Scoring:** 1 point per opposing Blocker passed **Continues:** Until jam ends or Jammer calls it off </div> --- ## 🎯 How Passes are Counted ### **The "Hips" Rule** <div class="rule-reference"> **A pass is earned when:** The **Jammer's hips** pass the **Blocker's hips** **Why hips?** * Hips are the center of mass * Clear, observable point * Fair to both Jammer and Blocker **Not:** ❌ Jammer's front skate passes Blocker ❌ Jammer's torso passes Blocker ❌ Jammer barely alongside Blocker **Only:** ✅ Jammer's hips fully pass Blocker's hips </div> --- ### **Visual Examples** <div class="visual-box"> **NOT a pass yet:** # 📖 Trips and Passes - Understanding Jammer Scoring A detailed guide to understanding how Jammers move through the Pack and score points. --- ## 🎯 What is a "Trip"? <div class="rule-reference"> **Definition:** A **Trip** is one complete journey through the Engagement Zone. **Direction matters:** * **Scoring trip:** Entering from behind Pack, exiting ahead * **Cutting trip:** Entering from ahead, exiting behind (usually from cutting track) **Trip = the journey, NOT the points** </div> --- ## 🎯 What is a "Pass"? <div class="rule-reference"> **Definition:** A **Pass** is when a Jammer laps ONE opposing Blocker. **"Lapping" = Jammer's hips pass Blocker's hips** **Multiple passes can occur in one trip:** * Pass Blocker 1 = 1 pass * Pass Blocker 2 = 1 pass * Pass Blocker 3 = 1 pass * Pass Blocker 4 = 1 pass * **Total: 4 passes in this one trip** </div> --- ## 📊 Trip Types ### **Initial Trip (Trip 1)** <div class="visual-box"> **The first trip through the Pack:** **Purpose:** * Establish Jammer's position * Get ahead of Pack * No scoring on this trip **Scoring:** 0 points (no matter how many Blockers passed) **Why:** First trip is just positioning, not scoring **After completing:** Jammer is now "on" their second trip </div> --- ### **Scoring Trips (Trip 2+)** <div class="visual-box"> **All subsequent trips:** **Purpose:** * Score points by lapping opposing Blockers * Each Blocker passed = 1 point **Scoring:** 1 point per opposing Blocker passed **Continues:** Until jam ends or Jammer calls it off </div> --- ## 🎯 How Passes are Counted ### **The "Hips" Rule** <div class="rule-reference"> **A pass is earned when:** The **Jammer's hips** pass the **Blocker's hips** **Why hips?** * Hips are the center of mass * Clear, observable point * Fair to both Jammer and Blocker **Not:** ❌ Jammer's front skate passes Blocker ❌ Jammer's torso passes Blocker ❌ Jammer barely alongside Blocker **Only:** ✅ Jammer's hips fully pass Blocker's hips </div> --- ### **Visual Examples** <div class="visual-box"> **NOT a pass yet:** # 📖 Trips and Passes - Understanding Jammer Scoring A detailed guide to understanding how Jammers move through the Pack and score points. --- ## 🎯 What is a "Trip"? <div class="rule-reference"> **Definition:** A **Trip** is one complete journey through the Engagement Zone. **Direction matters:** * **Scoring trip:** Entering from behind Pack, exiting ahead * **Cutting trip:** Entering from ahead, exiting behind (usually from cutting track) **Trip = the journey, NOT the points** </div> --- ## 🎯 What is a "Pass"? <div class="rule-reference"> **Definition:** A **Pass** is when a Jammer laps ONE opposing Blocker. **"Lapping" = Jammer's hips pass Blocker's hips** **Multiple passes can occur in one trip:** * Pass Blocker 1 = 1 pass * Pass Blocker 2 = 1 pass * Pass Blocker 3 = 1 pass * Pass Blocker 4 = 1 pass * **Total: 4 passes in this one trip** </div> --- ## 📊 Trip Types ### **Initial Trip (Trip 1)** <div class="visual-box"> **The first trip through the Pack:** **Purpose:** * Establish Jammer's position * Get ahead of Pack * No scoring on this trip **Scoring:** 0 points (no matter how many Blockers passed) **Why:** First trip is just positioning, not scoring **After completing:** Jammer is now "on" their second trip </div> --- ### **Scoring Trips (Trip 2+)** <div class="visual-box"> **All subsequent trips:** **Purpose:** * Score points by lapping opposing Blockers * Each Blocker passed = 1 point **Scoring:** 1 point per opposing Blocker passed **Continues:** Until jam ends or Jammer calls it off </div> --- ## 🎯 How Passes are Counted ### **The "Hips" Rule** <div class="rule-reference"> **A pass is earned when:** The **Jammer's hips** pass the **Blocker's hips** **Why hips?** * Hips are the center of mass * Clear, observable point * Fair to both Jammer and Blocker **Not:** ❌ Jammer's front skate passes Blocker ❌ Jammer's torso passes Blocker ❌ Jammer barely alongside Blocker **Only:** ✅ Jammer's hips fully pass Blocker's hips </div> --- ### **Visual Examples** <div class="visual-box"> **NOT a pass yet:** # 📖 Trips and Passes - Understanding Jammer Scoring A detailed guide to understanding how Jammers move through the Pack and score points. --- ## 🎯 What is a "Trip"? <div class="rule-reference"> **Definition:** A **Trip** is one complete journey through the Engagement Zone. **Direction matters:** * **Scoring trip:** Entering from behind Pack, exiting ahead * **Cutting trip:** Entering from ahead, exiting behind (usually from cutting track) **Trip = the journey, NOT the points** </div> --- ## 🎯 What is a "Pass"? <div class="rule-reference"> **Definition:** A **Pass** is when a Jammer laps ONE opposing Blocker. **"Lapping" = Jammer's hips pass Blocker's hips** **Multiple passes can occur in one trip:** * Pass Blocker 1 = 1 pass * Pass Blocker 2 = 1 pass * Pass Blocker 3 = 1 pass * Pass Blocker 4 = 1 pass * **Total: 4 passes in this one trip** </div> --- ## 📊 Trip Types ### **Initial Trip (Trip 1)** <div class="visual-box"> **The first trip through the Pack:** **Purpose:** * Establish Jammer's position * Get ahead of Pack * No scoring on this trip **Scoring:** 0 points (no matter how many Blockers passed) **Why:** First trip is just positioning, not scoring **After completing:** Jammer is now "on" their second trip </div> --- ### **Scoring Trips (Trip 2+)** <div class="visual-box"> **All subsequent trips:** **Purpose:** * Score points by lapping opposing Blockers * Each Blocker passed = 1 point **Scoring:** 1 point per opposing Blocker passed **Continues:** Until jam ends or Jammer calls it off </div> --- ## 🎯 How Passes are Counted ### **The "Hips" Rule** <div class="rule-reference"> **A pass is earned when:** The **Jammer's hips** pass the **Blocker's hips** **Why hips?** * Hips are the center of mass * Clear, observable point * Fair to both Jammer and Blocker **Not:** ❌ Jammer's front skate passes Blocker ❌ Jammer's torso passes Blocker ❌ Jammer barely alongside Blocker **Only:** ✅ Jammer's hips fully pass Blocker's hips </div> --- ### **Visual Examples** <div class="visual-box"> **NOT a pass yet:** Blocker: [====] Jammer: [===] ↑ hips aligned **Still NOT a pass:** Blocker: [====] Jammer: [===] ↑ Jammer's hips slightly ahead **NOW it's a pass:** Blocker: [====] Jammer: [===] ↑ Jammer's hips fully past </div> --- ## 📋 Trip Progression Example <div class="visual-box"> **Full jam sequence:** **Jam starts:** Jammer at Jammer Line **Jam whistle:** ⏱️ 0:00 - Jammer begins skating **Trip 1 (Initial):** ⏱️ 0:03-0:08 * Jammer enters Engagement Zone from behind * Passes RED Blockers 1, 2, 3, 4 * Exits Engagement Zone ahead of Pack * **Points scored: 0** (initial trip doesn't score) * **Trip 1 complete** **Trip 2 (Scoring):** ⏱️ 0:15-0:22 * Jammer laps around, re-enters Engagement Zone from behind * Passes RED Blockers 1, 2, 3 (Blocker 4 in Penalty Box) * Exits ahead of Pack * **Points scored: 4** (3 earned + 1 NOTT) * **Trip 2 complete** **Trip 3 (Scoring):** ⏱️ 0:28-0:35 * Jammer enters again * Only passes RED Blockers 1 and 2 (others block effectively) * Exits ahead * **Points scored: 2** * **Trip 3 complete** **Jam ends:** ⏱️ 0:40 - Lead Jammer calls it off **Total points: 0 + 4 + 2 = 6 points** </div> --- ## 🎯 Entering and Exiting Engagement Zone ### **Completing a Trip** <div class="rule-reference"> **A trip is complete when:** Jammer's hips **completely exit** the Engagement Zone **Engagement Zone = 20 ft ahead and behind Pack** **Visual:** [Start of EZ] │ │ ← 20 ft behind Pack ▼ [Pack] ▲ │ ← 20 ft ahead of Pack │ [End of EZ] When Jammer exits either end = Trip complete </div> --- ## 🔄 Continuous Scoring <div class="visual-box"> **Jammers can score multiple trips per jam:** * Complete Trip 2 = 4 points * Skate around track * Complete Trip 3 = 3 points * Skate around track * Complete Trip 4 = 2 points * **Total: 9 points this jam** **No limit on trips per jam** (except time: 2 minute max) </div> --- ## 📊 Incomplete Trips <div class="visual-box"> **What if Jammer doesn't exit Engagement Zone?** **Scenario:** * Jammer enters Engagement Zone * Passes 2 Blockers * Jam ends while still in Engagement Zone **Result:** * Trip is INCOMPLETE * **NO points scored for this trip** * Points only count when trip is COMPLETE (exit EZ) **Why:** Must complete the trip to earn the points </div> --- ## 🎯 Passing the Same Blocker Multiple Times ### **In Different Trips** <div class="visual-box"> **Trip 2:** * Jammer passes RED Blocker #42 * 1 point earned **Trip 3:** * Jammer passes RED Blocker #42 again * 1 point earned again **Total:** 2 points from same Blocker in different trips ✅ **This is normal and legal!** </div> --- ### **In the Same Trip** <div class="visual-box"> **Generally doesn't happen:** * Once Jammer passes a Blocker, they're ahead * Blocker would need to get ahead again * Then Jammer re-passes them * Only counts once per trip **Exception:** If Blocker legally gets ahead (Jammer goes out, Blocker advances), then Jammer can re-pass in same trip for another point **Rare in normal gameplay** </div> --- ## 🎯 No Pack Situations <div class="penalty-warning"> **What happens when there's No Pack?** **Problem:** * No Pack = No Engagement Zone * No Engagement Zone = No defined "trip" * How to count points? **Solution:** * Jammer still earns passes by lapping Blockers (hips past hips) * Points accumulate * When Pack reforms, normal trip rules resume **In practice:** * Track each pass individually * Don't worry about trip boundaries during No Pack * Score based on passes earned </div> --- ## 📏 Trip Tracking Tips for Officials <div class="visual-box"> **As Jammer Referee:** **Track trip number mentally:** * "This is their initial trip" (no scoring) * "This is Trip 2" (scoring begins) * "This is Trip 3" (still scoring) **Watch for trip completion:** * Did Jammer fully exit Engagement Zone? * If yes → Count points and signal * If no → No points yet, trip incomplete **Track passes within trip:** * Mental note: "Passed #1, passed #2, stuck behind #3 and #4" * Calculate when trip completes * Include NOTT if applicable **Signal after completion:** * Wait until Jammer exits EZ * Then signal total points * Verbal cue: "[Number]!" </div> --- ## 🎓 Common Scenarios ### **Scenario 1: Clean Trip** <div class="visual-box"> Jammer enters EZ from behind, passes all 4 Blockers, exits ahead. **Result:** Simple count, signal 4 points ✅ </div> --- ### **Scenario 2: Partial Trip** <div class="visual-box"> Jammer enters EZ, passes 2 Blockers, gets stuck, never exits. **Result:** 0 points (incomplete trip) ❌ </div> --- ### **Scenario 3: Jam Ends Mid-Trip** <div class="visual-box"> Jammer passing Blockers when jam called off (4 whistles). **Result:** If Jammer hasn't exited EZ = 0 points for that trip ❌ </div> --- ### **Scenario 4: Multiple Quick Trips** <div class="visual-box"> Fast Jammer completes 3 trips in one jam: 4pts, 3pts, 4pts **Result:** Total = 11 points ✅ Signal after each trip completion </div> --- Ready for Scenario 4! → [[Scenario 4 Start]] Back to Scenario 4 Intro → [[Scenario 4: Scoring & NOTT Points]] See NOTT Rules → [[NOTT Rules Reference]] [[Navigation Menu]]<div class="incorrect"> # ❌ NOT QUITE - You Forgot NOTT! </div> **You correctly counted the In-Play passes, but you forgot about the NOTT Blocker!** --- ## 🤔 Your Calculation <div class="visual-box"> **What you counted:** * RED #89 passed ✅ = 1 point * RED #67 passed ✅ = 1 point * RED #24 NOT passed ❌ = 0 points * **Total: 2 points** **What you forgot:** * RED #13 in Penalty Box (NOTT) ⚠️ </div> --- ## 📚 The NOTT Rule Review <div class="rule-reference"> **WFTDA Rule 2.5 - Not-On-The-Track Points:** When a Jammer earns a pass on **at least ONE** In-Play opposing Blocker, they **simultaneously earn passes on ALL NOTT opposing Blockers**. **In this scenario:** * WHITE Jammer passed 2 In-Play Blockers (✅ qualifies!) * RED #13 is NOTT (in Penalty Box) * Therefore, Jammer ALSO gets RED #13 </div> --- ## ✅ The Correct Calculation <div class="visual-box"> **Earned Passes (In-Play):** * RED #89 ✅ = 1 point * RED #67 ✅ = 1 point * RED #24 ❌ = 0 points (not passed) * **Subtotal: 2 points** **NOTT Passes:** * RED #13 (in Penalty Box) ⚠️ = 1 point * **Subtotal: 1 point** **NOTT Eligible?** YES ✅ * Jammer earned 2 In-Play passes * Therefore gets all NOTT passes **TOTAL: 2 + 1 = 3 POINTS** ✅ </div> --- ## 🎯 Why NOTT Points Matter <div class="visual-box"> **The purpose of NOTT:** RED #13 is in the Penalty Box serving time. They CAN'T help their team block the Jammer. **If NOTT didn't exist:** ❌ Jammer would be "punished" because opponent is penalized ❌ Fewer Blockers on track = potentially easier to pass ❌ But fewer points available ❌ This would be unfair **With NOTT:** ✅ Jammer gets the point they "would have" earned if Blocker was there ✅ Penalty Box time has real cost to opposing team ✅ Fair scoring system </div> --- ## 📊 Step-by-Step Scoring Process <div class="rule-reference"> **Always follow this process:** **STEP 1:** Identify total opposing Blockers * 4 RED Blockers total ✓ **STEP 2:** Categorize each Blocker * In Play: #24, #67, #89 (3 Blockers) * NOTT: #13 (1 Blocker) **STEP 3:** Count In-Play passes * #89 passed ✓ * #67 passed ✓ * #24 NOT passed ✗ * **In-Play passes: 2** **STEP 4:** Check NOTT eligibility * Did Jammer earn ≥ 1 In-Play pass? YES ✓ * Therefore: Jammer gets ALL NOTT passes **STEP 5:** Count NOTT passes * #13 in box = 1 NOTT pass **STEP 6:** Add them up * 2 (In-Play) + 1 (NOTT) = **3 points** </div> --- ## ⚠️ Common Mistake Alert <div class="penalty-warning"> **This is a VERY common officiating error:** Many new Jammer Refs forget to count NOTT Blockers because: * They're not visible on the track * Easy to focus only on who you can see * Requires glancing at Penalty Box **How to avoid:** ✅ Before each trip, glance at Penalty Box ✅ Mental note: "One RED in box = 1 NOTT" ✅ After counting In-Play passes, remember to add NOTT ✅ Double-check before signaling </div> --- ## 🗣️ Proper Signaling <div class="visual-box"> **What you should do:** **Hand Signal:** 👌 Hold up 3 fingers clearly <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/S4_3_points.png?raw=true" alt="Person in stripe jersey and protective gear with arm raised showing three fingers" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> **Verbal Cue:** 🗣️ "Three!" (loud and clear to Scorekeeper) **Both hand AND verbal are required!** </div> --- ## 🎓 Practice Scenarios Let's practice the NOTT rule: ### **Practice 1:** <div class="visual-box"> * 3 In-Play Blockers, Jammer passes all 3 * 1 NOTT Blocker in box * **Answer:** 3 + 1 = 4 points ✅ </div> ### **Practice 2:** <div class="visual-box"> * 2 In-Play Blockers, Jammer passes 1 * 2 NOTT Blockers in box * **Answer:** 1 + 2 = 3 points ✅ </div> ### **Practice 3:** <div class="visual-box"> * 3 In-Play Blockers, Jammer passes 0 * 1 NOTT Blocker in box * **Answer:** 0 + 0 = 0 points ❌ (no NOTT because no In-Play earned) </div> --- **Want to:** See the correct response → [[S4 Choice B]] Try the scenario again → [[Scenario 4 Start]] Review NOTT rules → [[NOTT Rules Reference]]<div class="correct"> # ✅ CORRECT - 3 Points! </div> **Perfect calculation!** You correctly applied the NOTT rule and counted all earned points. --- ## 🎯 Your Calculation Breakdown <div class="visual-box"> **Earned Passes (In-Play Blockers):** * RED #89 passed ✅ = 1 point * RED #67 passed ✅ = 1 point * RED #24 NOT passed ❌ = 0 points * **In-Play subtotal: 2 points** **NOTT Passes:** * RED #13 in Penalty Box ⚠️ = 1 point * **NOTT subtotal: 1 point** **NOTT Eligible?** ✅ YES * Jammer earned 2 In-Play passes (≥ 1 required) * Therefore gets all NOTT passes **TOTAL: 2 + 1 = 3 POINTS** ✅ </div> --- ## 📚 Why This is Correct <div class="rule-reference"> **WFTDA Rule 2.5 - NOTT Points:** You correctly applied the rule: 1. ✅ Identified In-Play vs NOTT Blockers 2. ✅ Counted only the Blockers Jammer actually passed (#89, #67) 3. ✅ Did NOT count Blocker Jammer didn't pass (#24) 4. ✅ Recognized NOTT Blocker (#13 in box) 5. ✅ Applied NOTT rule (earned In-Play pass = gets NOTT) 6. ✅ Added them correctly (2 + 1 = 3) 7. ✅ Understood trip completed by Jam ending **Excellent officiating!** </div> --- ## 🗣️ Proper Signaling <div class="visual-box"> **Now you signal to the Scorekeeper:** **Hand Signal:** ✋👌 Hold up **3 fingers** clearly * High enough for Scorekeeper to see * Hold for 1-2 seconds * Clear, distinct fingers <img src="https://github.com/anezkamll/wftda_rules_images/blob/main/S4_3_points.png?raw=true" alt="Person in stripe jersey and protective gear with arm raised showing three fingers" style="max-width: 100%; height: auto; display: block; margin: 20px auto;"> **Verbal Cue:** 🗣️ **"Three!"** * Loud and clear * Enunciate clearly * Directed toward Scorekeeper **Important:** Both hand AND verbal are required! </div> --- ## 🎓 Key Learning Points ### **Point 1: NOTT is Automatic (if eligible)** <div class="rule-reference"> Once Jammer earns **any** In-Play pass, they **automatically** get ALL NOTT passes. **In this scenario:** * Jammer earned 2 In-Play passes (more than enough) * Therefore automatically gets 1 NOTT pass * No special action needed - it's automatic **You don't need to "pass" NOTT Blockers - you just get them!** </div> --- ### **Point 2: Partial Pass Counts** <div class="visual-box"> **Important concept demonstrated here:** Jammer does NOT need to pass ALL In-Play Blockers to get NOTT points. **This scenario:** * 3 In-Play Blockers existed * Jammer only passed 2 of them * **Still gets NOTT** ✅ **The rule:** Earn ≥ 1 In-Play pass (not "earn ALL In-Play passes") **Even passing just ONE In-Play Blocker = gets all NOTT** </div> --- ### **Point 3: Each Blocker Counts Individually** <div class="rule-reference"> **Key principle:** Each Blocker is evaluated independently. **RED #24:** Jammer didn't pass = 0 points ❌ * Doesn't matter that Jammer passed others * This specific Blocker wasn't passed * No point for #24 **RED #89 and #67:** Jammer did pass = 1 point each ✅ **RED #13:** NOTT and eligible = 1 point ✅ **Individual assessment for each Blocker!** </div> --- ## 📊 Comparison Scenarios Let's compare similar situations to reinforce learning: ### **Scenario A (Our case):** <div class="visual-box"> * 3 In-Play Blockers: Jammer passes 2 * 1 NOTT Blocker * **Result:** 2 + 1 = 3 points ✅ </div> --- ### **Scenario B (Pass all In-Play):** <div class="visual-box"> * 3 In-Play Blockers: Jammer passes ALL 3 * 1 NOTT Blocker * **Result:** 3 + 1 = 4 points ✅ </div> --- ### **Scenario C (Pass none In-Play):** <div class="visual-box"> * 3 In-Play Blockers: Jammer passes 0 * 1 NOTT Blocker * **Result:** 0 + 0 = 0 points ❌ * (No NOTT because didn't earn In-Play pass) </div> --- ### **Scenario D (Multiple NOTT):** <div class="visual-box"> * 2 In-Play Blockers: Jammer passes 1 * 2 NOTT Blockers * **Result:** 1 + 2 = 3 points ✅ * (Gets BOTH NOTT Blockers) </div> --- ## 🎯 Real-World Application <div class="visual-box"> **Why this scenario is realistic:** This happens frequently in actual games: * One team has Blocker in Penalty Box (common) * Jammer passes some but not all In-Play Blockers (very common) * Must calculate partial passes + NOTT **This is bread-and-butter Jammer Ref work!** You'll see this situation in nearly every jam where: * Opposing team has penalties * Pack is playing effective defense * Jammer is working hard but not getting perfect passes </div> --- ## 📋 Officiating Checklist <div class="rule-reference"> **Mental checklist you just demonstrated:** ✅ **Before trip:** Glance at Penalty Box, note NOTT Blockers ✅ **During trip:** Track which In-Play Blockers are passed ✅ **After trip:** Calculate In-Play passes ✅ **Check NOTT:** Did Jammer earn ≥ 1 In-Play? If yes, add NOTT ✅ **Calculate total:** In-Play + NOTT ✅ **Signal clearly:** Hand + Verbal ✅ **Double-check:** Does it make sense? **You followed this perfectly!** </div> --- ## ⭐ Scenario 4 Complete! **Excellent work!** You successfully: ✅ Tracked Jammer through Pack ✅ Identified In-Play vs NOTT Blockers ✅ Counted only passed Blockers ✅ Applied NOTT rule correctly ✅ Calculated accurate total ✅ Ready to signal properly --- ## 📊 What You Mastered <div class="visual-box"> **Concepts you demonstrated:** * Earned passes vs NOTT passes * NOTT eligibility requirement * Individual Blocker assessment * Accurate point calculation * Proper signaling procedure **You're ready for real-game Jammer Ref duty on this skill!** </div> --- **What's next?** Return to Navigation Menu → [[Navigation Menu]] Review NOTT rules again → [[NOTT Rules Reference]]<div class="incorrect"> # ❌ NO - Not All Blockers Count </div> **You counted all 4 Blockers, but Jammer didn't actually pass all of them!** --- ## 🤔 Your Calculation <div class="visual-box"> **What you counted:** * RED #24 = 1 point * RED #67 = 1 point * RED #89 = 1 point * RED #13 (NOTT) = 1 point * **Total: 4 points** **The problem:** * RED #24 was NOT passed ❌ * Jammer got stuck behind #24 </div> --- ## 📚 The Passing Rule <div class="rule-reference"> **WFTDA Rule 2.5 - Earning Passes:** A Jammer earns a pass when their **hips pass a Blocker's hips**. **Key principle:** The Jammer must ACTUALLY PASS the Blocker! **Not automatic:** ❌ Jammer doesn't get points just for Blockers existing ❌ Jammer doesn't get credit for Blockers they couldn't pass ✅ Jammer must physically lap each Blocker to earn that point </div> --- ## 📹 What Actually Happened <div class="visual-box"> **Let's review the action:** **RED #89 (rear of Pack):** * Jammer's hips passed #89's hips ✅ * **Pass earned = 1 point** ✅ **RED #67 (middle of Pack):** * Jammer's hips passed #67's hips ✅ * **Pass earned = 1 point** ✅ **RED #24 (front of Pack):** * #24 effectively blocked Jammer ❌ * Jammer COULD NOT get past #24 ❌ * Jammer's hips never passed #24's hips ❌ * **NO pass earned = 0 points** ❌ **RED #13 (Penalty Box - NOTT):** * Jammer earned In-Play passes (≥ 1) ✅ * Therefore gets NOTT pass ✅ * **NOTT pass = 1 point** ✅ </div> --- ## ✅ The Correct Calculation <div class="visual-box"> **Accurate breakdown:** **Earned In-Play Passes:** * #89 passed ✅ = 1 point * #67 passed ✅ = 1 point * #24 NOT passed ❌ = 0 points * **In-Play subtotal: 2 points** **NOTT Passes:** * #13 in box ⚠️ = 1 point * **NOTT subtotal: 1 point** **TOTAL: 2 + 1 = 3 POINTS** ✅ </div> --- ## 🎯 Why This Distinction Matters <div class="penalty-warning"> **If Jammers got points without actually passing:** ❌ No incentive for Jammers to work hard ❌ Blockers' defensive efforts wouldn't matter ❌ Every trip would be automatic 4 points ❌ Game would lose competitive strategy ❌ Scoring wouldn't reflect actual skill **With actual passing required:** ✅ Jammers must earn each point ✅ Blockers' defense matters ✅ Skill and strategy determine scoring ✅ Game remains competitive and interesting </div> --- ## 📊 Blocking Success <div class="visual-box"> **In this scenario, RED #24 did their job!** **RED #24's blocking:** * Positioned themselves well * Held their ground * Prevented Jammer from passing * **Successfully denied 1 point** ✅ **This is good blocking!** The Jammer tried but couldn't get past. That's derby - sometimes the Blocker wins that battle! </div> --- ## 🎓 Understanding "Earned Pass" <div class="rule-reference"> **An earned pass requires PHYSICAL passing:** **What counts as passed:** ✅ Jammer's hips completely pass Blocker's hips ✅ Jammer gets ahead of Blocker ✅ Clear lapping motion **What doesn't count:** ❌ Jammer alongside Blocker (not past yet) ❌ Jammer slightly ahead but not hips-past-hips ❌ Jammer blocked behind Blocker ❌ Blocker in box (that's NOTT, different rule) **Must be clear, observable passing!** </div> --- ## 🔍 How to Track Passes <div class="visual-box"> **As Jammer Referee:** **Mental tracking during trip:** * "Approaching #89... PASSED ✓" * "Approaching #67... PASSED ✓" * "Approaching #24... BLOCKED ✗" * "Exiting EZ... trip complete" **Then calculate:** * In-Play passed: 2 * NOTT: 1 (in box) * Total: 3 **Signal: 3 points** **Don't assume all Blockers are passed - track each one!** </div> --- ## 📚 Common Scoring Situations ### **Situation 1: Pass all In-Play** <div class="visual-box"> * 4 In-Play Blockers * Jammer passes all 4 * **Result:** 4 points ✅ </div> ### **Situation 2: Pass some In-Play** <div class="visual-box"> * 4 In-Play Blockers * Jammer passes 2 * **Result:** 2 points ✅ (Our scenario without NOTT) </div> ### **Situation 3: Pass none** <div class="visual-box"> * 4 In-Play Blockers * Jammer passes 0 (completely blocked) * **Result:** 0 points ❌ </div> ### **Situation 4: With NOTT (our scenario)** <div class="visual-box"> * 3 In-Play Blockers, Jammer passes 2 * 1 NOTT Blocker * **Result:** 2 + 1 = 3 points ✅ </div> --- ## ⚖️ NOTT vs Earned Distinction <div class="rule-reference"> **Two different ways to get points:** **EARNED PASSES (In-Play):** * Jammer physically passes Blocker * Requires hips-past-hips * Active lapping motion * Can happen or not happen **NOTT PASSES:** * Blocker not on track (box, out, down) * Automatic IF Jammer earns ≥ 1 In-Play pass * Don't need to physically pass them * All-or-nothing (get all NOTT or none) **Both contribute to total, but earned differently!** </div> --- ## ✅ Summary: What Jammer Actually Earned <div class="visual-box"> **Jammer's work this trip:** ✅ Got past #89 (earned) ✅ Got past #67 (earned) ❌ Could NOT get past #24 (blocked) ✅ Gets #13 automatically (NOTT rule) **Result: 3 points, not 4** #24 successfully prevented that 4th point! </div> --- **Want to:** See the correct response → [[S4 Choice B]] Try the scenario again → [[Scenario 4 Start]] Review scoring rules → [[Trips and Passes Reference]] Review NOTT rules → [[NOTT Rules Reference]]<div class="incorrect"> # ❌ NO - Incomplete Trips Still Score Points! </div> **You don't need to complete a trip to score the points you've already earned!** --- ## 🤔 Your Reasoning <div class="visual-box"> **You thought:** * Trip is incomplete (Jammer didn't exit EZ) * Therefore no points scored * Total = 0 points **This is incorrect!** </div> --- ## 📚 The Scoring Rule <div class="rule-reference"> **WFTDA Rule 3.2 - Scoring Trips:** "One trip through the Pack ends, and the next begins, when the Jammer exits the front of the Engagement Zone. **When a Jam ends, whatever trips the Jammers were on are considered to have been completed by the Jam ending.**" **Key point:** Points earned during a trip COUNT, even if the trip isn't "complete" in the traditional sense. </div> --- ## 📊 What Actually Happened <div class="visual-box"> **Jammer's passes during the trip:** **RED #89:** Passed at T=3s ✅ = **1 point earned** **RED #67:** Passed at T=6s ✅ = **1 point earned** **RED #24:** NOT passed ❌ = **0 points** **RED #13:** NOTT (in box) = **1 point earned** (because earned In-Play passes) **Jam ends at T=12s** * Trip is "completed" by Jam ending * All earned passes count **Total: 1 + 1 + 0 + 1 = 3 POINTS** ✅ </div> --- ## 🎯 Why Incomplete Trips Still Score <div class="penalty-warning"> **Imagine if incomplete trips scored zero points:** ❌ Lead Jammer could trap opponent in Pack and call Jam ❌ Opponent would get 0 points despite doing the work ❌ Passing Blockers wouldn't matter if Jam ended early ❌ Strategy would be "trap and call" constantly ❌ Game would be unfair and frustrating **With current rules:** ✅ Points are earned AS you pass Blockers ✅ Calling Jam doesn't erase earned points ✅ Fair reward for work done ✅ Strategic depth maintained </div> --- ## 📏 Trip Completion vs Points Earned <div class="rule-reference"> **Two different concepts:** **TRIP COMPLETION:** * Happens when Jammer exits front of EZ * OR when Jam ends * Determines when trip is "over" **POINTS EARNED:** * Happen as Jammer passes each Blocker * Accumulate during the trip * Count regardless of how trip ends **Completing a trip ≠ prerequisite for scoring** </div> --- ## 📊 Common Scenarios ### **Scenario 1: Trip Completed by Exiting EZ** <div class="visual-box"> Jammer passes 3 Blockers, exits front of EZ. **Result:** 3 points, trip complete ✅ </div> ### **Scenario 2: Trip Completed by Jam Ending** (our case) <div class="visual-box"> Jammer passes 2 Blockers (+1 NOTT), Jam ends while in EZ. **Result:** 3 points, trip complete by Jam ending ✅ </div> ### **Scenario 3: Trip Completed by Penalty** <div class="visual-box"> Jammer passes 1 Blocker, commits penalty, goes to box. **Result:** 1 point earned, trip interrupted ✅ </div> --- ## 🎓 Key Learning Points ### **Point 1: Points Are Earned Immediately** <div class="visual-box"> When Jammer's hips pass Blocker's hips: * Point is EARNED at that moment * Doesn't matter what happens later * Can't be "un-earned" (except by penalty correction) **Think of it like:** Money deposited in your account * Once deposited, it's yours * Doesn't disappear if you leave the bank </div> --- ### **Point 2: Jam Ending = Trip Completion** <div class="rule-reference"> From the rules: "When a Jam ends, whatever trips the Jammers were on are considered to have been completed by the Jam ending." **This means:** * Jam ending is just another way to complete a trip * No different from exiting EZ normally * All earned points count </div> --- ### **Point 3: Strategic Implications** <div class="visual-box"> **Lead Jammer decisions:** * Can call Jam to prevent opponent from scoring MORE * Cannot erase points opponent already earned * Must balance their own scoring vs opponent's position **In our scenario:** * WHITE Jammer earned 3 points * Even though RED Lead called Jam early * Those 3 points are locked in </div> --- ## ✅ The Correct Answer <div class="visual-box"> **In this scenario:** ✅ Passes earned: 2 In-Play (#89, #67) ✅ NOTT passes: 1 (#13 in box) ✅ Trip completed: By Jam ending ✅ **Total: 3 POINTS** **What you should signal:** * Hand: Hold up 3 fingers * Verbal: "Three!" </div> --- ## 📚 Additional Examples ### **Example A: Really Short Jam** <div class="visual-box"> Jammer passes 1 Blocker. Lead immediately calls Jam (1 second later). **Result:** 1 point ✅ (earned before Jam ended) </div> ### **Example B: Stuck in Pack** <div class="visual-box"> Jammer passes 0 Blockers. Stuck in Pack for entire 2-minute Jam. **Result:** 0 points ✅ (no passes earned) </div> ### **Example C: Almost Out** (our scenario) <div class="visual-box"> Jammer passes 2/3 In-Play Blockers + 1 NOTT. Jam ends while in EZ. **Result:** 3 points ✅ (all earned passes count) </div> --- ## 🎯 Remember This Principle <div class="rule-reference"> **Points are earned AS you go, not WHEN you exit.** The Engagement Zone exit is just a marker that: * Ends current trip * Begins next trip * Resets position tracking But it's NOT required to collect your points! </div> --- **Want to:** See the correct response → [[S4 Choice B]] Try the scenario again → [[Scenario 4 Start]] Review scoring trips → [[Trips and Passes Reference]] Review NOTT rules → [[NOTT Rules Reference]]