RCRD NSO Manual – Contents

These documents were written based on the rule set established by the WFTDA Rules Committee for the 2019 season. They contain the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and are not endorsed by the Women’s Flat Track Derby Association.

RCRD NSO Manual – Inside Whiteboard

This document was written based on the rule set established by the WFTDA Rules Committee for the 2019 season. It contains the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and is not endorsed by the Women’s Flat Track Derby Association.

General Description

The Inside Whiteboard displays all of the penalties accumulated by both teams during the game. The person assigned to the board receives information from the Penalty Tracker and writes it accordingly. They should have memorised all of the penalty codes, have good communication skills, and work closely with the Tracker and Wrangler. They are also responsible for tracking timeouts and official reviews used.

Equipment Needed

  • Whiteboard
  • Markers
  • Eraser

Paperwork

Although the Inside Whiteboard is not assigned paperwork, they will be writing on a large whiteboard in the centre of the track, and it requires some preparation.

Prior to the start of the game, the Head NSO will provide a roster for both teams. Find the Captains of both teams and double check to make sure the roster is correct and no changes have been made. If there are changes, document them and notify the Head NSO.

Next, the skater numbers must be written on the board, in alphanumeric order, with the team colour at the top. In the top-left corner, print ‘T T T O1 O2’. These letters represent timeouts and official reviews.

Skater numbers are listed alphanumerically

Procedures

At the start of the game, stand off to the side of the board and only block the view when a penalty needs to be written.

During the game, listen to the Penalty Tracker who will communicate the colour of the team, the number of the skater, and the penalty (Colour, #, Penalty); always in that order. Write the penalty codes in the area next to the skater number i.e. the Penalty Tracker calls out ‘Red, One-Three-One-Three, Back Block’, write a ‘B’ next to #1313 on the Red side of the board. Confirm that the penalty has been received.

It is a good idea to check the Inside Whiteboard with the Penalty Tracker every 5-10 jams and during any timeouts.

As each skater sits in the Penalty Box, place a small dot underneath the penalty code to denote that the skater has actually gone to the Box and is serving that penalty. Announce when a skater is going to the Box and that they are sitting.

Both teams get 3 Timeouts per game, and 1 Official Review for each period. When one of these is used, cross through the appropriate letter from that team’s board. If the Official Review is successful the team may retain the review for a second use, make a note that it has been used once. If a team calls for a timeout but do not have any remaining, but do have an Official Review for that period, it will be assumed that they are using the Review, confirm this with the Head Referee and Jam Timer. Communicate with the Head Referee how many timeouts or official reviews are left for each team.

Prior to each jam, the Jammer Referees may want to know how many penalties each Jammer has accumulated. Keep an eye on the lineup and assist the Referees.

As the game progresses, make a mental note of skaters who are approaching 7 penalties. If a skater should earn 6 penalties, notify the Wrangler and Tracker.

If a skater has been given 5/6/7 penalties, confirm with the Penalty Tracker that the information on the Inside Whiteboard is correct. Communicate to the Box Manager this information with hand signals as the skater approaches the box to ensure that this is also recorded correctly on the box paperwork.

Communication between the Inside Whiteboard, the Penalty Tracker and the Penalty Box, as well as the Head Referee is very important. It is a good idea to discuss how the communication will work before the start of the game.

Communicate with the Penalty Box if there are extra turns for any skater. This leaves the Tracker and the Wrangler free to stay with the Referees.

Penalties

Misconduct

Scenario C4.3.F

Profane, abusive, and obscene language is unsporting and degrading to the sport, but should not always be penalized. If said language was audible to the audience or via broadcast, [the skater] is penalized. If [the skater]’s profanity was directed at an Official, [the skater] is penalized. Otherwise, a few choice words directed at a teammate or opponent should result in a warning and be penalized if the behavior continues.

The Inside Whiteboard will be able to issue this penalty themselves unless the Head Referee says otherwise, this will be clarified before the start of the game. If the penalty should be issued to the Captain, this should be reported to the Head Referee who will issue this.

Issuing penalties must be done in accordance with Officiating Discretion. The correct verbal cue and hand signal must be used, these can be found in WFTDA Officiating Cues, Codes And Signals.

End of First Period

Consult with the Penalty Tracker to make sure that the Inside Whiteboard is accurate.

Confer with the Penalty Box staff and Lineup Trackers. Confirm how many trips each skater has had to the Box.

RCRD NSO Manual – Penalty Wrangler

This document was written based on the rule set established by the WFTDA Rules Committee for the 2019 season. It contains the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and is not endorsed by the Women’s Flat Track Derby Association.

General Description

Working as an assistant to the Penalty Tracker, the Wrangler helps to gather penalties called out by the Referees and communicates them to the Tracker as quickly as possible.

Wranglers need to have the penalty codes memorised and be aware of their surroundings at all times. It is also beneficial to know hand signals used by Referees.

Know when a skater has 6 penalties and communicate to the Referees if a 7th penalty is issued.

Equipment Needed

  • Whiteboard (small)
  • Marker
  • Eraser (cotton glove/wristband)

Paperwork

The Wrangler carries a small whiteboard and marker to write down the penalties as they are called out by the Referees. Before the game starts use coloured markers to divide the whiteboard into two halves with the colours of the teams across the top. During the game, only a black marker is needed.

When the jam begins, Wranglers will follow the Inside Pack Referees around the track, without hindering their progress and moving out of the way as needed. When a Referee calls a penalty (Colour, #, Penalty), write the number and code on the whiteboard and display it to the Penalty Tracker as quickly as possible. When writing, be sure that the penalty code is written below the skater number to prevent confusion.

There will be some times when multiple penalties are called simultaneously. Try to get them written and displayed as fast as possible. Do not erase anything written until the Tracker gives an affirmative signal.

If a Referee has not been understood, it is ok to ask them to repeat the call.

a) Red skater #00 was called for Illegal Contact, and #14 was called for a Leg Block..
b) Green Skater #1 performed an illegal procedure, and #524 cut-track.

Procedures

To erase the whiteboard, it is suggested to wear a cotton glove or wristband on the writing hand so corrections can be made quickly and the Wrangler does not have to worry about dropping anything.

As the game begins, stand near the Inside Pack Referees. Move around the track with them, fielding their penalty calls and writing them on the whiteboard. Watch for any calls made by the Outside Pack Referees and relay these back to the Penalty Tracker.

Make sure the whiteboard always faces the Tracker after the penalties have been written.

Write the number of any skater who has 6 penalties in the upper right portion of their area and notify the Referees if a 7th penalty is made.

Communication between the Penalty Wrangler, the Penalty Tracker and the Referees is very important. It is a good idea to discuss how the communication will work before the start of the game. It is also a good idea to discuss positioning with the Tracker before a game and decide where to be during the jams.

The Penalty Wrangler is a good back up for communicating penalties, but the Penalty Tracker has the official record of penalties. However, it is a good idea to assist in checking the Inside Whiteboard and paperwork.

The Penalty Wrangler is well placed to see the Box’s whiteboard and when a spare seat becomes available for blockers to be sent to the Box. Inform the Inside Pack Referees if this happens.

Penalties

Misconduct

Scenario C4.3.F

Profane, abusive, and obscene language is unsporting and degrading to the sport, but should not always be penalized. If said language was audible to the audience or via broadcast, [the skater] is penalized. If [the skater]’s profanity was directed at an Official, [the skater] is penalized. Otherwise, a few choice words directed at a teammate or opponent should result in a warning and be penalized if the behavior continues.

The Penalty Wrangler will be able to issue this penalty themselves unless the Head Referee says otherwise, this will be clarified before the start of the game. If the penalty should be issued to the Captain, this should be reported to the Head Referee who will issue this.

Issuing penalties must be done in accordance with Officiating Discretion. The correct verbal cue and hand signal must be used, these can be found in WFTDA Officiating Cues, Codes And Signals.

End of First Period

Make sure the Penalty Tracker has documented what is on the whiteboard.

Assist the Inside Whiteboard in transcribing penalties from the Tracker.

RCRD NSO Manual – Penalty Lineup Tracker

This document was written based on the rule set established by the WFTDA Rules Committee for the 2019 season. It contains the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and is not endorsed by the Women’s Flat Track Derby Association.

Equipment Needed

  • Clipboard
  • Tracking Forms
  • Pen/Pencil

Paperwork

Prior to the start of the game, the Head NSO will assign a team/colour to track. When the paperwork is provided, fill in the name, date, and colour boxes (if it has not already been done in advance). Check to make sure the skater numbers have been pre-populated under both the ‘Skater #’ columns on both left and right sides. If not, enter this information manually, prior to the start of the game.

The columns of information to watch for during the game are listed in the black bar along the top of the page:

JAM — Starting with 1 each period, write the jam number as it happens. DO NOT fill in the jam numbers ahead of time. If a Star Pass should occur, write ‘SP’ in the box below the current jam (see Star Passes).

NO PIVOT – Mark this box with an ‘X’ if either a) the team does not field a Pivot, or b) a Star Pass situation occurs (see Star Passes). (If no Pivot is fielded at the start of the jam, any Blocker number can be here)

JAMMER, PIVOT, BLOCKER – Write the skater numbers in these boxes. If the team did not field all skaters, write ‘n/a’ in the box(es). If the team did field all skaters but not all numbers were tracked, write ‘?’ in the box(es).

  • The Jammer is indicated by the skater wearing a helmet cover with two Stars on it.
  • The Pivot is indicated by the skater wearing a helmet cover with a Stripe on it.
  • The Blockers are the remaining skaters and may be written in no particular order

Alphanumeric order is preferred, if possible, but not required

BOX – If a skater of the assigned team is issued a penalty and sits in the Box during a jam in progress, indicate this with ‘-’ in the first box. If the skater leaves the Penalty Box during the same jam, indicate this by turning the ‘-’ into an ‘+’. Should the skater be sent to the Box a second time in the same jam, use the next box.

If the jam ends before the skater is seated in the box and they sit in between jams, carry that skater’s information down to the next jam and mark the first box of the new jam with an ‘S’ (started in the Box). If the skater then leaves in this jam, add a line to the ‘S’ to create ‘$’.

If the jam ends before the skater leaves the Penalty Box, carry that skater’s information down to the next jam and mark the first box of the new jam with an ‘S’ (in the Box). If the skater leaves the Box in that jam, add a line to the ‘S’ to create ‘$’.

If a skater is substituted in the next jam (due to injury, foul out or expulsion), write down the number of the new skater and mark the first box of the new jam with an ‘S’ (in the Box), then continue as above. Write a note in the margin to clarify why the skater number has changed.

If a jam is called-off due to an injury, the skater needs to be substituted in the Box, or there is a delay for the skater to leave track in between jams, write ‘3’ in the first available box of the injured skater.

ROSTER — These columns should be pre-populated with the alphanumeric numbers of each skater participating in the game (including the alternates) from both teams.

PENALTY / JAM # — When a Referee calls a penalty on a skater, in the top row of boxes, indicate the appropriate penalty code from the list at the bottom of the page. In the bottom row, write the jam number that the penalty occurred in. If a skater is issued a penalty between two jams, then the jam number of the jam in which the skater was participating should be used. Any Delay of Game penalties should be recorded for the upcoming jam, which is the jam that is being delayed to issue the penalty. If a Delay of Game penalty is not assessed prior to the start of a jam, the penalty should be assessed and recorded in the following jam.

FO/EXP – If a skater sits in the Penalty Box for seven penalties, that skater has Fouled Out. The abbreviation ‘FO’ is written in the top box and the jam it occurred is written in the bottom box.

If a skater is expelled from a game by the Head Referee, the appropriate penalty code is entered into the top box, and the jam it occurred is written in the bottom box.

a) In the first jam, Pivot #101 was sent to the Box, and returned to play in the same jam.
b) Blocker #2121 went to the Box twice in the same jam.
c) When #2121 went to the Box in the second jam, the jam ended before their time was served and they returned to play in the third jam.
d) #01 went to the box in the first jam but did not sit before the jam ended, they served their time and returned to play in the second jam.
e) #16 went to the box in the second jam but did not sit before the jam ended, the third jam also ended before their time was served and they returned to play in the forth jam.

This shows that skater #2121 was issued a total of 3 penalties; Use of Forearms and a Back Block in the first jam, and a Low Block in jam 2.

NON-SKATER EXPULSIONS — Penalties associated with the expulsion of a non-skating member of the bench staff (which are not otherwise assigned to the team Captain) are noted here. The name of the bench staff member should be written in and penalties should be noted in the same way as the rest of the Penalty/Jam # section.

Star Passes

Both Penalty Lineup Trackers will write in two rows in a jam which has a Star Pass.

The Penalty Lineup Tracker for the Star Passing team should move to the next row and write ‘SP’ in the Jam column, and update the Star Passing team’s new lineup with the Jammer and Pivot numbers reversed (also mark the no Pivot column) and the same Blockers’ numbers. Mark all skater Penalty Box exits/entries which occur after a Star Pass in the row with the new Jammer. If a Blocker is in the Box at the time of the Star Pass, mark ‘S’ in the first box on the new line and continue as if that Blocker started the jam in the Box.

The Penalty Lineup Tracker for the NON-Star Passing team should wait to see if their team also performs a Star Pass. Mark all skater Penalty Box exits/entries which occur after a Star Pass in the row with the team’s current Jammer. At the end of the jam, if that team did not Star Pass during jam with a Star Pass, move to the next row and write ‘SP*’ in the Jam column, leaving the rest of that row intentionally blank.

NOTE: The current Standard Practice for Penalty Lineup Trackers is to mark the Penalty Box entries and exits on the row of the current Jammer. If only one team makes a Star Pass, each team’s post-Star Pass Penalty Box entries and exits will be recorded on different rows (new row for Star Passing team, original jam row for NON-Star Passing team).

One team star passes

During the second jam, there was a Star Pass; Pivot #2121 becomes the new Jammer. Blockers #99 and #66 were in the Box at the time of the Star Pass. Blocker #66 left the Box after the Star Pass, Blocker #99 remained in the Box until the next jam.
The opposing team did not Star Pass, so ‘SP*’ has been entered. Blocker #4’s entry and exit to the Box has been marked as normal. (Not seen in the example above, the jam following the Star Pass would be indicated as 3, then 4, etc.)

Both teams star pass

During the second jam, there was a Star Pass; Pivot #2121 becomes the new Jammer. Blockers #99 and #66 were in the Box at the time of the Star Pass. Blocker #66 left the Box after the Star Pass, Blocker #99 remained in the Box until the next jam.
The opposing team also had a Star Pass; Pivot #80 becomes the new Jammer. Blocker #4 entered and exited the box before the star pass. (Not seen in the example above, the jam following the Star Pass would be indicated as 3, then 4, etc.)

Procedures

Trackers stand near to the Inside Whiteboard during the game. (They may move around the Inside Whiteboard as needed, but must not obstruct the progress of the Referees.) Write down the lineup numbers quickly, but be aware that last-second changes can be made, so it is suggested to not fill the entire box the first time. Trackers may enter the track during the 30 second line up to see hard-to-read numbers. Be aware of the 5 second warning and leave the track before the whistle.

As play begins, they will listen and watch the Referees, while simultaneously keeping an eye on the Penalty Wrangler. As penalties are called, the Tracker must document them as quickly as possible and notify the Inside Whiteboard with ‘Colour, #, Penalty’. If a skater from the assigned team enters the Penalty Box (wait for them to sit, they might be waved-off), note this as above. Check the Inside Whiteboard is up to date with the paperwork every 5-10 jams and during any timeouts.

In the absence of a Wrangler, Trackers will follow the Inside Pack Referees around the track, without hindering their progress and moving out of the way as needed.

With the Wrangler as an assistant, regularly check the whiteboard they hold up for penalties and let them know once they have been documented.

Injured skaters must sit-out 3 jams before returning to play. If an injured skater is on the track before three jams have passed, notify a Pack Referee immediately. If possible, communicate this to the Jam Timer so that they know not to start the next jam. This also applies to any skater that was required to be substituted in the Penalty Box due to injury or equipment malfunction, or required an Official Timeout to be called for them to leave track at the end of a jam, but did not have a jam called dead for them.

If there appears to be a infraction being committed (i.e. too many, or wrong skaters on the track), warn the skaters of the error.

Communication with the other Penalty Lineup Tracker, the Penalty Wrangler and the Inside Whiteboard is very important. It is a good idea to discuss how the communication will work before the start of the game. It is also a good idea to discuss positioning with the Wrangler before a game and decide where to be during the jams.

Announce any penalties coming in, when they sit and when skaters are standing/leaving the Box. This is especially important during jammer swaps. Communicate any skaters sitting between jams to ensure it is on paperwork.

If a skater cannot be seen, ask the other Penalty Lineup Tracker to announce the numbers so these can be recorded quickly.

Announce when a star pass is happening so that it can be recorded by both Penalty Lineup Trackers. It is also good to check the number of the jam with each other.

Find out from the Head Referee when they would like to know if a skater has 6 penalties, and if they want to know how many penalties a Jammer has at the start of each jam.

Penalties

Misconduct

Scenario C4.3.F

Profane, abusive, and obscene language is unsporting and degrading to the sport, but should not always be penalized. If said language was audible to the audience or via broadcast, [the skater] is penalized. If [the skater]’s profanity was directed at an Official, [the skater] is penalized. Otherwise, a few choice words directed at a teammate or opponent should result in a warning and be penalized if the behavior continues.

Penalty Lineup Trackers will be able to issue this penalty themselves unless the Head Referee says otherwise, this will be clarified before the start of the game. If the penalty should be issued to the Captain, this should be reported to the Head Referee who will issue this.

Issuing penalties must be done in accordance with Officiating Discretion. The correct verbal cue and hand signal must be used, these can be found in WFTDA Officiating Cues, Codes And Signals.

End of First Period

Consult with the Inside Whiteboard and Penalty Box Timers to ensure all the penalties are accurate.

Accrued penalties need to be carried over to the sheet for the second period. Do this by shading in the appropriate blocks on the next sheet. Remember that with each new period, the Jam Number is reset to 1.

For any skaters still serving time at the end of the period, their information should be marked on the second period sheet as if it were being carried over from jam to jam. Be sure to communicate this information to the Penalty Box and the Outside Pack Referee before the second period starts.

RCRD NSO Manual – Penalty Tracker

This document was written based on the rule set established by the WFTDA Rules Committee for the 2019 season. It contains the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and is not endorsed by the Women’s Flat Track Derby Association.

General Description

Standing on the inside of the track, Penalty Trackers will document any penalties called out by the Referees. Working closely with the Penalty Wrangler, it is important to have good communication without being distracted. A good Penalty Tracker will have some prior experience working games, and will have memorised the penalty codes.

Equipment Needed

  • Clipboard
  • Tracking Forms
  • Pen/Pencil

Paperwork

The paperwork is designed so that one person can cover the penalties for both teams. Penalties for the Home team will be indicated on the left side of the sheet, and the Away team on the right.

After filling in name, date, and colour of each team, check to make sure the skater numbers have been pre-populated under both the ‘Skater #’ columns on both left and right sides. If not, enter this information manually, prior to the start of the game.

SKATER # — These columns should be pre-populated with the alphanumeric numbers of each skater participating in the game (including the alternates) from both teams.

PENALTY / JAM # — When a Referee calls a penalty on a skater, in the top row of boxes, indicate the appropriate penalty code from the list on the far right of the page. In the bottom row, write the jam number that the penalty occurred in. If a skater is issued a penalty between two jams, then the jam number of the jam in which the skater was participating should be used. Any Delay of Game penalties should be recorded for the upcoming jam, which is the jam that is being delayed to issue the penalty. If a Delay of Game penalty is not assessed prior to the start of a jam, the penalty should be assessed and recorded in the following jam.

FO/EXP – If a skater sits in the Penalty Box for seven penalties, that skater has Fouled Out. The abbreviation ‘FO’ is written in the top box and the jam it occurred is written in the bottom box.

If a skater is expelled from a game by the Head Referee, the appropriate penalty code is entered into the top box, and the jam it occurred is written in the bottom box.

TOTAL – At the end of each period, tally the total penalty minutes for each skater and enter it in this box.

This shows that in the first period, skater #19 was issued a total of 3 penalties; Blocking with the Head in the second jam, Use of Forearms in the 5th jam, and a Back Block in jam 7.

NOTES – The Penalty Tracker should know the current jam number and can use the list to circle/cross-out each number accordingly. Also, if a mistake is made, the Penalty Tracker can write notes to clarify what has happened to the Head NSO when the information is transcribed.

NON-SKATER EXPULSIONS — Penalties associated with the expulsion of a non-skating member of the bench staff (which are not otherwise assigned to the team Captain) are noted here. The name of the bench staff member should be written in the shaded block and penalties should be noted in the same way as the rest of the Penalty/Jam # section.

Procedures

Trackers stand near to the Inside Whiteboard during the game. (They may move around the Inside Whiteboard as needed, but must not obstruct the progress of the Referees.) As play begins, they will listen and watch the Referees, while simultaneously keeping an eye on the Penalty Wrangler. As penalties are called, the Tracker must document them as quickly as possible and notify the Inside Whiteboard with ‘Colour, #, Penalty’. Check the Inside Whiteboard is up to date with the paperwork every 5-10 jams and during any timeouts.

In the absence of a Wrangler, Trackers will follow the Inside Pack Referees around the track, without hindering their progress and moving out of the way as needed.

With the Wrangler as an assistant, regularly check the whiteboard they hold up for penalties and let them know once they have been documented.

Communication between the Penalty Tracker, the Penalty Wrangler and the Inside Whiteboard is very important. It is a good idea to discuss how the communication will work before the start of the game. It is also a good idea to discuss positioning with the Wrangler before a game and decide where to be during the jams.

Find out from the Head Referee when they would like to know if a skater has 6 penalties, and if they want to know how many penalties a Jammer has at the start of each jam.

The paperwork has a notes section to track the Jammers for the jam and any injured skaters. Inform the Referees if any injured skater is on track before they have sat out the required 3 jams have passed.

Penalties

Misconduct

Scenario C4.3.F

Profane, abusive, and obscene language is unsporting and degrading to the sport, but should not always be penalized. If said language was audible to the audience or via broadcast, [the skater] is penalized. If [the skater]’s profanity was directed at an Official, [the skater] is penalized. Otherwise, a few choice words directed at a teammate or opponent should result in a warning and be penalized if the behavior continues.

The Penalty Tracker will be able to issue this penalty themselves unless the Head Referee says otherwise, this will be clarified before the start of the game. If the penalty should be issued to the Captain, this should be reported to the Head Referee who will issue this.

Issuing penalties must be done in accordance with Officiating Discretion. The correct verbal cue and hand signal must be used, these can be found in WFTDA Officiating Cues, Codes And Signals.

End of First Period

Consult with the Inside Whiteboard, Penalty Box Timers and Lineup Trackers to ensure all the penalties are accurate.

Accrued penalties need to be carried over to the sheet for the second period. Do this by shading in the appropriate blocks on the next sheet. Remember that with each new period, the Jam Number is reset to 1.

Penalties from the first period are indicated on the second sheet by shading. Skater #111 was issued three additional penalties in the second period and Fouled Out in the 12th jam with a Low Block

RCRD NSO Manual – Lineup Tracker

This document was written based on the rule set established by the WFTDA Rules Committee for the 2019 season. It contains the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and is not endorsed by the Women’s Flat Track Derby Association.

General Description

Before each jam begins, write the skater numbers in the appropriate boxes. During the jam, track when the team’s skaters enter and leave the Penalty Box.

Equipment Needed

  • Clipboard
  • Tracking Forms
  • Pen/Pencil

Paperwork

Prior to the start of the game, the Head NSO will assign a team/colour to watch. When the paperwork is provided, fill in the name, date, and colour boxes (if it has not already been done in advance).

The columns of information to watch for during the game are listed in the black bar along the top of the page:

JAM — Starting with 1 each period, write the jam number as it happens. DO NOT fill in the jam numbers ahead of time. If a Star Pass should occur, write ‘SP’ in the box below the current jam.

NO PIVOT – Mark this box with an ‘X’ if either a) the team does not field a Pivot, or b) a Star Pass situation occurs. (If no Pivot is fielded at the start of the jam, any Blocker number can be here).

JAMMER, PIVOT, BLOCKER – Write the skater numbers in these boxes. If the team did not field all skaters, write ‘n/a’ in the box(es). If the team did field all skaters but not all numbers were tracked, write ‘?’ in the box(es).

  • The Jammer is indicated by the skater wearing a helmet cover with two Stars on it.
  • The Pivot is indicated by the skater wearing a helmet cover with a Stripe on it.
  • The Blockers are the remaining skaters and may be written in no particular order.

(Alphanumeric order is preferred, if possible, but not required)

BOX – If a skater of the assigned team is issued a penalty and sits in the Box during a jam in progress, indicate this with ‘-’ in the first box. If the skater leaves the Penalty Box during the same jam, indicate this by turning the ‘-’ into an ‘+’. Should the skater be sent to the Box a second time in the same jam, use the next box.

If the jam ends before the skater is seated in the box and they sit in between jams, carry that skater’s information down to the next jam and mark the first box of the new jam with an ‘S’ (started in the Box). If the skater then leaves in this jam, add a line to the ‘S’ to create ‘$’.

If the jam ends before the skater leaves the Penalty Box, carry that skater’s information down to the next jam and mark the first box of the new jam with an ‘S’ (in the Box). If the skater leaves the Box in that jam, add a line to the ‘S’ to create ‘$’.

If a skater is substituted in the next jam (due to injury, foul out or expulsion), write down the number of the new skater and mark the first box of the new jam with an ‘S’ (in the Box), then continue as above. Write a note in the margin to clarify why the skater number has changed.

If a jam is called-off due to an injury, the skater needs to be substituted in the Box, or there is a delay for the skater to leave track in between jams, write ‘3’ in the first available box of the injured skater.

It is advised to keep a tally of the box trips underneath the skaters in the roster on the right. This enables a quick check against the Inside Whiteboard to make sure that the number of trips match the number of penalties. Be aware that skaters may have served multiple penalties on a single trip, and this will not be reflected. Once confirmed, add additional tallies to show the number of penalties served. The multiple penalty trip can also be shown next the jam where the time was served by writing 2x (for example) in the margin.

a) In the first jam, Pivot #101 was sent to the Box, and returned to play in the same jam.
b) Blocker #66 went to the Box twice in the same jam.
c) When #66 went to the Box in the second jam, the jam ended before their time was served and they returned to play in the third jam.
d) #01 went to the box in the first jam but did not sit before the jam ended, they served their time and returned to play in the second jam.
e) #99 went to the box in the second jam but did not sit before the jam ended, the third jam also ended before their time was served and they returned to play in the forth jam.

Star Passes

Both Lineup Trackers will write in two rows in a jam which has a Star Pass.

The Lineup Tracker for the Star Passing team should move to the next row and write ‘SP’ in the Jam column, and update the Star Passing team’s new lineup with the Jammer and Pivot numbers reversed (also mark the no Pivot column) and the same Blockers’ numbers. Mark all skater Penalty Box exits/entries which occur after a Star Pass in the row with the new Jammer. If a Blocker is in the Box at the time of the Star Pass, mark ‘S’ in the first box on the new line and continue as if that Blocker started the jam in the Box.

The Lineup Tracker for the NON-Star Passing team should wait to see if their team also performs a Star Pass. Mark all skater Penalty Box exits/entries which occur after a Star Pass in the row with the team’s current Jammer. At the end of the jam, if that team did not Star Pass during jam with a Star Pass, move to the next row and write ‘SP*’ in the Jam column, leaving the rest of that row intentionally blank.

NOTE: The current Standard Practice for Lineup Trackers is to mark the Penalty Box entries and exits on the row of the current Jammer. If only one team makes a Star Pass, each team’s post-Star Pass Penalty Box entries and exits will be recorded on different rows (new row for Star Passing team, original jam row for NON-Star Passing team).

One team star passes

During the second jam, there was a Star Pass; Pivot #2121 becomes the new Jammer. Blockers #99 and #66 were in the Box at the time of the Star Pass. Blocker #66 left the Box after the Star Pass, Blocker #99 remained in the Box until the next jam.
The opposing team did not Star Pass, so ‘SP*’ has been entered. Blocker #4’s entry and exit to the Box has been marked as normal. (Not seen in the example above, the jam following the Star Pass would be indicated as 3, then 4, etc.)

Both teams star pass

During the second jam, there was a Star Pass; Pivot #2121 becomes the new Jammer. Blockers #99 and #66 were in the Box at the time of the Star Pass. Blocker #66 left the Box after the Star Pass, Blocker #99 remained in the Box until the next jam.
The opposing team also had a Star Pass; Pivot #80 becomes the new Jammer. Blocker #4 entered and exited the box before the star pass. (Not seen in the example above, the jam following the Star Pass would be indicated as 3, then 4, etc.)

Procedures

Lineup Trackers will sit or stand in an area located behind the Jammer line and off the track so they can see the numbers on the backs of the skaters as they prepare for each jam, and as skaters enter the Penalty Box.

Write down the numbers quickly, but be aware that last-second changes can be made, so it is suggested to not fill the entire box the first time. Trackers may enter the track during the 30 second line up to see hard-to-read numbers. Be aware of the 5 second warning and leave the track before the whistle.

Listen for Referees to call penalties on skaters from the team. If a skater from the assigned team enters the Penalty Box (wait for them to sit, they might be waved-off), note this as above.

Injured skaters must sit-out 3 jams before returning to play. If an injured skater is on the track before three jams have passed, notify the Outside Pack Referee immediately. If possible, communicate this to the Jam Timer so that they know not to start the next jam. This also applies to any skater that was required to be substituted in the Penalty Box due to injury or equipment malfunction, or required an Official Timeout to be called for them to leave track at the end of a jam, but did not have a jam called dead for them.

If there appears to be a infraction being committed (i.e. too many, or wrong skaters on the track), warn the skaters of the error.

Communication with the other Lineup Tracker is very important. It is a good idea to discuss how the communication will work before the start of the game.

Announce any penalties coming in, when they sit and when skaters are standing/leaving the Box. This is especially important during jammer swaps. Communicate any skaters sitting between jams to ensure it is on paperwork.

If a skater cannot be seen, ask the other Lineup Tracker to announce the numbers so these can be recorded quickly.

Announce when a star pass is happening so that it can be recorded by both Lineup Trackers. It is also good to check the number of the jam with each other.

Penalties

Misconduct

Scenario C4.3.F

Profane, abusive, and obscene language is unsporting and degrading to the sport, but should not always be penalized. If said language was audible to the audience or via broadcast, [the skater] is penalized. If [the skater]’s profanity was directed at an Official, [the skater] is penalized. Otherwise, a few choice words directed at a teammate or opponent should result in a warning and be penalized if the behavior continues.

Lineup Trackers will be able to issue this penalty themselves unless the Head Referee says otherwise, this will be clarified before the start of the game. If the penalty should be issued to the Captain, this should be reported to the Head Referee who will issue this.

Issuing penalties must be done in accordance with Officiating Discretion. The correct verbal cue and hand signal must be used, these can be found in WFTDA Officiating Cues, Codes And Signals.

End of First Period

For any skaters still serving time at the end of the period, their information should be marked on the second period sheet as if it were being carried over from jam to jam. Be sure to communicate this information to the Penalty Box and the Outside Pack Referee before the second period starts.

Check the paperwork with the Penalty Box Timers and Penalty Tracker to ensure that the penalties have been recorded correctly.

RCRD NSO Manual – Scoreboard Operator

This document was written based on the rule set established by the WFTDA Rules Committee for the 2019 season. It contains the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and is not endorsed by the Women’s Flat Track Derby Association.

General Description

Utilises a computer and software to update the Scoreboard as the game is in progress. Works closely with the Scorekeepers and receives communications from the Jam Timer and Referees. Must be familiar with game policies and procedures and have a working knowledge of the scoreboard software.

Equipment Needed

  • Computer
  • Video Projector
  • Screen

Paperwork

The software utilised by RCRD is the Carolina Roller Derby Scoreboard.

Before the game, the Scoreboard should be set up with the rosters of both teams. This can be done on the Teams tab on the Main Operator Control Panel.

Enter the name of the team in the box on the right-hand side and click New Team. This new team can then be selected from the drop-down menu on the left.

The logos for the teams are stored in the folder [Scoreboard Folder]\html\images\teamlogo. If a new logo is needed for the team, just copy it to this location.

On the Control screen, select the logo from the drop-down menu underneath the team name. Add the skater details below. Captains can be selected through the drop-down menu at the end of the skater’s row.

Repeat for the other team.

Any sponsor banners that the host league would like displayed are stored in [Scoreboard Folder]\html\images\sponsor_banner.

At the game, once the video projector and computer are started, the Operator will want to double-check the rosters of both teams as well as logo and sponsor graphics. It is up to the Operator to decide if they will us hotkeys or mouse (or combination of both) for updates during the game. RCRD recommend the use of hotkeys. These can be set up as preferred by the Operator.

For the game itself the Operator will use the Team/Time tab. Click Start New Game to select the teams for the game.

On the control screen, update the following information during the game:

START/STOP JAM – There is a single short whistle to start the jam, and four short whistles to stop the jam (do not stop the jam until the 4th whistle has sounded).

TIMEOUT – There will be a verbal cue for timeouts as well as hand signals from the Jam Timer. Select Timeout when it is called, and then update as appropriate for Team Timeouts and Official Reviews.

RETAINED — If the Official Review is successful, click this button. Otherwise do nothing.

SCORE -1/+1 – Each team has a set of these buttons. The Scorekeepers will advise how many points to add to scores. Points can also be subtracted if there are miscommunications. The score must updated on each scoring trip.

LEAD, NO LEAD, AND JAMMER DROP-DOWN – More experienced Operators can select who the Jammers are from the drop-down boxes and indicate who has earned Lead Jammer status.

STAR PASS — If the Jammers and Pivots have been selected from the drop-down menus, this button will change the names on the Scoreboard.

Procedures

Listen for the Jam Timer’s whistle and Referees to start and stop the jams. Watch the Jam Timer for jams being called off and for timeouts being called. During timeouts it is a good idea to check visually with the Jam Timer that the time is correct. Discuss how to show this before the start of the game.

Many of the Scoreboard operations are automatic, such as when the Stop Jam button is clicked it will automatically start the Lineup clock. When the Timeout button is used, the Period clock will stop by itself.

Use good communication with the Scorekeepers and assist them as needed. After each scoring trip listen for the score from the Scorekeepers.

The Official Score is the one that is shown on the Scoreboard. Corrections to this can only be made during the lineup and the jam following the one where the error occurred. After this, the score displayed will be taken to be the correct one. It is extremely important to ensure that the Scorekeepers have given the correct number of points for each trip and jam. Confirm both the Jam Totals and Game Totals with both Scorekeepers at the end of every jam.

If less than two minutes remain of the second period, the score must be corrected before the start of the following jam. The Head Referee may choose to take an Official Timeout at this point to give the opportunity to check this.

If there are any discrepancies or miscommunications, notify the Outside Pack Referee as quickly as possible.

The Referees or Jam Timer may request changes to the Official Time or Scores between jams or during time outs.

Penalties

Misconduct

Scenario C4.3.F

Profane, abusive, and obscene language is unsporting and degrading to the sport, but should not always be penalized. If said language was audible to the audience or via broadcast, [the skater] is penalized. If [the skater]’s profanity was directed at an Official, [the skater] is penalized. Otherwise, a few choice words directed at a teammate or opponent should result in a warning and be penalized if the behavior continues.

The Scoreboard Operator will be able to issue this penalty themselves unless the Head Referee says otherwise, this will be clarified before the start of the game. If the penalty should be issued to the Captain, this should be reported to the Head Referee who will issue this.

Issuing penalties must be done in accordance with Officiating Discretion. The correct verbal cue and hand signal must be used, these can be found in WFTDA Officiating Cues, Codes And Signals — see Section 3.3.

End of First Period

Make sure that the Intermission clock has started.

Double check with the Scorekeepers and Jammer Referees that the score is correct.

Once the second period starts, make sure that the Jam Number has reset to 1.

RCRD NSO Manual – Jam Timer

This document was written based on the rule set established by the WFTDA Rules Committee for the 2019 season. It contains the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and is not endorsed by the Women’s Flat Track Derby Association.

General Description

Jam Timers start jams with a single whistle, and end the jams if they reach their natural conclusion of 2 minutes with four short whistles. Timers also use hand signals to communicate with the Scoreboard Operator when there is a timeout. Whistles are important and the Jam Timer should know the appropriate technique as well as when and how many. Timers are strongly encouraged to use FOX 40 Classic brand whistles.

Equipment Needed

  • 2 Stopwatches
  • Whistle (FOX 40 Classic)

Procedures

Prior to the start of any jam, Timers will shout a 5 second warning and raise their open hand over their head. When it is time for the jam to begin, sound a short, loud whistle and start the jam stopwatch while chopping the air with the raised hand at the same time. Start the period stopwatch at the same time for the first jam. Continue to point at the area in front of the foremost skater until all skaters appear to be aware that the jam has started.

Check the jam stopwatch regularly and be prepared to stop the jam when the time reaches 2:00 minutes.

If the Jammer calls off the jam, immediately restart the jam stopwatch for the lineup. If the jam runs to its natural conclusion of 2 minutes, simultaneously blow 4 short whistles and start the lineup at the same time. Use the appropriate hand signal while calling off the jam.

The Jam Timer may also need to call off the jam for the following reasons (these may also be called off by Referees):

  • Skating Officials call an Official Timeout
  • Serious injury or an injury that could endanger another participant
  • Technical difficulty or mechanical malfunctions (including equipment and skate malfunctions)
  • Interference by spectators
  • Emergency situation
  • Hazardous skating surface (debris or spills)

The Jam Timer must call off the jam for these reasons (these may also be called off by Referees):

  • End of two-minute Jam clock
  • An injury that is a safety hazard to continued gameplay
  • Fighting

There are 30 seconds between each jam. As the lineup time reaches 0:25, shout a 5 second warning. At 30 seconds, begin the next jam.

If a Timeout is called:

  • Simultaneously blow another 4 whistles, stop the period stopwatch and start the jam stopwatch (it is now the timeout stopwatch).
  • Verbally announce the timeout while also using the appropriate hand signal. If a team calls for a Team Timeout but do not have any remaining, but do have an Official Review for that period, it will be assumed that they are using the Review as a timeout
  • Jam Timers should stand on the Pivot line and alternate between the appropriate hand signal and point to the team bench if they have called a Team Timeout or Official Review
  • Official Timeouts last as long as needed, if this is so, reset the jam stopwatch
  • Official Reviews last as long as needed, unless used as a Timeout which will last 1 minute. If not being used as a Timeout, reset the stopwatch
  • Otherwise, Team Timeouts last 1 minute
  • After 1 minute blow one, long, rolling whistle and start the lineup
  • Teams now have up to 30 seconds to position themselves on the track. The Head Referee may shorten this if they consider both teams to be ready, and will signal this
  • Provide a 5 second warning and start the next jam. At the start of the next jam restart the period stopwatch.
    • If an Official Timeout is taken with fewer than 30 seconds remaining on the period clock:
      • If another jam should have occurred if no Timeout had been taken, or the Officials determine another Jam should occur, there should be another jam. End the Timeout as normal.
      • If another jam should not have occurred, unless a Team Timeout or Official Review was taken, the teams will be given a chance to call either once the Official Timeout is completed; otherwise the period will end.

Communication between the Jam Timer, the Scoreboard Operator and the Referees is very important. It is a good idea to watch the clock on the Scoreboard and communicate visually any changes to the Scoreboard Operator. Discuss how to show this before the start of the game, and make sure that the Head Officials are aware of any changes.

If the Jam time is off by more than 3 seconds, the Jam clock may be adjusted during the first 15 seconds of gameplay. If 15 seconds of gameplay have elapsed, do not modify the Jam clock. The period clock may only be adjusted during timeouts. Do not adjust the lineup and timeout clocks.

It is very important for the Jam Timer to position themselves where they can see and hear the Head Referee at all times, especially after a timeout. The Head Referee can call an Official Timeout at any time. If the teams are lining up on the Jammer Line it may be best to stand nearer to them than the Pivot Line, especially in noisy venues, making sure that all skaters are able to see the five second warning.

If the Head Referee is discussing something with a bench coach or other Referees, warn them when 20 seconds of the lineup has passed so that they can decide if an Official Timeout is required. If the 30 seconds are about to expire without the Officials in position, the Jam Timer is empowered to call an Official Timeout.

If an Official has requested an Official Timeout, or there is another reason why the next jam may not be able to start (e.g. injured skater on track), wait until the Lineup clock has reached 25 seconds before calling the timeout, as the issue may resolve itself in time for the jam.

Check the Penalty Box during the lineup to see if a skater is in queue. If that skater is not on the track at the 29.9 second mark, call an Official Time Out. Make the penalty call with the proper verbal cue and hand signal.

If the Jammer for either (or both) team is not on the track at the 29.9 second mark, call an Official Timeout. Make the penalty call with the proper verbal cue and hand signal.

If there are fewer than 30 seconds remaining on the period clock at the end of a jam there will not be another jam unless a team calls a Team Timeout. Pay particular attention to the team benches during this time as Timeouts at this point are common.

Overtime Jam

A game may never end in a tie score. If the score is tied at the end of a game, an overtime jam will determine the winner.

Overtime jams last the full two minutes, and there is no Lead Jammer. The lineup for an overtime jam is increased to one minute.

If the score remains tied, additional overtime jams will be played until the tie is broken.

Penalties

Misconduct

Scenario C4.3.F

Profane, abusive, and obscene language is unsporting and degrading to the sport, but should not always be penalized. If said language was audible to the audience or via broadcast, [the skater] is penalized. If [the skater]’s profanity was directed at an Official, [the skater] is penalized. Otherwise, a few choice words directed at a teammate or opponent should result in a warning and be penalized if the behavior continues.

Interference

Scenario C4.2.3.A

Failure to be on track for a jam when in the queue for the Penalty Box. Penalty will be assessed to the offending skater.

Scenario C4.2.3.B

Failure to field any Blockers for a jam, preventing a jam from beginning. Penalty will be assessed to the Captain .

Scenario C4.2.3.C

Failure to field any Blockers between the Pivot and Jammer Lines, preventing a pack from forming between the Pivot and Jammer Lines at the first legal opportunity. Penalty will be assessed to the Captain. If both teams fail to field any Blockers in this way, one penalty will be issued to each Captain .

Scenario C4.2.3.D

Failure to field a Jammer for a jam, preventing a jam from beginning. Penalty will be assessed to the Captain.

The Jam Timer will be able to issue these penalties themselves unless the Head Referee says otherwise, this will be clarified before the start of the game. If the penalty should be issued to the Captain, this should be reported to the Head Referee who will issue this.

Issuing penalties must be done in accordance with Officiating Discretion. The correct verbal cue and hand signal must be used, these can be found in WFTDA Officiating Cues, Codes And Signals.

RCRD NSO Manual – Penalty Box Manager

This document was written based on the rule set established by the WFTDA Rules Committee for the 2019 season. It contains the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and is not endorsed by the Women’s Flat Track Derby Association.

General Description

Box Manager is someone with experience working in the Penalty Box and is knowledgeable regarding the rules of seating and Jammer timing. The Box Manager will stand between the two Timers, or may have to work as a Timer as well as fulfilling their own duties.

Equipment Needed

  • Whiteboard
  • Marker
  • Eraser
  • 2 Stopwatches

Paperwork

The Box Manager will be supplied with a whiteboard and marker for communication with the inside of the track and Referees. Also, the Manager may have a clipboard with scrap paper if they choose too.

Before the game starts use coloured markers to divide the whiteboard into two halves with the colours of the teams across the top. Match the positioning of the teams in the Box so that it is clear to the Referees when the board is held up. During the game, only a black marker is needed.

Procedures

Communication with the two Penalty Box Timers is very important. Prior to the game, meet with the Box Timers and get an understanding of their experience level. It is a good idea to discuss how the communication will work before the start of the game. Make sure their paperwork is correct and provide any assistance they might need.

During the game, Managers will assist the Timers with their paperwork and verbal cues as needed. They will also be aware of skaters being waved-off and use the whiteboard to call them back to the Penalty Box.

The whiteboard should be used as follows:

  • If a skater needs to return to the Box after being returned to track by an official (e.g. the Box was full and there is now space), indicate this by writing the skater’s number on the whiteboard.
  • For a penalty occuring in the Box, write the skater’s number on the board with the correct penalty code underneath the number:
    • If the penalty has been issued, draw a circle around the penalty code.
    • If the penalty has not been issued for a reason (the Manager is not authorised to do this, or the skater has left the box), do not draw a circle around the code so that a Referee can issue this.

If a skater is still in the queue for the Box at the end of the jam, the whiteboard should be displayed for the entire lineup time, regardless of whether there is now space in the Box.

Communication with the infield is important to ensure that the correct number of penalties are recorded on the box paperwork. There are hand signals for 5, 6 and 7 penalties. Communication should be done by the Box Manager where possible rather than all box staff repeating the same thing. Once confirmed with the infield, check this information with the appropriate Box Timer.

If a skater has entered the Penalty Box to serve their seventh penalty, and has therefore fouled-out, they should continue to serve their time as normal. Once they are instructed to Stand, move the skater to an area in or next to the Box where they will not block any chairs or skaters. At the end of the jam, check to see if an Official Timeout or Official Review is requested. If not, instruct the skater to collect any personal belongings from their team bench and then leave the bench area. If the jam ends before the penalty time has expired, the team will need to substitute the fouled-out skater. Work with the Referees and Teams to do this as quickly as possible before the next jam starts. Retrieving the jammer or pivot helmet cover of the fouled-out skater helps to identify the position the substituted skater needs to serve as, and ensures that it is returned to the Team.

If a skater has entered the Penalty Box to serve their penalty but the Head Referee has expelled them from the game, they may be removed from the Box before their time has expired. The chair should be marked to show that it is still ‘occupied’, and timing should continue as normal. Another skater should not sit in this chair until there are fewer than 10 seconds remaining. If the jam ends before the penalty time has expired, the team will need to substitute the expelled skater.

Skaters should not be released from the Box at the end of the game until the score is Final.

Jammer Penalties

When a Jammer enters the Box, they will serve their time as if they were a Blocker. However, the Manager will do the timing and the Timer will not document STAND or DONE until the Jammer is released and information is provided by the Manager. Update the Penalty Box Timer when a Jammer has sat, especially if it is in between jams so they can mark this on the paperwork.

If a second Jammer enters the Box while the first Jammer is still serving time, the first Jammer will be released and the second Jammer will only serve the same time as the first did. (i.e. Red Jammer is sat in the Box and has served 17 seconds of their penalty when the Green Jammer enters and sits. The Red Jammer is immediately released, and the Green Jammer only serves 17 seconds). This information should be communicated to the Timers and reflected in the paperwork.

If the first Jammer (red) returns to the Box in the same jam, as the second Jammer (green) is still serving the 17 seconds, both will remain in the Box with the second (green) finishing their 17 seconds, and the first (red) now serving a full 30 seconds.

In a situation where both Jammers are sent to the Box and they are seated simultaneously, then both Jammers will be released immediately. If this occurs in between jams, both Jammers will be released on the start whistle for the next jam.

If any jam ends with one Jammer (red) in the Box and the second Jammer (green) skating toward the Box after being sent off the track, the penalty time for the Jammer (red) who is already in the Box will end with the fourth jam-ending whistle. That Jammer (red) will start the new jam from the Penalty Box as their team’s Jammer, and will be allowed to return to play behind the rearmost pack skater after the jam-starting whistle in the new jam. Instruct the first Jammer (red) to stand once the second Jammer (green) is seated. The second Jammer (green) will begin the new jam in the Box to serve their required time.

When a Jammer (red) has been issued two penalties and must sit for 60 seconds:

  • If during the first 30 seconds the second Jammer (green) enters the Box, the second Jammer (green) is immediately released after sitting, and the remaining time on the first Jammer’s (red) is reduced by 30 seconds.
  • If during the second 30 seconds the opposing Jammer (green) enters, then the first Jammer (red) is released and the second Jammer (green) serves the equivalent of the time spent of their second 30 seconds.

If a penalised Jammer exits the Penalty Box before being officially dismissed by an Official, that Jammer will be required to return to the Box and serve any unserved time, no matter how small. That Jammer will also be assessed a penalty, so will need to serve the remaining time plus an additional 30 seconds. (Note: if the penalty time was complete, there is no penalty for leaving the Box without being dismissed by an Official).

  • If the other Jammer (green) is seated in the Box before the first Jammer (red) has returned to the Box to serve their time, the second Jammer (green) will remain in the Box until their penalty is complete, or until the first Jammer (red) is once again seated, whichever comes first. When the original Jammer (red) is once again seated, they will serve the remainder of their first penalty, plus the amount of time served by the second Jammer (green). This combined penalty time will be served by the original Jammer (red) regardless of the other Jammer’s (green) actions from this point forward.

If a penalised Jammer is incorrectly dismissed early from the Penalty Box by an Official, that Jammer will be required to return to the Box and serve any unserved time, no matter how small. This Jammer will not be assessed a penalty.

  • If the other Jammer (green) is seated in the Box before the first Jammer (red) has returned to the Box, they will serve as many seconds as the original Jammer (red) had served. The original Jammer (red) is thereby excused from their unserved time, and is no longer required to return to the Box. If they report to the Box anyway, instruct them to return to the track.

If one team’s Jammer (red) is serving time in the Box and the other Jammer (green) removes themselves for injury (and the Referees determine that they will not return to track), or the Jammer (green) quits the game, the jam will be whistled dead by the referees. The penalised Jammer (red) will begin the new jam in the Box serving any remaining time, and the other team may field a new Jammer (green). This does not apply to Jammers who remove themselves for equipment malfunction.

If the first penalised Jammer (red) has fouled out of or has been expelled from the game, when the second penalised Jammer (green) is seated in the Box the jam will be whistled dead by the referees. The first penalised Jammer’s (red) team will field a new Jammer in the new jam. The substitute Jammer (red) will start the new jam in the Penalty Box, and will be released upon the jam-starting whistle. The second Jammer (green) will remain in the Box at the start of the new jam and will serve an amount of time equal to the first Jammer (red).

Penalties

Illegal Procedure

Rule 4.4

Nobody may enter the Penalty Box except for Officials and Skaters who are serving penalties.

  • All medical support staff will be allowed into the box as necessary, but may only communicate with penalized Skaters regarding medical matters.
  • If a team’s non-skating bench staff enters the Penalty Box, this penalty will be issued to their team’s Captain.
  • If a skater or bench staff accidentally enters the Penalty Box but does not communicate with penalised skaters, nor interferes with the running of the Box, no penalty is to be issued.

Rule 1.2 and Scenario C4.2.4.C

If a penalised Skater removes safety equipment while in the Penalty Box. A penalised Skater may remove their mouth guard while in Penalty Box whether sat or stood. Merely adjusting safety equipment while in the Penalty Box is not to be penalised.

Scenario C4.2.4.D and C4.4.1.B

A Skater completely exiting the Penalty Box before they are released by an Official. (Note: If a Skater unintentionally leaves the box due to venue constraints while moving around (e.g. instructed to change seat or allowing another Skater to sit behind them) then the Skater should not be penalised.)

  • If the Penalty Box Official instructs the Skater to leave early, this penalty does not apply.
  • Scenario C4.2.4.D: Skaters who leave without being dismissed but have completed their time are not to be penalised.

Interference

Scenario C4.2.3.A

Failure to be on the track for the next jam at jam start, in the appropriate position (Pivot or Blocker), when currently in the Penalty Box queue. One penalty will be assessed to each offending Skater.

Misconduct

Scenario C4.2.4.E

Throwing objects which could cause harm (e.g. water bottles, tools) into the box is to be penalised.

Scenario C4.3.A

Imitating an Official to confuse other skaters.

Scenario C4.3.F

Profane, abusive, and obscene language is unsporting and degrading to the sport, but should not always be penalized. If said language was audible to the audience or via broadcast, [the skater] is penalized. If [the skater]’s profanity was directed at an Official, [the skater] is penalized. Otherwise, a few choice words directed at a teammate or opponent should result in a warning and be penalized if the behavior continues.

Scenario C4.5.B

Entering the box in an uncontrolled manner which causes impact to an Official or Skater in the Box, or forces them to vacate their position.

The Penalty Box Manager will be able to issue these penalties themselves unless the Head Referee says otherwise, this will be clarified before the start of the game. If the penalty should be issued to the Captain, this should be reported to the Head Referee who will issue this.

Issuing penalties must be done in accordance with Officiating Discretion. The correct verbal cue and hand signal must be used, these can be found in WFTDA Officiating Cues, Codes And Signals.

End of First Period

Consult with Box Timers, Inside Whiteboard, Penalty Tracker and Lineup Trackers to make sure all penalties are accounted for and to clear up any discrepancies.

Ensure information is carried over to the paperwork for the second period as needed and notify the Outside Pack Referee before play resumes, if necessary.

NOTE: During halftime and at the end of the game, the Head NSO will record the penalty tallies of each team before getting signatures from the Team Captains.

RCRD NSO Manual – Penalty Box Timer

This document was written based on the rule set established by the WFTDA Rules Committee for the 2019 season. It contains the policies and procedures used by the Rainy City Roller Derby Officiating Crew, and is not endorsed by the Women’s Flat Track Derby Association.

General Description

During the game, the main duties will be to record when a skater enters the Box, who the skater is, when the skater can leave, and verbally notify the skater when their time has been served.

Equipment Needed

  • Clipboard
  • Tracking Sheet
  • Pen/Pencil
  • Stopwatch

Paperwork

Prior to the start of the game, the Penalty Box Manager will assign a team for the Penalty Box Timer to follow. They may switch teams during halftime, at the discretion of the Manager. When the paperwork is provided, fill in the name, date, and colour boxes (if it has not already been done in advance).

Also, in the BOX TRIPS column, skater numbers should be printed in advance. If not, fill in the numbers manually before the game starts. Copy from the IGRF or the Inside Whiteboard.

The columns of information to be tracked during the game are listed in the black bar along the top of the page:

PERIOD – Two sheets are provided for all games, one sheet can be used for each period, or continue all box trips on the same sheet. This box should be used to mark which period the box trip occurred in.

JAM # – Starting with 1 each period, write the jam number of when a skater enters the Penalty Box. DO NOT fill in the jam numbers ahead of time. Multiple skaters may be entering the Penalty Box during the same jam and each skater must be accounted for individually.

BTWN JAMS — If the skater enters the Box between jams, mark the ‘Btwn Jams’ column, and enter the upcoming jam # in the Jam # column.

TEAM – Provide the team colour (often unnecessary as there is one sheet per team).

SKATER # — Write the skater’s number in this box.

POS – Indicate what position the skater is playing. Enter J for Jammer (wearing helmet cover with a star), P for Pivot (helmet cover with a stripe), B for Blocker (no helmet cover).

IN, STAND, DONE – When the first skater enters the Penalty Box, the stopwatch will read ‘0:00’, this is the IN time. As soon as the skater sits, start the stopwatch and the skater will be in the Penalty Box for 30 seconds (unless a Referee indicates multiple penalties). ‘0:30’ will be entered for DONE. Since the skater is required to stand for the last 10 seconds, subtract those seconds from the DONE time and that is written in the STAND box, in this case ‘0:20’.

If another skater from the team enters the Box while the first skater is still being timed, write the time that the stopwatch indicates for IN, then add 30 seconds and write this under DONE, now subtract 10 seconds to show what time to STAND.

STOPWATCH AT END OF JAM – Time stops between jams, and restarts at the beginning of the next jam. If a skater has not finished serving their time before the end of the jam, indicate the time shown on the stopwatch in these boxes. If short enough, a skater can sit in the Box for multiple jams.

a) After skater #22 served 30 seconds, the stopwatch was reset.
b) #46 entered the Penalty Box in between jams 3 and 4. Twenty-five seconds into jam 4, #808 was sent to the Box. At thirty seconds after starting the watch for #46, skater #321 entered the Box.
c) With #808 and #321 in the Box, the jam ended and the clock was stopped at 0:35.
d) #808 was released at 0:55. But, the jam ended again 3 seconds later with the penalty clock at 0:58, forcing #321 to remain in the Box.

BOX TRIPS – The pink boxes of this column should be pre-printed with skater numbers in alphanumeric order (if not, do this before the game begins). For every penalty a Skater sits in the Box for, draw a hash mark in the white area below their number. If that skater is sent to the Box for a 7th penalty, they have fouled-out.

If a Skater leaves the box early, indicate the time when the Skater left along with the note ‘Left Early’. When the Skater returns to the Penalty Box, add a new line for the remaining time and additional penalty, if applicable.

If a Skater is found to have sat in error or their penalty is overturned, draw a single line through the row for that trip and note either ‘No penalty’ or ‘Penalty overturned’. Erase the tally mark from the Total Penalties section since there is no penalty that corresponds to this trip.

If a Skater is substituted for Foul Out, Expulsion or Injury and the timing has started, add a slash and then Substitute’s number. Write a note in the margin to explain the change.

If a Skater is substituted for Foul Out, Expulsion or Injury and the timing has not started, write the Substitute’s number on the paperwork. Write a note in the margin to include the penalised Skater’s number and to explain the change. Ensure that the Box Trip tally is marked against the penalised Skater and not the Substitute.

Substitute After Timing Started

a) During the tenth jam, Pivot #101 is sent to the box. At the end of the Jam they are substituted by #22 after serving 14 seconds.
Substitute Before Timing Started

b) During the tenth jam, Pivot #101 is sent to the box, but do not sit until after the end of the Jam. They are substituted by #22. (Not seen in the example above, notes are added to the margin with details of the substitution).

Procedures

Box Timers stand in/behind the Penalty Box, without obstructing the seats, so that they may see the numbers on the backs of the skaters as well as communicate verbal commands.

To help facilitate in knowing the jam to be indicated, there are two columns of numbers on the right side of the page (one for each period) that can be circled and crossed-off as needed. If at any point the jam number has not been followed, communicate with other NSOs or check the Scoreboard.

Skaters will serve 30 seconds in the Penalty Box. An Official will notify the Box Timers if more than one penalty was issued and the skater should serve more time. The hand signal for this will be to tap the wrist with two or three fingers, indicating the number of multiple penalties. Mark that multiple penalties are being served in the margin.

Skaters in the Box must sit and their time does not start until they are seated. Skaters are required to stand for the final 10 seconds of their penalty, notify them with the verbal cue ‘Colour, #, STAND’ (i.e. for #242 of the red team, say ‘Red, Two-Four-Two, Stand!’). If they do not stand fully upright, stop their time and notify them with the verbal cue ‘TIME STOPPED, Colour, #’. Restart the watch as soon as they comply.

When a skater’s penalty time has ended, use the verbal cue ‘Colour, #, DONE’. Try to synchronise saying the word ‘DONE’ as the last second ticks off.

Hard of hearing skaters sometimes request that Box Timers tap them on the shoulder for Stand and Done, especially in noisy venues. Do not do this to any skater unless they explicitly request it as many people are not comfortable with this.

If the jam ends while a skater is still in the Box, stop the stopwatch and document the time indicated in the appropriate area of the paperwork.

A maximum of three skaters from each team can be seated in the Box: 2 Blockers and 1 Jammer. If two Blockers are seated in the Box and a third is called for a penalty, wave that Blocker to return to the track until there is an opening. Once there is an opening, notify the Box Manager who will call for the skater to enter the Box. (Note: when a skater stands for the final 10 seconds, their seat is now open and can be occupied by an incoming skater). If one (or both) of the Blockers is standing for the last 10 seconds of their time, and a third Blocker is sent to the Box, the third Blocker may sit and have their time begin without being waved-off.

Skaters should enter the Box in a controlled manner. Any skater coming in ‘hot’ and knocking chairs out of place, potentially injuring Officials, or colliding with other skaters will be penalised.

Check the number of box trips against the Inside Whiteboard regularly to check that the information has been recorded accurately. Report any discrepancies so that the information between the Penalty Tracker and the box staff matches. This is important to ensure that skaters are not fouled out incorrectly. Information for 5, 6 and 7 penalties will be confirmed by the Box Manager.

If a skater has entered the Penalty Box to serve their seventh penalty, and has therefore fouled-out, they should continue to serve their time as normal. Once they are instructed to Stand, move the skater to an area in or next to the Box where they will not block any chairs or skaters. At the end of the jam, check to see if an Official Timeout or Official Review is requested. If not, instruct the skater to collect any personal belongings from their team bench and then leave the bench area. If the jam ends before the penalty time has expired, the team will need to substitute the fouled-out skater. Work with the Referees and Teams to do this as quickly as possible before the next jam starts. Retrieving the jammer or pivot helmet cover of the fouled-out skater helps to identify the position the substituted skater needs to serve as, and ensures that it is returned to the Team.

If a skater has entered the Penalty Box to serve their penalty but the Head Referee has expelled them from the game, they may be removed from the Box before their time has expired. The chair should be marked to show that it is still ‘occupied’, and timing should continue as normal. Another skater should not sit in this chair until there are fewer than 10 seconds remaining. If the jam ends before the penalty time has expired, the team will need to substitute the expelled skater.

Jammers have a special set of rules and the Box Manager will provide assistance in these circumstances.

Skaters should not be released from the Box at the end of the game until the score is Final.

Communication with the Penalty Box Manager and other Penalty Box Timer is very important. It is a good idea to discuss how the communication will work before the start of the game. It is also good to check the number of the jam with each other.

Penalties

Illegal Procedure

Rule 4.4

Nobody may enter the Penalty Box except for Officials and Skaters who are serving penalties.

  • All medical support staff will be allowed into the box as necessary, but may only communicate with penalized Skaters regarding medical matters.
  • If a team’s non-skating bench staff enters the Penalty Box, this penalty will be issued to their team’s Captain.
  • If a skater or bench staff accidentally enters the Penalty Box but does not communicate with penalised skaters, nor interferes with the running of the Box, no penalty is to be issued.

Rule 1.2 and Scenario C4.2.4.C

If a penalised Skater removes safety equipment while in the Penalty Box. A penalised Skater may remove their mouth guard while in Penalty Box whether sat or stood. Merely adjusting safety equipment while in the Penalty Box is not to be penalised.

Scenario C4.2.4.D and C4.4.1.B

A Skater completely exiting the Penalty Box before they are released by an Official. (Note: If a Skater unintentionally leaves the box due to venue constraints while moving around (e.g. instructed to change seat or allowing another Skater to sit behind them) then the Skater should not be penalised).

  • If the Penalty Box Official instructs the Skater to leave early, this penalty does not apply.
  • Scenario C4.2.4.D: Skaters who leave without being dismissed but have completed their time are not to be penalised.

Interference

Scenario C4.2.3.A

Failure to be on the track for the next jam at jam start, in the appropriate position (Pivot or Blocker), when currently in the Penalty Box queue. One penalty will be assessed to each offending Skater.

Misconduct

Scenario C4.2.4.E

Throwing objects which could cause harm (e.g. water bottles, tools) into the box is to be penalised.

Scenario C4.3.A

Imitating an Official to confuse other skaters.

Scenario C4.3.F

Profane, abusive, and obscene language is unsporting and degrading to the sport, but should not always be penalized. If said language was audible to the audience or via broadcast, [the skater] is penalized. If [the skater]’s profanity was directed at an Official, [the skater] is penalized. Otherwise, a few choice words directed at a teammate or opponent should result in a warning and be penalized if the behavior continues.

Scenario C4.5.B

Entering the box in an uncontrolled manner which causes impact to an Official or Skater in the Box, or forces them to vacate their position.

Penalty Box Timers will be able to issue these penalties themselves unless the Head Referee says otherwise, this will be clarified before the start of the game. If the penalty should be issued to the Captain, this should be reported to the Head Referee who will issue this.

Issuing penalties must be done in accordance with Officiating Discretion. The correct verbal cue and hand signal must be used, these can be found in WFTDA Officiating Cues, Codes And Signals.

End of First Period

Consult with the Penalty Tracker, Inside Whiteboard and Lineup Tracker to ensure all the penalties are accurate. If any skaters were in the Box at the end of the first period, carry this information over to the next sheet. Notify the Outside Pack Referee prior to the start of the second period. These skaters must return and finish their time during the second period.