ROLLERWARS is unique in many ways. It is probably the fastest game
on the planet and is played between two teams each consisting of
six crazy characters.
It is played on a circuit that is nearly 200 feet long and 120 feet
wide with an actual playing track that measure just 24 feet wide.
It is completely surrounded by a giant 8 feet wide inflatable
safety bed that is not only part of the set but part of the game!
There are TWO ways to score! One is to put the hand held leather ball into the ‘slammer’.
If thrown into the ‘slammer’ a player can score one point, but if headed in, a very rare feat indeed, a player can score two points!
The other way to score, and some teams work this to their constant advantage, is to put the player in POSSESION of the ball onto the giant safety bed that surrounds the track! If one player brings down an opponent this way a point is scored and it is called a ‘SLAM’. If TWO players attack the man with ball then TWO points are scored and is called a ‘DOUBLE SLAM’, three points scored for a ‘TRIPLE SLAM’ four for a ‘QUAD SLAM’ five a ‘GRAND SLAM’ and if all SIX opposition players take out a player, then it’s ‘FULL HOUSE SLAM’ and SIX points are scored!
It is played in four x four minute quarters and there is no injury time added.
The first quarter sees the track ‘open’ with nothing added.
The second quarter a stunt ramp is added on one side of the track.
The third quarter a speed ramp is added on the opposite side.
The fourth quarter ‘kick ramps’ are added in front of each slam.
RULES OF THE GAME
Each team is designated a ‘slammer’ (goal) at opposite ends of the track at the beginning of each game and can only score at that end.
Attacking teams, the team in possession of the ball, can only skate ANTI-CLOCKWISE if they intend to score, but can skate CLOCKWISE while trying to break down the opposition.
The defending team, the team NOT in possession of the ball, can skate in any direction to set up ‘blocks’ to stop the attacking team from getting near their Slammer.
A team can only score with the ball if they do NOT lose possession of the ball and the ball has passed their Slammer at least once having completed a full circuit. If they lose possession, that means the opposition actually HOLDING the ball not just touching it, even for a second, they have to complete a whole circuit again to score. Once the opposition win possession of the ball, the same applies to them.
No tackling from behind. Players can only bring opponents down from the SIDE or from the FRONT head on.
The THREE SECOND RULE. If a player is caught in possession of the ball he has to release it within THREE SECONDS or it is passed to the opposition and they have to back off TEN FEET and can not attack the ball until at least one pass, from a none moving player, is completed.
If a ball goes out of player, it will be deemed a ‘dead ball’ and a BALL PERSON will throw the ball back as close to where it left the circuit as possible. If the team who were in possession of the ball when it went out of play regains immediate possession, then it is deemed that they have never lost possession and only have to complete the circuit from that point to go for a slam.
A game only restarts, each team going back to their slams, after a slam is scored but play continues if a player is ‘slammed’ onto the bed, the referee signalling how many points have been scored.
Players can NOT pass across the open space in the middle of the circuit. They can only pass within the 24 feet track but can pass the ball as long or short as they want within those boundaries. Therefore a player can actually hand the ball to one of their team mates or make up to a 100 foot pass!
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