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LIFE & CULTURE

Roller Con - The annual roller derby convention usually held the last week of July in Las Vegas. Derby Wife: your best friend in roller derby. This is the skater you can go to at any time to talk derby with. She will be there when you need to vent or when you need a kick in the pants at practice. Derby Widow: the signicant other that sometimes gets left behind after a skater nds roller derby Derby Mistress: the other lady in your derby life. This is the one you go out with occasionally to have fun, but there are no strings attached.

GENERAL SLANG
Newbie/Fresh Meat/Training Wheeler: A new skater Rink Rash: the red scrape a skater may get on their legs after falling on the skating surface. Extra fancy rink rash also comes with the pattern of shnets or the tights they may have been wearing. Derby Funk: the smell of a skaters pads after having not been washed in awhile Derby Name: Most skaters opt to take a pseudonym for their on track alter ego. Often these are puns or parodies of celebrity names mixed with a violent or ghoulish nature. Derby Owned: This is normally attached to businesses which are run by skaters to cater for skaters.

TOOLS, EQUIPMENT & ENVIRONMENT


Quads: Quad skates. These are skates which have 4 wheels, one mounted in each corner of the skate. These are the only style of skate allowed to be worn by players. Refs are allowed to wear inlines. Panty: the spandex helmet covers for jammers (stars on each side) and pivots (stripe down the center) Pads: Skaters are required to wear Knee and Elbow pads along with Wrist Guards, a gum-shield and a Helmet as the minimum safety equipment.

ROLLER SKATE
Axle: The axle holds the bearing and wheel.

Bearing: The bearing ts inside the wheel and is the bit that makes it spin properly. Trucks: The truck connects to the plate and holds the axles in place.These can be adjusted to change the amount of ex in the skate changing the way skate turns. Toe Stop: The hardware on the skate designed to act as a brake. Toe Guard: A strip of leather which wraps the front of the skate to prevent damage to the boot beneath when sliding on the knees.

GENERAL GAME
Bout: a roller derby game that generally consists of two, thirty minute periods Jam: a single play within a period that can last up to two minutes Cutting the Track: Cutting the track is a penalty when you pass players whilst out of bounds. The penalty applies when the player Pack: A group of skaters, 4 from each team. This includes 3 blockers and 1 pivot. The pack skates together (most leagues require they stay within 20 feet of each other) and their goal is to assure that their teams jammer is helped through the pack while preventing the opposing teams jammer from getting through. Zebra Huddle - when the referees meet. Refs wear black and white stripes and are the rule enforcers of the game. Call off the Jam The lead Jammer has the option to end the jam at any point by touching her hips repeatedly. This strategy can help prevent the other teams jammer from scoring points if the lead jammer loses the advantage. Suicide Seats: The section of seats closest to the track. Normally on the oor these are the best place to see the action but also the most likely place to end up with a ref or roller girl in your lap. Penalty Box: The area where skaters must serve time for committing fouls. The Penalty box comprises of 6 chairs (3 per team) and is demarcated by a Point of No Return 10 foot from the edge of the chairs. Skaters must enter the penalty box in a counter-clockwise direction. No Pack: There is no pack when there is not a group of Blockers (from both teams) skating within proximity to each other or when there are two or more equally numbered groups of Blockers not skating within proximity to each other.

Scoring Pass: Any pass a Jammer makes through the pack after the completed initial pass. Points may only be earned on scoring passes. A Jammer Lap Point is independent of this denition. Re-Pass: The act of passing an opponent who has already been passed during the current lap. If the Jammer drops back behind an opponent that she passed illegally, by being reengaged or repositioning herself, she may attempt to pass her again legally. Out Of Play A Blocker that is positioned more than twenty (20) feet outside the pack, out of bounds, or down is out of play. A Jammer that is out of bounds is out of play. Grand Slam: when the jammer laps the opposing team's jammer Zebra: referees and NSOs are referred to as zebras because of their black and white uniforms PLAYERS & KEY PEOPLE Jammers: these skaters wear the stars on their helmet and score the points Lead Jammer:The jammer in the lead and the only one that can call off a jam. Blocker: Blockers are the positional players that form the pack. The Pivot Blocker is one of the four Blockers per team allowed in each jam Pivot: The lead Blocker. At the head of the Pack, they designate speed and communicate with their teammates. Designated by a stripe on the helmet. TRACK DESIGN/SPECIFICATIONS Jam Line: The Jam line is the line on the track where the jammers start. The Jammers must be on or behind this line when the jam starts or they will pick up a false start penalty. The jam line is situated 30 feet behind the pivot line. Pivot Line: The pivot line is the line that all blockers must start behind. The pivot line is situated 30 feet in front of the jam line and at the top of the straight before turn 1. Ref Lane: The 10 foot safety zone around the outside of the track. This is where the Outside Pack Refs skate their normal line. Skaters also use the ref lane to skate to the penalty box.

SKILLS, TECHNIQUES & STRATEGY


Head on a Swivel: Keep your head on a swivel means to pay attention to everything all around you. Enemies come from any direction, not just forward.

Call off the Jam: The lead Jammer has the option to end the jam at any point by touching her hips repeatedly. This strategy can help prevent the other teams jammer from scoring points if the lead jammer loses the advantage. Assist: An engagement with a team mate which helps them. This may be a whip or a push. Queen of the Rink: A game played during practices and sometimes performed in public. The object is for skaters to knock the other skaters out of bounds. Once a skater is knocked out of bounds, they are out. The last remaining skater on the track is declared Queen of the Rink. FORMATIONS / ASSISTS Wall: 2 or more players skating shoulder to shoulder to impede opposing skaters. Whips: An assist move in which a skater extends her arm and whips her jammer around the track, propelling her with momentum Block: Blocking is any movement on the track designed to impede or dislocate an opponent. Blocking includes the possible counter-blocking motion initiated by the opponent to counteract the block; counter-blocking is treated as a block and held to the same standards and rules. Blocking need not include contact. Impeding the movement of an opposing skater by hitting her or positioning yourself in her path. SKATING & RUNNING Crossover: crossing one foot over the other when skating to aid acceleration Toe Stop Run: running on the toe stops of the skates in order to build up speed

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