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Game Parameters

The track is laid out with 15-foot wide lanes. The total length of the track (excluding the ref lane) is 98'. The total width of the track (excluding the ref lane)is 59'. The track is laid out with 39' straight-aways on both sides. The turns are made up of two arcs, the inside arc has a 14.5' radius, while the outer has a 29.5' radius. These are measured from the start of the turns (end of straight-aways). The inside (ref area) of the track is 68' in length and 29' in width (See M.A.D.E Track Specifications diagram). The ref lane is another five-foot wide lane that runs the outer circumference of the track. Adjustments to track size are permitted to fit venue.


One start line will be marked approximately 20'from the start of the first turn with one-foot long hash marks spaced every 20' along the outer boundary line. 


A game lasts for 60 minutes. Leagues may separate this into halves or periods as they see fit, as long as the total time in play is equal to 60 minutes.


Each jam (time of game play) can last up to 90 seconds; and will start when signaled by the Head Ref with one short whistle blast. There may be as many jams in a game as time permits, and each jam will be called off with one long whistle blast. Game concludes when final jam ends.


There is up to 30 seconds between jams.  Teams must be in position on the track, behind or on the start line, within 30 seconds from the final whistle of the previous jam. Skaters who exceed the line prior to the whistle will be issued a False Start penalty.


Proximity on the track will be measured by any portion of the skate, including, but not limited to, out of bounds, scoring and Active Jammer status.


Each team fields up to five players on the track for each jam: one Pivot, three Blockers, and one Jammer. Any player(s) not on the track at time of the start whistle must return to their team's bench causing their team to skate short the equivalent number of players that jam.


Skaters travel counterclockwise on the track. Coming to a standing stop on the track is not permitted. Teams may have up to 14 players per roster.


Each team has a total of 4 timeouts that shall be evenly split between periods. Timeouts do not carry over from period to period. In the event of an odd number of periods, the excess timeouts are removed.  Only Coaches, Captains, or Managers may call a time out, and must do so by forming a "T" with their hands, and calling "Timeout" to the referees. Officials have unlimited timeouts. Timeouts are signaled by the referee with four short whistle blasts.


The team with the highest amount of points at the end of the game wins.


If at the end of the final period the score is tied, another jam will be skated as

Sudden Death (first team to score wins). This will continue until one team scores and is declared the winner.


Slaughter Option: Within the last 5 minutes of the 3rd period, should one team be leading by more than 50 points, the teams may convene and decide if the game should continue into a 4th period. The final decision belongs to the trailing team. They will then have the announcer inform the crowd of the decision and the last 5 minutes of play will resume, with a 4th period to follow or not.


M.A.D.E. Co-Ed Game Structure - Teams may not play more than two (2) male members per jam during co-ed play. - Teams will not play a male Pivot/Jammer combo in any co-ed jam. * Individual teams may modify sanctioned structure in private mutual contract prior to game day.


  • MADE offers a fast-paced, and strenuous game. You will appreciate the 15-minute periods with multiple breaks. However, if you are time restricted, feel free to use the 2, 30 or 3, 20-minute structure instead.
  • MADE is designed to keep the scores close. More than a 30-point difference in score is rare. The Slaughter Option has never been invoked, however, we offer it just in case.

2010 - present

2010 - present

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