What Does a Jammer Do? Roller Derby Positions Explained

What Does a Jammer Do? Roller Derby Positions Explained
Page content

Flat track Roller derby bouts are played on a circuit track. The WFTDA rule book outlines the specific layout of the track which can be created at a roller rink, old factory or large conference center or arena. Whereever it is played, there are always five players from each team on the track during a jam: 1 pivot, 3 blockers and 1 jammer. The pivots line up at the starting line, followed by two rows of blockers and then 20 feet back, the jammers line up in ready position.

Once the first whistle blows, the pack takes off. The jammers need to wait until the second whistle is blown. This is done once the last blocker crosses the pivot line.

Jammers are identified by their helmet cover with two stars as well as their position at the start of the jam.

What Does a Jammer Do?

Jammers are the only players who can score points. Their job is to fight their way through the pack. The first jammer who succeeds in passing the pivots is named the lead jammer for the remainder of the jam. Until the lead jammer is called, no points are scored.

Each player on the opposing team that the jammer passes is considered a point. A point is immediately rewarded whenever the jammer passes a blockers hips “in bounds, legally and without penalty”, according to the WFTDA rules. A jammer can score an extra point if she manages to lap everyone. This is called a grand slam.

The lead jammer is the only one on the track who can call off a jam. She can do this when she is too tired to continue, or as a matter of strategy to prevent the opposing team from scoring points. She does this by placing her hands on her hips repeatedly.

The jammer who is not the designated lead jammer can pass her star cover to her pivot. This can be employed when the jammer is tired or faltering, or it can just be a matter of strategy again. The game of roller derby is more than skating and pushing girls around, every member of the team needs to think strategically. This especially applies to the jammer who is in charge of scoring points for her team.

Jammer Characteristics

Jammers are the only designated offensive players. They need to be quick and extremely agile. Small girls do well as jammers if they have the ability to skate fast. The faster the jammer can weave their way through the pack the more points are scored.

They also need to be able to strategize and make quick decisions. Knowing when it is advantageous to call off a jam or pass their cover to the pivot has to be decided in a split second. Each jam is only 2 minutes long total, that is not a lot of time to hem and haw over their options.

Aside from being fast, jammers must be willing and able to be thrown, pushed or whipped by their blockers or pivot to gain maximum speed without losing their balance. If they do fall, they need a good grasp of the rules to know where they need to return to the pack legally.

References

WFTDA handbook