
NATIONAL ROLLERDOME LEAGUE OVERVIEW
ROLLERDOME GAME DESCRIPTION AND RULES FOR PLAY ©
A NEW CUTTING EDGE SPORTS ENTERTAINMENT LEAGUE THAT IS A LOOSE HYBRID OF TODAYS AMERICAN FOOTBALL, ICE HOCKEY AND ROLLER DERBY IN THAT IT FEATURES FAST-PACED COMPETITORS ON ROLLER SKATES ADVANCING AND DEFENDING AN ELECTRONICALLY ENHANCED BALL TOWARD THEIR RESPECTIVE GOALS. ROLLERDOME IS PLAYED IN AN INDOOR ARENA ON A LARGE WOODEN TRACK. THE TRACK IS TECHNOLOGICALLY INNOVATIVE AND BANKED WITH HIGHLY ENTERTAINING SIGHT AND SOUND FEATURES VISIBLE THROUGHOUT AS WELL AS AROUND AND ABOVE THE TRACK. THE GAME IS PLAYED WITH AN ELECTRONICALLY ENHANCED ‘SMART’ RUGBY BALL THAT ACTIVATES FEATURES ON THE TRACK AND SCOREBOARD WHEN A SCORE IS ACCOMPLISHED.
TEAMS
PLAYER POSITIONS AND SKILL REQUIREMENTS
22 PLAYER ROSTER PER TEAM
12 OFFENSIVE
10 DEFENSIVE
OFFENSE
- 2 RECEIVERS
- 2 ROLLINGBACKS
- 2 GUARDS
- 4 SCREENERS 2 INSIDE 2 OUTSIDE
- 1 BACKUP RECEIVER
- 1 BACKUP ROLLINGBACK
DEFENSE
- 4 TACKLES
- 6 BLOCKERS

5 PLAYERS ON THE TRACK IN PLAY FROM EACH TEAM
ON TRACK FOR THE OFFENSE
- 1 RECEIVER
- 1 ROLLINGBACK
- 1 GUARD
- 1 INSIDE SCREENER
- 1 OUTSIDE SCREENER
ON TRACK FOR THE DEFENSE
- 2 TACKLES
- 3 BLOCKERS

OFFENSE
RECEIVERS – CATCH THE BALL FROM THE BALL DISPENSER TO START GAME PLAY AND HANDS OFF, PITCHES OR TOSSES THE BALL TO THE ROLLINGBACK. ONCE THE BALL IS HANDED OFF TO THE ROLLINGBACK, THE RECEIVER BECOMES A GUARD
ROLLINGBACK – MAINTAIN POSSESSION OF THE BALL AND MOVES THE BALL DOWN TRACK TO ACTIVATE THE GOAL AT THEIR END ZONE
(THE ROLLINGBACK IS THE ONLY ELIGIBLE BALL CARRIER)
GUARD – PLAYS CLOSE TO THE ROLLINGBACK
INSIDE SCREENER– PLAYS CLOSE INSIDE WITH THE GUARD TO PROTECT THE ROLLINGBACK
OUTSIDE SCREENER – PLAYS OUTSIDE PREVENTING DEFENSIVE PLAYERS FROM GETTING INSIDE TO THE ROLLINGBACK

DEFENSE
BLOCKERS – MANEUVER THROUGH AND BLOCK OUT THE GUARD AND SCREENERS
TACKLES – MANEUVER THROUGH OPENINGS CREATED BY THE BLOCKERS TO TACKLE, KNOCK
OR STRIP THE BALL
(BLOCKERS CAN EFFECT A TACKLE ON THE ROLLINGBACK IF THE OPPORTUNITY IS PRESENT)
GAME CLOCK – TIMEOUTS – CLOCK STOPPAGE
THERE ARE TWO FORTY FIVE MINUTE PERIODS WITH ONE TWENTY MINUTE HALFTIME
A COACH CAN CALL FOR TWO 3 MINUTE TIME OUTS BETWEEN POSSESSIONS PER HALF
THE CLOCK RUNS CONINUOUSLY STOPPING ONLY FOR
- AN INJURED PLAYER WHO MUST BE
- REMOVED FROM THE TRACK
- A COACHES CHALLENGE TO
- AN OFFICIALS CALL
THERE IS NO OVERTIME OR SUDDEN DEATH. GAMES ENDING IN A TIE ARE REGISTERED AS A TIE

SCORING
EACH TEAM HAS THREE PASSES PER BALL POSSESSION IN FRONT OF THEIR GOAL TO SCORE. EACH GOAL IS WORTH 3 POINTS (A TEAM CAN SCORE FROM 0 TO 9 POINTS PER POSSESSION). THE ROLLINGBACK MUST PASS THE BALL THROUGH THE SCORING GRID IN FRONT OF THEIR GOAL TO ACTIVATE A SCORE. SCORING IS ACHIEVED ELECTRONICALLY. THE BALLS ARE BAR CODED TO THEIR RESPECTIVE GOAL. THE GOAL IS ELECTRONICALLY ACTIVATED BY THE BALL WHEN THE ROLLINGBACK PASSES THROUGH THE SCORING GRID
ORDER OF BALL POSSESSION
THERE IS NO COIN TOSS OR FACE OFF THE HOME TEAM CAN CHOOSE TO GO ON OFFENSE OR DEFER POSSESSION TO THE SECOND HALF. WHEN A TEAM HAS ACCOMPLISHED ITS THREE PASSES IN FRONT OF THEIR GOAL, BALL POSSESSION SWITCHES TO THE OTHER TEAM WHO IN TURN HAS THREE PASSES IN FRONT OF THEIR GOAL THE TEAMS SWITCH OFFENSE AND DEFENSE RESPECTFULLY AND ASSEMBLE AT THE OTHERS TEAMS GOAL
TURNOVERS
THERE ARE NO TURNOVERS. IF A BALL IS STRIPPED AND FALLS ON THE TRACK IT BECOMES A DEAD BALL AND THAT PASS IS OVER
PENALTIES
IN THE EVENT OF A PENALTY THAT PLAYER IS WIRELESLY NOTIFIED BY THE OFFICIAL THROUGH A HEADSET IN THE PLAYERS HELMET THAT HE MUST COME OFF THE TRACK. THE COACH IS SIMULTANEOUSLY NOTIFIED OF THE INFRACTION THROUGH HIS HEADSET. THE OFFENSE MUST CONCLUDE THAT POSSESSION WITHOUT THAT PLAYER ON THE TRACK. A COACH CAN CHALLENGE THAT DECISION WITH A BUTTOM LOCATED IN THE COACHES COMMAND CENTER. THE OFFICIAL IS NOTIFIED AND SIGNALS THAT PLAY MUJST STOP THROUGH THE BEACON AT THE TOP OF HIS STATION. A COACH CAN CHALLENGE TWO CALL PER HALF. IF THE CALL IS OVERTURNED THE PLAY AND POSSESSION RESUMES WITH THAT PLAYER BACK ON THE TRACK. IF THE CALL IS UPHELD THE COACH LOSES THE NEXT TIMEOUT.
WHAT CONSTITUTES A PENALTY
- HITTING OR STRIKING AN OPPOSING PLAYER WITH HAND OR FIST
- SPEARING WITH THE HELMET
- CLIPPING A PLAYER FROM BEHIND
- HOLDING ANY PLAYER OTHER THAN THE ROLLINGBACK TO GAIN ADVANTAGE
- KICKING A PLAYER DOWN ON THE TRACK
- GRABBING A PLAYER BY THE HELMET OR SHOULDER PADS (AUTOMATIC EJECTION FROM THE GAME AND LOSS OF POSSESSION)
- INTENTIONALLY DELAYING THE ONGOING PLAY OF THE GAME
- TOO MANY OR TOO FEW PLAYERS ON THE TRACK
- UNSPORTMAN LIKE CONDUCT (TAUNTING)
SUBSTITUTIONS
A COACH MAY SUBSTITUTE A PLAYER BUT MUST DO SO WHILE THE GAME IS IN PLAY. THE GAME DOES NOT STOP

GAME LOGISTICS AND OBJECTIVES
GAME PLAY BEGINS WHEN BOTH TEAMS OFFENSIVE AND DEFENSIVE UNITS ASSEMBLE AT THE OFFENSIVE UNITS END ZONE. THE GAME CLOCK BEGINS WHEN THE OFFENSES BALL CONTROLLER INITIATES THE LIGHTED SEQUENCE ON TOP OF THE BALL DISTRIBUTOR. WHEN THE BEACON TURNS GREEN, BOTH UNITS ENTER THE TRACK. THE BALL DISTRIBUTOR WILL THEN PROJECT THE BALL ONTO THE TRACK WHERE THE RECEIVER WILL CATCH THE BALL.
OFFENSIVE OBJECTIVE
THE RECEIVER WILL THEN HAND OFF, PITCH OR TOSS THE BALL TO THE ROLLINGBACK. THE RECEIVER THEN BECOMES A GUARD. THE ROLLINGBACK WILL MOVE THE BALL AROUND THE TRACK TO THEIR ENDS ZONE TO SCORE WITH THE GUARDS AND SCREENERS FOR PROTECTION FROM THE DEFENSIVE UNIT.
DEFENSIVE OBJECTIVE
DEFENSIVE BLOCKERS ENDEAVOR TO KNOCK GUARDS AND SCREENERS ASIDE AND CLEAR A WAY FOR THE TACKLES TO REACH THE ROLLINGBACK AND TACKLE OR STRIP THE BALL BEFORE HE CAN SCORE. BLOCKERS CAN ALSO TACKLE THE ROLLINGBACK IF THE OPPORTUNITY IS THERE.
PROCEDURES FOR SCORING
EACH TEAM HAS THREE PASSES IN FRONT OF THEIR GOAL TO SCORE. IF THE ROLLINGBACK LOSES THE BALL ON THE FIRST PASS, THE BALL CONTROLER WILL PROJECT A SECOND BALL FOR THE SECOND PASS. IF THE ROLLINGBACK SCORES ON THE SECOND PASS HE WILL MAINTAIN POSSESSION OF THE BALL FOR THE THIRD PASS. THE THIRD PASS CONCLUDES WHEN THE ROLLINGBACK EITHER ACHIEVES A SCORE OR LOSES THE BALL BOTH TEAMS THEN SWITCH OFFENSIVE AND DEFENSIVE UNITS AND ASSEMBLE AT THE OTHER TEAMS ENDZONE. THE SAME SCORING MANEUVERS BEGIN FOR THAT TEAM.
END OF CLOCK TIME
IF THE GAME CLOCK RUNS OUT WHILE A TEAM IS MANEUVERING FOR A SCORING PASS, THAT TEAM CAN CONCLUDE THAT PASS AND THE HALF IS OVER.
SCHEDULING
THE REGULAR SEASON RUNS MARCH THROUGH SEPTEMBER. THERE ARE TWO PRESEASON GAMES AND SIXTEEN REGULAR GAMES.
PLAYOFFS
THE TOP EIGHT TEAMS WITH THE BEST WIN LOSS RECORDS WILL MAKE THE PLAYOFFS. THEY WILL HAVE HOME TRACK ADVANTAGE THROUGHOUT THE PLAYOFFS AND WILL PLAY THE SECOND SEED TEAMS WITH THE MOST NUMBER OF POINTS ACCUMULATED DURING THE REGULAR SEASON. TWO MORE ELIMINATION ROUNDS WILL BE PLAYED. THE REMAINING TWO TEAMS WILL PLAY FOR THE LEAGUE CHAMPIONSHIP.
LEAGUE POLICY FOR CONTRACTS AND FREE AGENCY
ALL PLAYERS SIGN FOR A FIVE YEAR CONTRACT FOR 18 MILLION TO BE PAID OUT IN MONTHLY INSTALLMENTS OF $3000,000.00 TO THEIR FINANCIAL INSTITUTIONS.
A PLAYER IN HIS LAST YEAR OF CONTRACT MAY RESIGN WITH HIS TEAM OR BECOME A FREE AGENT AT THE CONCLUSION OF HIS CONTRACT. THERE IS NO CAP ON ANY TEAM OWNERS RESIGNING OFFER. A FREE AGENT PLAYER IS RESTRICTED FROM MEETING WITH ANOTHER TEAMS OWNER OR THAT TEAMS REPRESENTATIVES UNTIL THE DAY AFTER HIS CONTRACT CONCLUDES A PLAYER FOUND IN VIOLATION OF THIS POLICY WILL FORFEIT ANY REMAINING SALARY AND OR BONUSES.
ANY TEAM OWNER OR THEIR REPRESENTATIVES FOUND IN VIOLATION OF THIS POLICY WILL PAY A FINE OF $50,000.00 TO THE NATIONAL ROLLERDOME LEAGUE AND LOSE THE FOLLOWING YEARS FIRST ROUND DRAFT PICKS.
OWNERS WILL PROVIDE A PROFIT SHARING PLAN WITH PLAYERS, COACHES AND STAFF. THE LEAGUE WILL PROVIDE A 3% MATCHING 401K PLAN
THE LEAGUE WILL PAY 50% OF COLLEGE EXPENSES FOR PLAYERS AND TEAM STAFF.
IT IS THE LEAGUES POLICY TO MAINTAIN AN OPEN DOOR POLICY BETWEEN OWNERS AND PLAYERS, COACHES AND STAFF. ANY PLAYER OR STAFF MEMBER MAY FEEL FREE TO APPROACH THE TEAMS OWNER WITH ANY CONCERNS. IF A PLAYER OR STAFF MEMBER BELIEVES THE TEAMS OWNER IS NOT ADDRESSING ANY ISSUES, HE MAY APPROACH THE LEAGUE TO ARBITRATE ON HIS BEHALF