2.4.4.1.1 - If the Jammer is not on the track and entirely in bounds when the jam-starting whistle is blown, the Jammer will not be permitted to join the jam in progress. No penalty will be issued.
Explanation
2.4.3 - There are 30 seconds between jams.
2.1.7 - The track and the boundary marker line are considered in bounds.
2.4.4.1 - Jammers are considered in position and ready if they are entirely in bounds when the jam-starting whistle is blown. Jammers are subject to false start penalties if they are not on or behind the Jammer start line at the jam-starting whistle (see Section 6.13.22 for specific penalty details). Jammers are permitted to put on their helmet covers after the jam has started. However, each Jammer must have their helmet cover on their head or in hand before the jam-starting whistle. A helmet cover cannot enter a jam in progress.
2.9 Major Penalty: One long
2.8.4.2 - All penalty clocks stop between jams (see Section 7.2.3 for procedure).
2.6.1 - Each team is allowed 3 one-minute timeouts per game.
2.9 Major Penalty One long
2.5.1 - A bout may never end in a tie score. If the score is tied at the end of a bout, an overtime jam will determine the winner. After one minute, the teams will skate a full two-minute jam.... Additional overtime jams will begin one minute after the end of the previous jam.
2.5.2 - Overtime is not a new period. Overtime is an extension of the final period.
2.3.3 The period ends when the last jam reaches its natural conclusion (see Section 2.4). This may extend past the point when the period clock reaches 0:00.
2.6.3.1 - At the conclusion of the timeout, the Referees will direct the skaters to return to the track and start the next jam as soon as possible. The next jam can start as soon as skaters are lined up, but no more than 30 seconds should elapse after a timeout.
2.3.1 - The period begins when the designated Official blows the jam-starting whistle. The signal will be one short whistle blast.
2.4.5 - The jam is over when an official calls it off with four short whistle blasts. The jam ends on the fourth whistle, whether or not the whistles were inadvertent or incorrect.
2.9 Lead Jammer: Two rapid
2.4.4.1 - Jammers are considered in position and ready if they are entirely in bounds when the jam-starting whistle is blown. Jammers are subject to false start penalties if they are not on or behind the Jammer start line at the jam-starting whistle (see Section 6.13.22 for specific penalty details). Jammers are permitted to put on their helmet covers after the jam has started. However, each Jammer must have their helmet cover on their head or in hand before the jam-starting whistle. A helmet cover cannot enter a jam in progress. 2.4.4.2 - Pivots and Blockers are considered in position and ready if they are entirely in bounds by the jam-starting whistle (see Section 6.13.6). They are subject to false start penalties if they are not in position (see Section 6.13.1 and Section 6.13.22). Pivots are permitted to put on their helmet covers after the jam has started if they have the helmet cover in their hand at the jam-starting whistle. A helmet cover cannot enter a jam in progress.
1.2 - At most, 14 skaters may be on the roster for a specific game. Leagues may rotate their game roster from their team roster between games.
2.9 Jam-starting Whistle: One short
2.1.4 - The track area will include chairs or benches in designated team areas, either in the infield or on the sidelines. Only those skaters who are on the roster for that game may sit or stand in the designated team area. Up to two support staff per team are allowed in this area during a bout.
2.6.5 - After a timeout the period clock does not resume until the next jam starts.
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