The History of CCRG

2006_ccrg_first_bout_posterIn the Beginning

Charm City Roller Girls, LLC was formed in 2005. What began as a few women meeting at a Skateland on Sunday and Thursday nights soon became an organized league of over 80 dedicated skaters. Inspired by other leagues in New York, Philadelphia, Texas and all over the United States, CCRG quickly devised a strategy to become Maryland’s premiere all-woman, flat-track roller derby league. Almost immediately, the city of Baltimore took notice. And how could they not?

The Evolution

Today’s modern roller girl is vastly different from those made famous in movies like “Kansas City Bomber” and “Whip it.” Charm City Roller Girls is proud to be represented by women from all over the Baltimore/DC area, each of whom is as unique as the city itself. While we pride ourselves on being athletes, we are also activists, mothers, teachers, artists, writers and much, much more. Every skater brings something indispensable to the league, and together we plan to make roller derby the most exciting thing to hit Charm City since the crab cake.

The League Today

Our league is comprised of three intraleague teams: the Pigtown Butchers, Hampden Hons, and Dundalk Deviants. These three teams, inspired by the colors of the Maryland Flag and some of the most iconic (if not underappreciated parts of Baltimore) are comprised of all CCRG league skaters and bout each other in our home season at Skate Land in Dundalk, Maryland.

Our league also has three interleague teams: The Charm City All Stars, Female Trouble, and The Trouble Makers. League skaters must try out for each of these teams, and aspire to be an elite skater on the All Star team—currently ranked #34 in the world by the Women’s Flat Track Derby Association. Each of these teams play bouts at home and away against teams nationwide and around the world.

Charm City Roller Girls is PROUD to be a skater-owned and operated organization.

What does it mean to be skater-owned and operated? Our league runs entirely on the work of our skaters and other league members. Every bout and event you attend, every poster you see, and every skill on the track is a product of hours of behind the scenes work of our committees.

The Rules of Roller Derby

Here’s the basic way roller derby works, as adapted from Tuscon Roller Derby’s explanation. If you want the official rules, download the full WFTDA ruleset.

Basics

  • Two teams of fourteen players each compete in a bout; each team can field no more than five skaters on the track at one time (the pack).
  • Each pack is made up of one pivot, three blockers, and one jammer.
  • The pivot is designated by a striped helmet cover, while the jammer is designated by a helmet cover with a large star on both sides. Blockers do not wear helmet covers.

Positions

Pivot – Skates in the very front of the pack, controls pack speed and serves as a last line of defense against the opposing jammer. Can become jammer IF jammer passes the helmet cover to her.
Blocker – One of three blockers on her team, works together with other blockers and her pivot to help her jammer through the pack while stopping the opposing jammer. This includes moving opposing blockers out of the way, assisting her jammer, and blocking the opposing jammer.
Jammer – Point scoring player. Starts on or behind the Jammer line. She has to skate through the entire pack one time and lap the pack before she can begin to score points.

Scoring

A jammer receives one point for each skater on the opposite team that she passes legally during each pass through the pack — may only score once on each opposing skater per pass through the pack. Can strategically pass her helmet cover to her pivot if she gets stuck in the pack..

A bout consists of two 30-minute periods. Each period is composed of an unlimited number of jams which can last up to 2 minutes. After each jam, the teams have 30 seconds to line up for the next jam. If a skater is not on the track when the whistle is blown, her team must skate short.

  • One long whistle blast signals the beginning of a jam and for the pack and jammer to start skating.
  • Four whistle blasts signal the end of the jam, which can happen because the two minutes elapsed or because the lead jammer called off the jam.

The lead jammer is the first jammer to get through the pack without passing any opposing blocker while out of bounds or committing a penalty on any opposing blocker while passing them. The lead jammer can call off the jam anytime she wants after lead jammer status has been earned.