What’s all this talk about jam? What’s that doohickey on her helmet? Hopefully this glossary will help you familiarize yourself with roller derby terminology so you, too, can keep track of what’s going on (no pun intended).
*assist–a motion, such as a whip, administered by one player to help another player (usually the jammer) gain advantage.
*blocker–a skater whose job is to stop or block the other team’s jammer from passing while also enabling her own team’s jammer to score. Typically, there are four blockers per team on the track, including the pivot.
*bout–one roller derby ‘game’ or ‘match,’ which lasts 60 minutes and, per WFTDA 4.0, is divided into two 30 minute periods.
*calling off the jam–the power of the lead jammer, who can end a jam at any time by tapping her hands against her hips. This strategy can help prevent the other team’s jammer from scoring points if the lead jammer loses the advantage.
*C-block–a very powerful hit that is delivered by skating parallel to the target, then suddenly curving one’s skates (in an almost c-like path) toward the target, effectively connecting with the chest at the front of the target’s body.
*crokiss–my personal term for an abrasion injury caused by someone’s pad (the velcro portion) “kissing” against your bare skin, leaving a bright red burn.
*crossover–the motion of crossing one leg/skate in front of another, particularly when going around turns in the track. This movement enables agile skating and also helps a skater maintain her speed around the turns.
*cutting the track–a penalty wherein a skater crosses the inner boundary of the track and passes an in-bounds skater.
*falling small–trying to keep your body as small as possible when hitting the ground to prevent other skaters from tripping over you. If you do not fall small, you may incur a major penalty by tripping another player.
*false start–a minor penalty that occurs when a player crosses the designated starting line before the appropriate whistle is blown–that is, if a blocker crosses the pivot line before the first jam whistle is blown, or if a jammer crosses the jammer line before the second jam whistle is blown. This penalty can escalate to a major if the skater does not yield her advantage.
*fishnet burn–a form of rink rash that occurs when a skater is wearing fishnets and the resulting burn has the distinct criss-cross pattern on the skin.
*four (4)–the blocker who plays the fourth position and usually stays at the back of the pack. Typically, this blocker is the first line of defense against the opposing jammer.
*fresh meat–new recruits.
*grand slam–when a jammer succeeds in lapping the opposing team’s jammer.
*hip check–a bump delivered using the hips while skating immediately next to the target.
*hit–when a skater makes forceful contact with another skater.
*hot lap–used in drills or practice–a lap skated as quickly as possible, either until the original starting point or until the skater catches up with the pack or pace line she departed.
*intern–a skater that has been with SVRG for less than a year. Interns may be at any skating skill level, but they are still learning the ropes for roller derby.
*jam–a two-minute period during which the action happens. The jam may last less than two minutes if the lead jammer decides to call off the jam. There may be any number of jams in a bout.
*jammer–the skater on the track who can score points. The jammer is identifiable by the star on her helmet. The jammer starts each jam behind the pack. After she has lapped the pack once (known as a nonscoring pass), she is eligible to score points for each subsequent skater she laps.
*jammerless jam–the occasion when both jammers end up in the penalty box, and thus neither team is able to score. This occurrence has been eliminated in WFTDA 4.0 rules.
*jammer line–a starting line on the track, located behind the pivot line, from which the jammers depart on the referee’s second whistle. If a jammer crosses the jammer line before the second whistle, it is designated a false start.
*J-block–a powerful hit that employs an upward trajectory of the blocker’s body. The blocker stays low, and when she’s ready to hit, gets in front of her target, swoops her body low and then upward in a J-motion, and throws her shoulder into the target’s chest.
*lap–verb: to make one full pass through the pack; noun: one full pass through the pack. Note that this may take more than just one trip around the length of the track. Can also be used to describe the length of the track (e.g., from jammer line to jammer line).
*lead jammer–the first jammer to emerge from the pack cleanly (that is, without incurring a penalty) is designated by the referee as the lead jammer. She now has the advantage of being able to call off the jam if she wishes.
*major–a major penalty. According to WFTDA, this is “a foul has that has a measurable physical force or effect which causes harm or adversely affects the game. Assessed if the infraction has extensive impact on safety or game play.” Examples include tripping another skater or hitting a skater when she is down on the ground. One major will get a skater sent to the penalty box for at least one minute.
*minor–a minor penalty. According to WFTDA, this is “a foul that has a measurable physical force or effect but does not cause harm or adversely affect the game. Assessed if the infraction has limited impact on safety or game play.” Examples include skating out of bounds to avoid a block or elbowing an opponent but not causing her to lose her position. When a skater accumulates four minors, she is sent to the penalty box for at least one minute.
*nonscoring pass–the jammer’s first pass through the pack. During this pass, the jammer is eligible to obtain lead jammer status, but she does not score any points.
*pace line–a practice drill in which players all skate in a single line around the track. Weaving, whips, checks, and hot laps are often incorporated.
*pack–the mass of blockers from both teams skating around the track together. Each jammer’s goal is to get through or around the pack.
*pads–protective gear required for skaters: wristguards, elbow pads, and knee pads. Skaters are additionally required to wear a helmet and mouthguard.
*panty–a stretchy helmet cover that is used to designate the jammer (with a star) or a pivot (with a stripe).
*passing the star–a strategic play in which the jammer removes her helmet cover (the star) and gives it to the pivot, enabling the pivot to become the new jammer and thus score points.
*penalty–a rule-breaking offense observed and called by a referee.
*penalty box–when skaters accumulate four minor penalites or one major, they must skate off the rink and spend time waiting here (1 minute per infraction) until they can return to play.
*pivot (1)–the blocker who stays to the front of the pack and regulates pack speed. The pivot also has the unique ability to, via a panty-swap, exchange places with the jammer. The pivot can be identified by the stripe on her helmet.
*pivot line–the starting line for the pack that is in front of the jammer line. Only the pivot is permitted to start on the pivot line; all other blockers must be lined up behind her hips. The pack may cross the pivot line once referee blows the first whistle to signal the start of the jam. If any skater crosses the line before the whistle, it is designated a false start.
*positional blocking–using the body to obstruct another skater’s path rather than forcefully hitting her.
*quads–skates with four wheels positioned two in front and two in back, contrasted with inline skates. Players cannot wear inline skates, only quads.
*recycling–when a set of two or more blockers rotate in a circular motion, sending one blocker after another to issue continuous hits to an opponent. This is also known as a waterfall.
*referee–also known as a zebra. An enforcer of the rules. Referees are dressed in black and white stripes and have whistles so that they can start and end jams and draw attention to penalties.
*rink rash–a burn injury that occurs when flesh is dragged against a rink surface. Ouch!
*roller derby–the awesomest sport ever.
*scoring pass–any pass through the pack after the jammer’s first pass (the nonscoring pass). At this time the jammer racks up points for each opponent she passes.
*snowplow–a technique for slowing down or stopping in which the stance is widened and the toes are turned inward to decrease momentum.
*star–the symbol on a helmet panty that indicates the jammer.
*substitution–swapping players in between jams. Unlike other sports, no call needs to be made by a coach or ref; the skaters simply exchange places and leave/enter the track as needed.
*t-stop–a technique for slowing down or stopping in which one skate is dropped behind the other skate and turned perpendicularly, and the wheels of the back skate are dragged.
*three (3)–the blocker who plays the third position on the track.
*track–the oval-shaped surface demarcated by an inner and outer boundary wherein the action takes place.
*tripping–a major penalty in which one skater makes contact with another skater–intentional or not–in the no-contact zone below the knee, causing that skater to lose her balance and fall.
*truck and trailer–a technique in which two teammates skate, one directly in front of the other, with the front (truck) pulling the back (trailer). Can be an effective method of getting a jammer through a pack.
*tw0 (2)–the blocker who plays the second position on the track. Often this blocker teams up with the pivot (1) to control the front of the pack.
*wall–when two or more blockers skate side-by-side to create a multi-player block to contain another team’s player.
*waterfall–when a set of two or more blockers rotate in a circular motion, sending one blocker after another to issue continuous hits to an opponent. This process is also known as recycling.
*WFTDA–Women’s Flat Track Derby Association. This is a regulatory body that organizes leagues and establishes rules and rankings. SVRG plays by WFTDA rules and aspires to become a WFTDA-certified league.
*whip–an assist technique wherein one skater uses another skater’s momentum to propel herself. For example, a jammer may grab a blocker’s arm, and the blocker will use her power and momentum to pull the jammer forward.
*zebra–nickname for a referee.