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Ontologies Reasoning Components Agents Simulations Rollerslam The Global Fusion Sport of the Third Millennium Jacques Robin Copyright  2002-2006 all rights.

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Presentation on theme: "Ontologies Reasoning Components Agents Simulations Rollerslam The Global Fusion Sport of the Third Millennium Jacques Robin Copyright  2002-2006 all rights."— Presentation transcript:

1 Ontologies Reasoning Components Agents Simulations Rollerslam The Global Fusion Sport of the Third Millennium Jacques Robin Copyright  2002-2006 all rights reserved

2 Outline 1.What is Rollerslam? 2.The Rink 3.The Ramp, Trampoline, Goal and Baskets 4.The Ball 5.Players’ Gear 6.Ball Handling and Positioning 7.Periods and Time-Outs 8.Players and Substitutions 9.Start and Restarts 10.Scoring 11.Physical Contacts 12.Fouls and Penalties 13.Umpires 14.Positions and Tactical Schemes 15.Comparison with other Ball Team Sports

3 Rollerslam! Q: What is Rollerslam? A: A Fusion Sport! Soccer Handball Ice Hockey Australian Football Basketball Rugby Gaelic Football American Football Roller Derby Slamball

4 Rollerslam in a Nutshell  Rollerslam is played on an 190m x 140m elliptical skating rink, composed of a 156m x 90m elliptical flat field surrounded by a banked track, itself surrounded by a 10m high fence;  With a 20cm diameter, 500g ball, similar to a futsal ball but with a much higher bounce thanks to a layer of sulfur volcanized polybutadiene;  By two teams of 20 players, plus 5 substitutes;  Wearing high-top roller-sneakers with embedded and remote controlled switchable rollerblades and protective gears integrating those of american football and roller derby.  Points are scored by throwing, kicking or heading the ball in the netless, two-sided, 7m wide and 4m high lower goal, one of the 6 50cm diameters baskets on the 2m high board above the lower goal, or the higher 7m wide, 10m higher goal above the board.  The goals are located at the foci of the elliptical rink.  Each goal is surrounded by a 21m wide, 14m long trampoline, itself surrounded by a 30m wide, 23m long, 4.5m thick, 1.25m high ramp.  Points are also scored when a team make the ball lap around track by passing or holding it.  Play is continuous, with the ball trapped within the high fences and play not interrupted when points are scored, allowing streaks of consecutive scoring plays by the same team.

5 78m 16m 64,25m 45m 24m The Rink: View from above Field in-track out-track Ramp Edge Trampoline Goal In-Tramp Out-Tramp Center Circle Bounce Circle Track Zone Division

6 The Rink: View from above Right Full Back Field Left Full Back Field Right Full Back Track Left Full Back Track Left Half Back Field Right Half Back Field Left Half Front Field Right Half Front Field Right Full Front Track Left Full Front Track Right Full Front Field Left Full Front Field Right Half Back Track Left Half Back Track Left Half Front Track Right Half Front Track

7 The Rink: Cut Views

8 The Rink: Areas and Dimensions  The rollerslam rink is an ellipse 190m long and 140m wide  It is divided in the following areas:  The 10m high fence that entirely surrounds the rink  The outer track (or out-track), an elliptical ring banked at 60 o, located between the fence and the inner track, that is 2m wide (on the hypotenuse side, only 1m wide on the adjacent side) and 1,73m high  The inner track (or in-track), an elliptical ring banked at 22,5 o, located between the outer track and the field, that is 9.94m high, 24m wide (on the adjacent sides, 26m on the hypotenuse sides) at the two ends of the minor axis and 6.63m high, 16m wide (on the adjacent sides, 17.32m on the hypotenuse sides) on the two ends of the major axis;  The track is divided in 20 track zones;  The field an ellipse 156m long and 90m wide

9 The Rink: Sub-Areas and Dimensions  The field contains:  The bounce circle, a 3m diameter circle at the field center;  The center circle, a 10m diameter circle at the field center;  Two ramps, each a 30m wide, 23m long, 1.25m high hollow truncated cone, centered at one focus of the rink; the side of each ramp is banked at 22,5 o and it is 3.25m wide (on the hypotenuse side, only 3m wide on the adjacent side)  Two ramp edges (or edges) each a 24m wide, 17m long, 1.5m thick hollow cylinder, located between one ramp and trampoline  Two trampolines (or tramps), each a 21m wide and 14m long ellipse, located inside the edge and centered at one focus of the rink  Two goals, each 7m wide, 16m high and 20cm thick, centered at one focus of the rink and parallel to its minor axis.

10 The Goal, the Trampoline and the Ramp: View from above Inner Trampoline Goal Ramp Outer Trampoline (Ramp) Edge Basket Edge Shot Square Goal Line Edge Wall Field Offensive Edge Shot Circle Defensive Edge Shot Circle

11 The Goal, the Trampoline and the Ramp: Front Cut View 7m 10m 2.5m 3m 6m 4m 5m 7m 1.25m 1.5m 3m

12 The Goal, the Trampoline and the Ramp: Side Cut View 7m

13 The Goal  The goal is divided in 9 parts:  The low goal (or simply low) a upwardly oriented convex pentagon which overall height is 4m, base side is 7m wide, straight lower lateral sides are 2.5m high and top side is 2m wide; it is delimited on the ground by the goal line painted on the trampoline, on the sides by two low goal posts and above by the basket board;  The basket board (or simply board), a downwardly oriented concave pentagon, laying immediately above the lower goal which overall height is 3.5m and top side is 7m wide; its inner lower base side is 2m wide and lays 4m above the trampoline;  The high goal (or simply high) a 7m wide and 10m high open rectangle laying immediately above the basket board; it is delimited on the sides by two high goal posts and above by an imaginary line connecting the two posts;  6 baskets attached to the basket board;  The low goal, high goal and baskets are equipped with embedded sensors, light bulbs and buzzers to automatically detect and signal when the ball passes through them  The ball contains an embedded signal transmitter

14 The Baskets  The basket board supports 6 baskets, each one a 50cm diameter circle, hanging horizontally 25cm in front or behind the basket board;  There are 3 basket on each side of the board:  The high basket, located at the board’s horizontal center, 5m above the trampoline;  The right basket, located 25cm from the right edge of the board, 3m above the trampoline;  The left basket, located 25cm from the left edge of the board, 3m above the trampoline.  The 3 baskets facing the rink center are called front baskets, while the 3 baskets facing the rink ends are called the back baskets.

15 The Rink: Materials and Coatings  The rink floor (including the field, ramps and track) is made of wood  It is covered with a 5cm thick rubber coating with a 0.5kg/m 3 (  5%) absorption power  The fence is made of plexiglass  The ramp wall and the 6 lower meters of the goal posts are covered with a foam pads with a 2kg/m 3 (  5%) absorption power  The goal posts and the basket board are made of wood  The basket rims are made of flexible metal

16 The Ball  The ball is a 20cm (  5%) diameter sphere, the size of a futsal ball, marginally larger than an handball ball (18-19cm)  Its volume is: 0.004189m 3 = 4189cm 3 (  5%)  It weights 500g (  5%), slightly more than a futsal ball (400-440g), and handball ball (425-475g)  Its shell is made of a hybrid rubber containing sulfur vulcanized polybutadiene, the material of the high-bounce, 90% resilient superballs  Its free fall bounce on a rollerslam rink (wood coated with hard rubber) must be 75% (  5%), much more than a futsal or handball ball

17 Players’ Gear  A pair of high-top but soccer shoe shaped roller-sneakers containing a remotely switchable three wheel, one front brake and one rear brake rollerblade and an embedded ankle shield  The wheels of the blade must not exceed 6cm diameter and 4cm width and must be made of polyurethane  Gloves with, one the first phalange of each index finger, one wireless remote control to switch the blades on below the platform roller-boot sole, and off inside the sole  An American football helmet with face mask  An American football shoulder and rib shield, worn under the shirt  American football shoulder pads worn between the shoulder shield and the shirt  A groin shield, worn under the pants  Long pants with embedded semi-cylindrical calf pads, thigh pads and glut pads  Long sleeve shirts with embedded cylindrical waist pad and semi-cylindrical arm pads and inner forearm pads  Semi-cylindrical shin shields, worn over the pants  Semi-cylindrical outer forearm shields, worn over the shirt  Roller skating knee shields, worn over the shin shields and pants  Roller skating elbow shields, worn over the forearm shields and shirt  Roller skating wrist shields, worn over the gloves and shirt

18 Ball Handling and Positioning  A player is defined as:  floored when his trunk or at least one of his knees touches the rink or trampoline;  jumping when no part of his body touches the rink or trampoline;  standing in any other situation;  cornered when he his standing and held by an opponent against the fence on the out-track or on the ramp wall inside the trampoline.  As opposed to all other team ball sports, ball handling is completely free in Rollerslam  In any part of the rink, any player can play the ball with any part of his body in any way he chooses;  The only restriction is that a floored or cornered player must release the ball within 3s;  Similarly, as opposed to most other team ball sports, there are no off-sides, prohibited zones or zone returns in Rollerslam;  Players can go in any part of the rink independently of the position of the ball or the other players;  The only restriction is that only the defending goalkeeper can remain on the trampoline for more than 10s when the ball is not located on the ramp or trampoline or in the air above the ramp or trampoline

19 Periods and Time-Outs Periods and Time-Outs  The game is divided in three periods (called thirds) of 20mn effective time each.  There is a 10mn break between each pair of periods.  Time outs last 5mn.  During each time out the players have:  1mn to skate to the coaching area of their respective teams;  3mn in the coaching area to communicate with the coaching staff;  1mn to skate to their initial restart positions on the rink;  Teams prolonging any of these periods beyond those limits are punished with a technical foul.  Each team can call two time outs during the two first thirds and three time outs during the last third.  Only the player in possession of the ball can call a time out by holding the ball with one of his hands on the top of his helmet.

20 Overtimes  There are no ties in Rollerslam.  If the score is tied at the end of the third period up to four sudden victory overtimes are successively played until one team scores.  The first team to score during overtime wins the game which stops immediately.  Each overtime lasts a maximum 10mn.  There is a 10mn break before each overtime.  Each team can call two time outs during each overtime.  If neither team scores during the four overtimes, the team with the best tie-breaking statistics accumulated during the game and overtimes is declared the winner.

21 Tie-Breaking Statistics  In order: 1.Highest number of near misses, i.e.,  Low or high goal shots that bounced off the goal posts or basket board top or bottom edge;  Basket shots that bounced off one basket rim three times;  Lap attempts that failed by less than 2 meters. 2.Lowest number of violent and technical fouls committed. 3.Lowest number of fouls committed. 4.Highest number of shots at low goal, high goal and baskets. 5.Longest total time with the ball on the opponent’s trampoline and ramp. 6.Longest total time with the ball in the opponent’s rink half. 7.Longest total time of ball possession.

22 Teams and Substitutions  Each team is composed of 25 players, among which, one team captain and one team vice-captain.  20 players of each team can be simultaneously on the rink, among which one is the designated goalkeeper.  Up to five players can be substituted:  During each inter-period break;  During each time-out:  Whenever the ball flies out of the rink above the fence:  Whenever the game is interrupted by an umpire.  Substitution can only be made in such circumstances.  Any player substituting the goalkeeper automatically becomes the designated goalkeeper.  At no time during game can the team simultaneously benches the captain and the vice-captain.  If one of them or both get injured, the head coach of the team must indicate to the umpires two other players to replace them in their captainship duties.

23 The Start Bounce  Set play that starts each period or overtime of the game.  Three players of each team is allowed inside the center circle but outside the bounce circle.  All other players must stay outside of the center circle.  This is the only positioning restriction however, as players from one team can start the game in the opponent’s half.  One umpire bounces the ball hard on the floor inside the center circle.  Once the ball is either touched by one player or leaves the cylinder above the center circle, all players can enter it and plays resume normally.

24 The Restart Bounce  Set play to restart the game after either a time-out or after an umpire interrupted the game for various reasons, such as a player injury, a problem with a player equipment or other incidents preventing the normal and safe continuation of the game;  It is similar to a start bounce except for two key characteristics:  It is given at the point where the ball was when the time-out was called or the umpired interrupted the game (instead of the center field);  Only the player that was in possession of the ball at the time, or his substitute, is allowed within a 10m diameter circle around this point but outside a 3m diameter circle around this point;  All 39 other players must remain outside a 10m diameter circle around this point until either the ball is touched by the player inside this circle or it bounces out of the cylinder above this circle.

25 The Track Shot  Set play to restart the game after the ball flew above the 10m high fence surrounding the rink.  The opponent team of the player to last touch the ball before it went over the fence is given the ball to take the track shot.  Only one player from this team is allowed in the track shot zone where the ball was located before it went over the fence.  All 39 other players must remain outside this track zone until he throws, kicks or heads the ball.  Once the umpire whistles the track shot, the track shooter has 10s to play the ball, in any way he chooses, during which he can move freely without opposition in the track zone where he is taking the shot (for example to take momentum for his shot).  If he fails to play the ball within 10s, a track shot is granted to the opposing team.  Points can be scored directly from a track shot.  When a track shot is awarded to a team, its team captain or vice-captain can request to use one of the remaining time outs that his team still has at its disposal for the ongoing period or overtime.  After such time out, game resumes with the track shot, instead of resuming with a restart bounces as is the case after a regular time out.

26 Scoring  A team scores points when the ball goes through the opponent’s low goal, baskets or high goal.  A goal or basket is always credited to the last attacking player to touch the ball before it passed through the goal (i.e., there are no “against goals or baskets).  A team also scores points by passing or carrying the ball around the track clockwise or counterclockwise until it completes one or several laps.  In contrast to other team ball sports, the game is not interrupted when a team score a point and the ball is not given to the adversary, allowing streaks of consecutive points to be scored by a team in the same play  The number of points scored depends on various factors, mainly:  Which part of the shooter’s body last touched the ball before it entered the goal;  Where was the shooter’s located on the rink when he released the ball;  Whether the goal was an isolated occurrence or was part of specific consecutive goal sequences during which the ball remained out of touch for any player of the defensive team;  They are far many more different ways to score different quantities of points in Rollerslam than in any other team ball sports;

27 The Low Goals  A low goal is scored when the ball entirely passes from one side of the lower goal to the other side;  A low goal is worth:  2 points if the scorer last touched it with one of its hand or arm inside the tramp or on the ramp; it is then call a short hand low;  3 points if the scorer last touched it with one of its hand or arm outside the tramp and the ramp; it is then call a long hand low;  4 points if the scorer last touched it with its head, trunk or one of its foot or leg inside the tramp or on the ramp; it is then call a short foot low;  6 points if the scorer last touched it with its head, trunk or one of its foot or leg outside the tramp or ramp; it is then call a long foot low;  There are 3 special types of low goals worth more points than the ones just listed:  The try worth 7 points;  The low hand volley worth 4 points;  The low foot volley worth 8 points.  As opposed to other team ball sports, a low rollerslam goal can be scored indifferently in either direction, by traversing the low goal from either the front or the back.

28 The Try  A try is scored when an attacking players holding the ball traverses the low goal and then make the ball touch the trampoline while still holding it (this last part of a try is called the touchdown);  A valid try must meet the following conditions:  The entire body of the attacking player (head, trunk and all four members) must be located:  On one side of the low goal when he takes possession of the ball;  On the other side of the low goal when he makes the touchdown;  He must maintain uninterrupted possession of the ball during his entire traversal of the low goal;  In the context of a try attempt, possession is defined as the ball being in simultaneous contact with the trunk of the player and one of his hands or arms;  The touchdown is completed when the ball is in simultaneous contact with both the trampoline and one hand of the player (and the entire body of the player has passed the goal line).

29 The Low Volley  A low volley is scored whenever ― immediately after a regular low goal in a given direction ― an attacking player slams back the ball through the goal in the opposite direction with a single contact with the ball lasting less than two seconds;  In addition, for the second of two consecutive low goals to count as a low volley, in between its first traversal of the low goal and its second traversal in the opposite direction, the ball must not touch the trampoline or any other player than volley’s shooter;  A low volley is:  called a low hand volley and worth 4 points if scored with the shooting player’s hand or arm;  call a low foot volley and worth 8 points if scored with the one or both of the shooting player’s foot, leg, trunk or head.

30 The High Goals  A high goal is scored when an attacking player throws or kicks the ball from his own rink half to the rectangle between the posts above the basket board of the opponent’s team  A high goal is:  called a high hand goal (or hand high) and is worth 1 point if the shooter threw the ball (with one or both of his hands or arms) from behind the median line but in front of the goal line of his own team, in  called a high foot goal (or high foot) and is worth 2 points if the shooter kicked the ball (with one or both of his hands or arms) from behind the median line but in front of the goal line of his own team  called a far high goal (or far high) and is worth 9 points if the shooter kicked or threw the ball from behind his own goal line and the ball goes through both his own goal and his opponent’s goal  To be valid, a high goal attempt must meet the following conditions:  At the moment of the throw or kick, both the entire volume of the ball and the entire volume of the shooter’s body (head, trunk, arms, hands, legs and feet) must be behind the shooting line (either the median line or the shooter’s team goal line)  The ball entirely traverses the shooter’s opponent high goal (or both high goals in case of a far high goal)  Between the throw or kick and the ball passing the opponent’s goal, the ball cannot touch neither the ground of the rink (including the trampoline) nor any other player (teammate or adversary) than the shooter.

31 The High Volley  A high volley is scored whenever ― immediately after a regular high goal ― an attacking player slams back the ball through the high goal in the opposite direction with a single contact with the ball lasting less than a two seconds;  In addition, in between its two traversals of the high goal ― respectively corresponding to the initial high goal and the subsequent high volley ― the ball must not touch the trampoline or any other player than the volley’s shooter  A high volley is:  called a high hand volley and worth 3 points if scored with the hand or arm of the shooter;  called a high foot volley and worth 6 points if scored with the foot, leg trunk or head of the shooter.

32 The Baskets  A basket is scored when the ball entirely passes through the rim of one basket, falling from above.  As opposed to basketball, in rollerslam shot at the basket can be blocked on their descending trajectory.  A basket scored with the scorer’s hand in contact with ball when the ball enters the rim is called a dunk; otherwise it is called a hoop.  A basket scored with the shooters having last touched the ball with his hand or arm is called a hand basket or regular basket.  A basket scored with the shooters having last touched the ball with his foot, leg, trunk or head is called a foot basket, and is worth thrice the number of points of the corresponding hand basket taken from the same distance.

33 The Baskets  A basket is:  called a trampoline basket (or tramp hoop) and worth 4 points if the shooters at the time he releases the ball has one part of his body on the trampoline or is in the air after having jumped from the trampoline;  called a jump basket (or jump hoop) and worth 5 points if the shooter releases the ball while in the air above the trampoline immediately after having jumped from the ramp;  called a ramp basket (or ramp hoop) and worth 6 points if the shooter releases the ball from the ramp (including the ramp’s edge);  called a field basket (or field hoop) and worth 9 points if the shooter releases the ball from the field;  called a track basket and worth 14 points if the shooter releases the ball from the track;  called a long dunk and worth 7 points if the shooter dunks the ball after jumping from the ramp (including the ramp’s edge), bouncing on the trampoline only once and keeping the ball in one of his hands at all time from the initial jump to the dunk;  called a alley dunk and worth 6 points if one attacking player (the passer) throws the ball above one of the baskets from the ramp (including the ramp’s edge) and another attacking player (the dunker) dunks it into the basket with a single hand in a single movement while in the air; for the basket to be a valid alley hoop, between the release of the ball by the passer and the ball entering the basket, no third attacking player can touch the ball;

34 The Laps  A passing lap is scored when:  a team passes the ball around the track clockwise or counterclockwise making it complete a lap,  while the ball remains at all time in the hollow cylinder above the track limit,  and the ball does not touch any opponent nor the rink at any time (but it can touch the rink fence).  A rushing lap is scored when:  a player skates a lap around the track,  starting and finishing the lap in possession of the ball,  while the ball remains at all time in the hollow cylinder above the track limit,  and the ball does not touch any other player (opponent or teammates) nor the rink at any time (but it can touch the rink fence).

35 Scoring Summary  Low Goal:  Near Hand Low: 2 pts  Far Hand Low: 3 pts  Near Foot Low: 4 pts  Hand Low Volley: 4 pts  Far Foot Low: 6 pts  Try: 7 pts  Foot Low Volley: 8 pts  High Goal:  Near Hand High: 1 pt  Near Foot High: 2 pts  Hand High Volley: 3 pts  Foot High Volley: 6 pts  Far High: 9 pts  Baskets:  Hand Tramp Hoop: 4 pts  Hand Jump Hoop: 5 pts  Hand Ramp Hoop: 6 pts  Alley Dunk: 6 pts  Long Dunk: 7 pts  Hand Field Hoop: 9 pts  Hand Track Hoop: 14 pts  Foot Tramp Hoop: 12 pts  Foot Jump Hoop: 15 pts  Foot Field Hoop: 27 pts  Foot Track Hoop: 42 pts  Laps:  1 passing lap: 12 pts  N consecutive passing laps: (N+1)*12 pts  1 rushing lap: 18 pts  N consecutive rushing laps: (N+1)*18 pts

36 Physical Contacts  Two players within a 5m radius circle from a third player in possession of the ball can screen each other by:  Pushing or grabbing each other with open hands below the neck (including from the back) and above the waist  Bumping into each other trunk first above the waist  Slapping each other on the arms with open hands  Two players within a 5m radius from a loose ball (in possession of no player) can scramble for the ball by:  Using the same physical contacts allowed for a screen, or  Elbowing each other in the arms or trunk from the front or side  A player can tackle an opponent in possession of the ball by:  Using the same physical contacts allowed for a screen, or  Pushing or grabbing him with open hands below the waist  Bumping into him trunk first below the waist  A player in possession of the ball can counter-tackle an opponent by:  Using the same physical contacts allowed for a tackle, or  Elbowing him in the arms or trunk from the front or side

37 Physical Contacts  A player is in possession of the ball when:  He holds it in one or both hands  He holds it against his trunk with one or both arms  It is within reach of his limbs and out of reach of any other player’s limbs  A player distant from the ball by more than 5m cannot be intentionally pushed, grabbed, hit or bumped into in any way  During a legal tackle, screen or scramble:  A player on the ramp, edge or outer trampoline, can only be pushed, grabbed or bumped into either laterally or towards the goal,  A player on the inner trampoline, can only be pushed, grabbed or bumped into either laterally or towards the ramp,  A player on the out-track can only be pushed, grabbed or bumped into away from the fence  A standing or floored player cannot tackle, screen or scramble with a jumping player, and vice-versa.

38 Fouls  There are three kinds of fouls:  Violent fouls  Violent fouls, endangering the safety of other players  Simple fouls  Simple fouls, against the rules but not endangering the safety of other players  Technical fouls  Technical fouls, against the spirit of the game and fair play  For the entire duration of the game, including overtimes, a player is ejected from the game without being substituted after committing:  His 6 th foul of any kind, or  His 2 nd violent foul, or  His 2 nd technical foul  After committing his first violent foul, the player is sent to the sin bin for 10mn without being substituted

39 Violent Fouls  Making a violent or dangerous contact with an opponent either intentionally or unintentionally but avoidable and unnecessary to play to ball or land safely from a jump;  The following contacts are considered violent or dangerous:  Kicking: hitting a player with the knee, shin or foot  Punching: hitting a player with the side of an open hand or with a closed fist  Hitting a player with one hand or elbow while grabbing it with the other arm  Tripping  Headbutting  Elbowing a player above the shoulder, below the waist or in the back  Twisting the arm or leg of a player  Grabbing the neck, head or face mask of a player  Skating or trampling on a floored player  Landing on a floored player with the feet, knee, elbow or fist  Dangerous tackling, screening or scrambling:  Between a jumping player and a standing or floored player, or  Towards the goal on the inner trampoline  Away from the goal on the outer trampoline, ramp edge and ramp  Towards the fence on the out-track

40 Simple Fouls  10s violation:  any player except the defending goal keeper staying over 10s in the trampoline when the ball is not in it  Illegal tackling, screening or scrambling:  making the allowed physical contacts for a tackle, screen or scramble on a player more than 5m away from the ball  Illegal holding:  holding a player on the ground or against the fence or the ramp wall for more than 3s  Stalling:  holding the ball while floored or cornered for more than 3s

41 Technical Fouls  Fighting  Either starting a fight, retaliating or getting involved to protect a teammate  Once a fight started, the only accepted behavior is restraining or pushing away one’s own teammate from the fight  Physically intimidating or intentionally touching an umpire  Insulting another player, an umpire or the public verbally or making an offensive gesture  Another player than the team captain discussing the validity or protesting an umpire’s call  Holding on the ball for over 3s after its possession has been transferred to the opponent by an umpire’s decision  Staying for over 3s or coming back to a prohibited position after having been requested to get out by an umpire  Faking having been fouled or injured  Presence of more than 20 players from one team on the rink  A sin-binned player coming back on the field before 10mn  A ejected player back coming on the rink

42 Penalties  A 10s violation,  is punished by a trampoline free shot taken by the defending goalkeeper  if committed by a team that is below the limit of 10 fouls per period or 5 fouls per overtime  by an edge shot taken by any player named by the team captain or vice- captain if the guilty team is already over that limit  Illegal tackling, screening, scrambling, holding:  on the field outside the ramp, edge or trampoline by a team that is below the limit of 10 fouls per period or 5 fouls per overtime, is punished by a field free shot taken from the point where it was committed,  on the track by a team that is below the limit of 10 fouls per period or 5 fouls per overtime, is punished by a track shot,  on the ramp, edge or trampoline or anywhere else by a team that is already over the limit of 10 fouls per period or 5 fouls per overtime, is punished by an edge shot;  these shots can only be taken by the fouled player (or his substitute if he got injured by the foul)

43 Penalties  Stalling:  on the ramp, edge or trampoline by a team that is below the limit of 10 fouls per period or 5 fouls per overtime is punished by a trampoline free shot taken by the defending goalkeeper;  on the field outside the ramp, edge or trampoline by a team that is below the limit of 10 fouls per period or 5 fouls per overtime is punished by a field free shot taken by the player that tackled the stalling player;  on the track by a team that is below the limit of 10 fouls per period or 5 fouls per overtime is punished by a track shot taken by the player that tackled the stalling player;  anywhere by a team that is already over the limit of 10 fouls per period or 5 fouls per overtime is punished by an edge shot taken by the player that tackled the stalling player;  A violent or dangerous foul is punished by an edge shot taken by the fouled player  A technical foul is punished by an edge shot taken by a player designated by the team captain or vice-captain

44 The Field Free Shot  All players except the shooter must remain beyond a 10m radius circle around the point where the foul was committed  The shooter can play the ball in anyway he wishes but must do so from the exact point where the foul was committed and must wait for umpire’s whistle allowing the shot to be taken  After that whistle, the shooter has 5s to take the shot  During those 5s other players cannot make any intentional contacts between them nor enter the 10m radius circle around the shooter  After the shooter makes the first contact with the ball after the whistle, play resumes normally

45 The Trampoline Free Shot  All players except the defending goalkeeper must remain out of the trampoline, ramp and edge  The defending goalkeeper can play the ball in anyway he wishes and take the shot from anywhere on the trampoline  However, he must wait for umpire’s whistle allowing the shot to be taken  After that whistle, he has 5s to take the shot  During those 5s other players cannot make any intentional contacts between them nor enter the ramp, edge or trampoline  After the shooter makes the first contact with the ball after the whistle, play resumes normally

46 The Edge Shot  Before the shot:  The defending goalkeeper must remain on the inner trampoline; but he can freely move and jump on it while the shooter prepares for the shot  All 29 other players must remain out of the trampoline  The shooter stays on the green edge shot square of his choice  One of his teammates can stay on the opposing blue edge shot square  Five teammates of the shooter can stay on the green edge circles  Six players from the defending team can stay on the red edge circles  The shooter must wait for umpire’s whistle allowing the shot to be taken  After that whistle, he has 5s to take the shot  During those 5s the players on the edge must remain motionless  The shooter can take the shoot in any way he wishes, including leaving the ball on the edge shot square to be kicked or taking it ball into one or both his hands  After the whistle, once the shooter makes the first contact with the ball or leaves the edge shot square in possession of the ball, play resumes normally, and players on the edge can jump in the trampoline

47 Advantage Rule  If following a foul, the opponent of the guilty team is:  in a position judged by the umpire in charge of the zone where it was committed,  to be more favorable to score more points,  than that it would be if the penalty for the foul were apply,  and the foul did not result in an player injury requiring immediate assistance;  Then, this umpire must let the play proceed while adding the foul to the total of the violating player and team.

48 The Umpires  There are 14 umpires in a Rollerslam game  12 are on the rink, each one assigned to a specific zone:  2 trampoline umpires, each responsible for one trampoline, ramp and ramp edge  2 end umpires, each responsible for one back track and back field  4 track umpires, each responsible for one quarter of the front track  4 field umpires, each responsible for one quarter of the front field  Two are in the umpire box in the stands:  The time keeper, responsible for starting and stopping the game clock;  The video umpire, responsible for providing advices to the rink umpires on the basis of video replays  The rink umpires wear the same gear than players with a distinctive all black color and an embedded microphone and headphones in their helmet to communicate with the other umpires and announce the calls through the rink’s loudspeakers  A rink umpire has prerogative and final say for all the plays that occur in his zone  However, the captain or vice-captain of each team can contest two rink umpire calls per period or overtime  In such cases, the umpire must confer the call with other rink umpires and with the video umpire before confirming or changing the call  If the call is changed, the team in possession of the ball when the call was contested is awarded a restart bounce  If the call is confirmed, the opponent of the contesting team is awarded a restart bounce

49 Comparison with other Team Ball Sports  Bi-directional scoring:  Play takes place both in front and behind the goals, with goals scored in both directions  More continuous: not  Plays does not stop when points are scored  Ball very rarely goes out of bounds due to the 10m high fence onto which the ball can be freely bounced  More diverse:  Unparalleled diversity of ways to score various amount of points  Integrates moves of handball, soccer, basketball, volleyball, rugby, american football and roller derby  Freer:  Unparalleled freedom for ball handling, positioning and body contacts  More physical:  Hardest body contacts allowed within safety limits  More acrobatic:  With skates and trampoline, jumping ramp and banked track

50 Comparison with other Team Ball Sports  More technical: players need to know how to  skate on flat and inclined surfaces,  jump on a trampoline  throw, catch, spike, head and kick the ball  control the ball with feet, trunk and hands  shoot and dunk at baskets  shoot at two different goals with any body part  score tries on a trampoline  dribble opponents using hands, trunk, feet, head, the air and the fence  More tactical:  Mind-boggling diversity of plays with different rewards  Complex screening and counter-screening patterns within a 5m radius of the ball, yet freedom of movement beyond it

51 Tactics: the 1-6-1-5-1-5-1 Line-Up EB 1 GK 0 RB 2 LB 3 CB 4 FB 5 FB 6 HB 8 RT 7 CT 9 LT 11 HF 10 RV 12 RV 13 CF 15 RF 14 RF 16 EF 19 FF 17 FF 18 IB 20 IT 21 IR 22 IC 23 IF 24

52 Players Positions and Tactical Line-Ups  Since the rollerslam rink is very large, and  there are no off-sides, nor zone returns, with players able to stay indefinitely in the opponent’s half of the rink,  most players occupy fixed defensive, midfield and offensive zones on the rink, with only a few players going back and forth around the rink,  and most defenses are of the individual man-marking types, with a few additional free men, covering zones instead of a specific opponents.  The most widely used tactic is the 6-7-6 with:  the Goal Keeper (GK), remaining almost the entire game on his trampoline,  6 backs, remaining the entire game in defensive positions around their own trampoline,  6 forwards remaining the entire game in attacking positions around the opponent’s trampoline,  7 midfielders linking the back and forward units through passing and skating on the midfield and track,  5 interchange or bench players, that substitute the 20 starters during the game.

53 Players Positions: Backs  The 6 backs are generally divided into:  4 fixed backs, forming a defensive diamond around their own trampoline,  the End Back (EB) behind the trampoline,  the Right Back (RB) and Left Back (LB) on the sides of it,  the Center Back (CB) in front of it;  2 Free Backs (FB), moving freely in any position in the rink third containing their trampoline.  Defensive tactics vary mainly in terms of the roles assigned to the free backs;  Star free backs fulfill the majority or all of these roles, rotating between them based on their own tactical reading of the game on coach instructions during time-outs;  Role free backs stick to only one or two of these roles.

54 Players’ Positions: Free Back Role Variations  The roles of the free backs in various defensive schemes are:  Back-up goalkeeper, staying in the goal next to the goalkeeper to block shots to the low goal and baskets when the ball gets on the ramp or trampoline;  Roaming counter-screener, screening forwards to prevent them to screen the goalkeeper or the fixed backs guarding the other forwards;  Fixed back-up guard, double teaming a specific forward or the half-forward;  Man’s marking free forward guard, against teams which use free forwards as additional passers and shooters instead of their more common goalkeeper and back screening role;  Back-up end back, patrolling the back field and back track tackling and screening adversaries, going for loose balls, cutting passes and blocking long shots;  Back-up half back, patrolling the back midfield tackling and screening adversaries, going for loose balls, cutting passes and blocking long shots.  Depending of the roles taken by the two free backs, the 8 defensive players (the goalkeeper, the six backs and the half back) are aligned in one of the following formations:  2-4-1-1, 2-3-2-1, 2-3-1-2, 1-5-1-1, 1-4-2-1, 1-4-1-2, 1-3-3-1, 1-3-2-2, 1-3-1-3

55 Players Positions: Midfielders  The 7 midfielders are generally divided into:  the pure midfielders forming a 5 player line moving up and down between their own ramp and the opponent’s ramp,  the Half-Back (HB) or defensive midfielder, positioned between the backs and the midfield line, a tireless hard tackler that provides the first, up-field line of defense;  the Half-Forward (HF) or offensive midfielder, positioned between the midfield line and the forwards, a playmaking and short pass specialist that attacks the opponent’s trampoline and whose role is very similar to that of a Nº 10 in soccer or point guard in basketball;  The pure midfielders are generally divided into:  the Right Tracker (RT) that tirelessly goes up and down the entire right side of the track, including both back tracks,  the Left Tracker (LT) that does the same on the left side of the track,  the Center (CT) a playmaking and long pass specialist that remains in central midfield and whose role is very similar to that of an american football quaterback or rugby fly-half,  2 Rovers (RV), or followers, highly versatile players that tirelessly cover the entire field, going after loose balls, intercepting passes, tackling opponents, screening opponents to protect the center and half forward from tackles, positioning themselves to receive and give back short passes in midfield, going deep into their own rink half to support the defense and deep in the opponent’s rink half to support the offense

56 Players Positions: Forwards  The 6 forwards are generally divided into:  4 fixed forwards, forming a offensive diamond around the opponent’s trampoline,  the End Forward (EF) behind the trampoline,  the Right Forward (RF) and Left Forward (LF) on the sides of it,  the Center Forward (CF) in front of it;  2 Free Forwards (FF), moving freely in any position in the rink third containing the opponent’s trampoline  Offensive tactics vary mainly in terms of the roles assigned to the free forwards  Star free forwards fulfill the majority or all of these roles, rotating between them based on their own tactical reading of the game on coach instructions during time-outs;  Role free forwards stick to only one or two of these roles.

57 Players Positions: Free Forward Role Variations  The roles of the free forwards in various offensive schemes are:  Defensive free forwards, who focus on easing the passing and shooting of their attacking teammates by screening opposing defenders;  Offensive free forwards, who create numerical advantage for their team around the opponent’s trampoline by providing additional passers and shooters;  Defensive free forwards sub-categorize into:  Goalkeeper screener, who focus on screening the goalkeeper while one of this teammate is shooting at the lower goal or basket or attempting a high goal volley,  Roaming screener, who follows the ball and screen any opponent in the 5m radius of the ball  Center-forward escort, who follows the half forward, and when the latter holds the ball, screen opponents trying the tackle him;  End-forward escort, who follows the end forward, and when the latter holds the ball, screen opponents trying the tackle him;

58 Players Positions: Free Forward Role Variations  Offensive free forwards sub-categorize into:  Scoring specialists, who roam the entire offensive area but focus on scoring one type of points such as tries, field hoops, long dunks, foot volleys (low and high), far foot low goals, that the fixed forwards of their team have little ability to score;  Back-up half forward, who provide an additional passer and shooter in the front track, front field and the offensive half of the front half field and front half track;  Back-up center forward, a versatile scorer and passer that posts-up as additional center forward near the front of the opponent’s ramp;  Back-up end forward, a versatile scorer and passer that acts mainly on the back field and back track.  Depending of the roles taken by the two free forwards, the 7 offensive players (the 6 forwards and the half forward) are aligned in one of the following formations:  3-1-2-1, 2-2-2-1, 2-1-3-1, 2-1-2-2, 1-3-2-1, 1-2-3-1, 1-1-4-1, 1-1-3-2 or 1-1-2-3

59 Player Positions: the Interchange Bench  The 25 players of a rollerslam team are divided into:  20 starters, that start the game on the rink;  5 interchange players that start the game on the bench and substitute the starters during the game.  Since,  the goalkeeper remains almost the entire game in the trampoline,  most backs and forwards remain posted in fairly fixed positions around the trampolines,  but trackers and rovers cover phenomenal ground skating back and forth between the two trampoline, the formers on the banked track and the later on the flat field,  and centers and half-forwards have very rare pinpoint precise throwing and kicking passing skills and rink vision and most plays pass through them,  the 5 interchange positions are most frequently divided into:  one interchange back that rotate on the rink with the 6 starting backs, the starting half-back and exceptionally with the starting goalkeeper,  one interchange forward that rotate on the rink with the 5 starting forwards  one interchange tracker that rotate on the rink with the 2 starting trackers,  one interchange rover that rotate on the rink with the 2 starting rovers  one interchange center that rotate on the rink with the starting center and starting half-forward

60 Substitution Patterns  In a very deep team where interchange players are as talented as the starters the time spent on the rink by the various players is usually the following:  Goalkeeper, the entire 60mn of the game if not injured  Backs and half-back, 53-54mn  Forwards, 51-52mn  Trackers, rovers, centers and half-forwards, 40mn  The many teams that lack a quality interchange center, generally opt to rotate 2 interchange forwards with the 5 starting forwards and the half-forward, resulting in the following playing times:  Goalkeeper and center, the entire 60mn of the game if not injured  Backs and half-back, 53-54mn  Forwards and half-forward, 45mn  Trackers and rovers, 40mn


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