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  • Is the following true or false? Only rostered skaters and up to 4 support staff persons are allowed inside the designated team areas around the track.
    Is the following true or false? Only rostered skaters and up to 4 support staff persons are allowed inside the designated team areas around the track.
    False2.1.4 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 toTWO support staff (team managers, coaches, or other non-skating players) per team are allowed in this area during a bout.

  • Which of the following is an acceptable number for one's jersey?
    Which of the following is an acceptable number for one's jersey?
    1. 12 noon-3.7.4.3 - a skaters number may contain up to four characters.3.7.4.4 - a skaters number must be alphanumeric with at least one numerical digit. for example: l5 is an acceptable number, but lv is not. numbers cannot contain symbols.3.7.4.5 - a skater may have small characters preceding or following their skater number on their jersey e.g. 55 mph, where mph is considerably smaller than 55. these small characters are not considered part of the skaters number and they may not inhibit the legibility of the skaters number whatsoever. the maximum size for the small characters is 2 inches (5 cm).

  • Who gets the penalty when a jam is called off for too many skaters on the track and the offending team did not field a Pivot, and the referees are not sure who the last Blocker on the track was?
    Who gets the penalty when a jam is called off for too many skaters on the track and the offending team did not field a Pivot, and the referees are not sure who the last Blocker on the track was?
    1. closest blocker to referee who made the call-6.13.23 - forcing a jam to be called off due to too many skaters on the track. the penalty is issued to the pivot in that jam. if there is no pivot in that jam, the penalty is issued to the last non-pivot blocker to enter the track to the extent that the referee is able to determine who that skater was. if there is no pivot in the jam and the referee is unable to determine the last skater to enter the track, the referee issuing the illegal procedure must penalize the blocker on the track closest to the referee who calls the penalty.

  • Which of the following is an example of a multi-player block?
    Which of the following is an example of a multi-player block?
    Impeding an opponent by holding onto the shirt of a teammate.-6.7 - multiple-player blocks 6.7.1 - skaters may not grab and hold each others uniform or equipment in a multi-player block. 6.7.4 - the multi-player link must be that which is blocking or impeding an opponent for the action to be illegal. since this is a bit of a tricky subject, here are a couple of excerpts from roller derby rule of the day 6.7.2 skaters may not use their hands, arms, or legs in any grabbing, holding, linking, or joining fashion in a multi-player block. this is the rule that defines what is an illegal multi-player action that could result in a multiple-player block. if the multi-player action impedes or blocks an opponent it is to be penalized appropriately. basically any kind of grabbing, holding, hooking, linking, attaching, etc. this would include skaters holding hands, one skater holding another skaters wrist, a skater grabbing a teammates jersey, two skaters with their arms linked, a skater grasping a teammate while taking a hip whip off her, or anything similar to those is a multi-player action. leg whips are also multi-player blocks if they impede or block an opponent. crossing body parts over each other is not, by definition, a multi-player block. two skaters may put their arms in front of each other, effectively creating a wall, but so long as they are not grasping, holding or linking, or really in any way joining, they are fine. the trick is that blocks must be made by one skater, not by two. a multi-player block is one in which two skaters are involved in the actual block (even though one might not be the initiator and completely not at fault). the penalty always goes to the initiator. if one player is grasping another, the grasping player gets the penalty. if two skaters are holding hands, they both get the penalty. 6.7.4. the multi-player link must be that which is blocking or impeding an opponent for the action to be illegal. in a multi-player block situation, it is not the mere fact of players linking and/or holding each other that garners a penalty, it is the link or hold that is the key part of a multiple-player block. if a blocker is holding a teammates jersey with her left hand and an opponent comes up on the right and receives a legal shoulder block, then the hold of the jersey is inconsequential to the block. if the same blocker is holding a teammates jersey with her left hand and an opponent is impeded by the blockers arm in her way, then it is a multi-player block, and she will get a penalty. in the second example the arm, which is linked by holding, is the reason the opponent is impeded.

  • Which of the following are LEGAL blocking zones?
    Which of the following are LEGAL blocking zones?
    The hips and booty-2. the torso-3. the mid and upper thigh (including the inner portion)-4. the arm from shoulder to above the elbow-apply to the body parts of the skater performing a block. skaters may initiate contact with the following parts of the body: 5.2.3.1 - the arm from the shoulder to the elbow 5.2.3.2 - the torso 5.2.3.3 - the hips and booty 5.2.3.4 - the mid and upper thigh (including the inner portion) 5.2.4 - illegal blocking zones apply to the body parts of the skater performing a block. 5.2.4.1 - elbows, see section 6.4 - use of elbows for restrictions on use. 5.2.4.2 - forearms/hands, see section 6.5 - use of forearms and hands for restrictions on use. 5.2.4.3 - the head may not be used to block, see section 6.6 - blocking with the head for restrictions on use. 5.2.4.4 - below the mid thigh for an image, see here: http://madrollindolls.com/index.php/rules?start=1

  • True or False:It is a penalty to touch an opponent with forearms or hands for three or more seconds.
    True or False:It is a penalty to touch an opponent with forearms or hands for three or more seconds.
    True

  • What is the maximum amount of rostered skaters for a specific game?
    What is the maximum amount of rostered skaters for a specific game?
    141.2 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 1.3 During a tournament, leagues may substitute alternates from their team roster. If a skater is pulled from a tournament and replaced with an alternate, she may re-enter the tournament in a subsequent game.

  • A skater who leaves the penalty box during a team timeout to participate in the team huddle will receive an insubordination major penalty.
    A skater who leaves the penalty box during a team timeout to participate in the team huddle will receive an insubordination major penalty.
    False

  • Helmet covers must be ___ before the jam starting whistle.
    Helmet covers must be ___ before the jam starting whistle.
    1. on the helmet or in the hand of a player on the track-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.

  • Jammers are not permitted to put on their helmet covers after a jam starts.
    Jammers are not permitted to put on their helmet covers after a jam starts.
    1. false-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.

  • Gross Misconduct includes which of the following?
    Gross Misconduct includes which of the following?
    1. punching another skater.-2. choking another skater.-3. jumping on a dog pile.-the following egregious acts will be an automatic game expulsion, even if not during a fight, and can be punished as multi-game suspensions (see section 7.4.2.2).6.17.3 - illegal interference in game-play by skaters or support staff not involved in the jam.6.17.4 - the repeated use of obscene, profane, or abusive language or gestures directed at a mascot, announcer, audience member, or other bout production individuals.6.17.5 - the repetitive and excessive use of obscene, profane, or abusive language or gestures directed at an opposing skater, teammate, manager, coach, or other support staff.6.17.6 - fighting is an automatic expulsion for all participants and may result in a suspension (see section 7.4.2). a fight is defined as a physical struggle that is not part of regular game play. a skater that only defends blows and does not engage in the fight will not be penalized.6.17.7 - biting.6.17.8 - jumping onto or into a pile of fighting skaters (i.e., dog pile).6.17.9 - serious physical violence or any action deemed by the officials to cause an extraordinary physical threat.6.17.10 - entry to the penalty box that causes either the skater, the skaters seat, or another seat to forcibly contact another person. this includes people correctly positioned in their team bench area and is not limited to people in the penalty box.

  • Referees will whistle a jam dead if:
    Referees will whistle a jam dead if:
    1. a and b only-9.2.6.1 - a referee may call off a jam for any of the following reasons:9.2.6.1.1 - referees call an official timeout.9.2.6.1.2 - injury. referees will only call off a jam in the case of a serious injury or an injury that could endanger another skater.9.2.6.1.3 - technical difficulty or mechanical malfunctions (including skate trouble).9.2.6.1.4 - in response to a major penalty.9.2.6.1.5 - any skater is unduly interfered with by spectators.9.2.6.1.6 - emergency.9.2.6.1.7 - disruption of the skating surface (debris or spills).9.2.6.1.8 - too many skaters on the track. after the jam has started referees will expeditiously direct any extra skaters so that the jam does not have to be called off (see section 9.2.6.2.6).9.2.6.2 - a referee must call off a jam for any of the following reasons:9.2.6.2.1 - lead jammer calls off the jam by repeatedly placing their hands on their hips.9.2.6.2.2 - end of two-minute jam clock or the end of the periods final jam.9.2.6.2.3 - an injury that is a safety hazard to continued game play.9.2.6.2.4 - fighting.9.2.6.2.5 - technical difficulty or mechanical malfunction (including skate trouble) that is a safety hazard to continued play.9.2.6.2.6 - too many skaters on the track that gives that team a competitive advantage.9.2.6.2.7 - venue malfunctions (including power outages) that are a safety hazard to continued play.9.2.6.2.8 - physical interference (including fans on the track) that interferes with continued play.

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