Offense and defense are performed simultaneously, and this is a volatile aspect that complicates strategy and tactics. For example, blockers may create a large hole for their jammer to go through and score, but the same maneuver may allow the opposing team’s jammer to score.

Strategies (high-level plans to accomplish the goal of the game, which is to outscore the opponent) include the following:

  • Ending the jam : The leading jammer can “cancel” or end the jam at any time by controlling the opponent’s ability to score points. The strategy of the jam is not to score a lot of points, but to outscore the opponent. Often the lead jammer will score as many points as possible on the first evaluation and then stop blocking before the opposing jammer can begin to evaluate. If the jammer is ahead but behind the opposing jammer, the coach may conclude that the team will lose and direct the jammer to call off the jammer;
  • Star Pass : The jammer for a team can ” pass the star” (can perform a “star pass”) to the rod – that is, pass the helmet cover with the star to the rod, which turns the rod into a jammer. A star pass does not nullify any earned pass by an opponent made by a former jammer, but a star pass forward never counts as an earned pass. A jammer may bypass a star pass due to fatigue, injury, or because the pivot can score better. Star passing is also sometimes referred to as “panty passing”, as helmet covers are sometimes referred to as “panties”;
  • Penalty killing : prop driven, blockers adapt their play to the penalty situation. For example, a downsized team may try to make the pile skate faster to slow down scoring until the team is back to full strength.

Tactics (intentional conceptual tasks in support of a strategy) may include the following :

Fencing : Two or more blockers move together to make it difficult for the opposing team (especially its jammer) to maneuver. They may skate side by side and use a “wide stance” to maximize blocking, but should not link up or grab each other or otherwise form an impenetrable bond. The possibility of suddenly forming a wall deprives the opposition of time to respond. The wall can slow down, slow down, and eventually catch the opposing jammer.

An effective wall can be enough for the entire jammer. Tactics options include the following:

  • Backstrengthening, in which one skater walking forward away from the wall moves backward to see the jammer and direct teammates forming the wal;
  • The skater may break. from the wall to actively challenge the opposing jammer, with a teammate replacing the skater in the wall;
  • If the opposing jammer tries to pass the wall on one side, players may leave the other side to reinforce the active side of the wall.

Jammer tactics in response to a wall or other obstacle from the defense include the following:

  • Pushing through gaps in the wall or forcing the wall to separate using physical force;
  • Evading the obstacle to one side or the other;
  • Juking , where the jammer appears to roll to one side, but quickly Cle goes to the other side;
  • Rolling around the end of an obstacle (360° rotation) to get in front of it;
  • Using teammates to prevent the defense from adjusting, such as setting screens;
  • Using a whip , where one or more teammates grab the jammer’s arm(s) and turn the jammer forward, transferring speed and momentum to the jammer;
  • Using the inside bend of the track to go outside the field but landing outside the field;
  • Running back or re-use : when a skater bumps into an opponent jammer outside the track, the jammer can only re-enter the track behind the skater. The skater moves clockwise along the track to the back of the scramble area to maximize the time the jammer has to spend before returning to the action;
  • Overcoming Obstacles : By separating up to 10 feet apart, blockers can stretch both the backpack and the strike zone, allowing teammates to continue to obstruct the opponent’s jammer. For example, in the reverse run strategy (see Above), the coordinated action of four skaters, in addition to the jammer, can force the opponent’s jammer to circle a full 40 feet before returning to the action.