Rules.

PSL · Rulebook
Authority

Head Referee / PSL Operations

Scope

Governs all PSL matches, officiating, substitutions, reviews, and trick legality.

1) Purpose and Authority

PSL rules exist to ensure consistent judging, fair play, and professional competitive standards.

The Head Referee is the final authority on:

  • trick legality (GOOD / NO GOOD),
  • trick identification calls,
  • challenges and penalties,
  • interference rulings,
  • safety stoppages and match control.

2) Teams, Rosters, and Game Structure

2.1 Team Roster

  • Each team consists of six (6) total skaters.
  • Each match is played with three (3) active skaters on course and three (3) skaters on the bench.

2.2 Quarters

A match consists of four (4) quarters.

2.3 Possession Structure (Offense/Defense)

  • One team is on offense and remains on offense until they accumulate three (3) missed tricks during that possession.
  • After three missed tricks, possession switches to the other team.
  • A possession can continue indefinitely as long as the offense continues landing tricks.

2.4 Offensive Lineup Order ("Skating Lineup")

  • The offensive team must follow a fixed skating order (similar to a batting order).
  • The offense may not repeatedly use the same skater out of order.

2.5 Defensive Selection

The defensive team may choose any of their three active skaters to attempt the match for each offensive trick.

3) Scoring, Misses, and Outcomes

3.1 How Points Are Scored

  • When the offense lands a trick ruled GOOD, the defense must attempt to match the trick.
  • If the defense fails to match, the offense scores one (1) point.
  • If the defense matches, no point is awarded.

3.2 Misses

  • A "miss" is recorded when an attempt is ruled NO GOOD by the referee.
  • When the offense records three (3) misses during a possession, the possession ends and switches to the other team.

4) Trick Rules and Definitions

4.1 "NO GOOD" Tail Tap Rule (Last Stair)

  • A trick is automatically NO GOOD if the skater taps their tail on the last stair.
  • If tail tap occurs on the last stair, the trick does not count regardless of ride-away.

4.2 Trick Identification: Impossible vs. 360 Shuv

  • In any Impossible vs. 360 shuv scenario, the Referee must announce which trick it is before the defense attempts the match.
  • The referee's announcement becomes the official trick call for that attempt.

4.3 One-Footer Definition

  • For a one-footer to count, the skater's foot must fully clear the front of the nose.
  • If the foot does not fully clear the front of the nose: NO GOOD.

4.4 Impossible Definition

  • For an Impossible to count, the board must wrap around the foot.
  • Wrap determination is made solely by the Referee.

4.5 Hardflip / Frontside Flip Trick Call (Referee Discretion)

  • In hardflip/frontside flip family scenarios, the Referee may announce the official trick call if they believe clarification is necessary.
  • If the Referee announces a trick call, that announcement becomes the official trick designation for matching purposes.
  • If the Referee does not announce a trick call, play proceeds and the Referee's ruling at the completion of the attempt controls the official outcome.

4.6 Unintended Trick Rule

  • If a skater lands a trick they did not intend, and the trick is otherwise legal and not disallowed by other PSL rules, the landed trick counts as the unintended trick.
  • "Unintended" is defined as not what the trick was actually intended as by the skater.

5) Trick Repetition and Automatic Outs

5.1 Repetition on Offense = Automatic Out

  • No trick may be repeated on offense.
  • Any repeated trick attempt on offense is an automatic out (recorded as a miss / NO GOOD for possession tracking).

5.2 Defense Matching Exception

  • Defensive attempts are only performed as a match of the offense's trick (or the referee's official trick call when applicable).
  • Because defense is matching, trick repetition restrictions apply only to offense.

6) Review System and Challenges

6.1 What Can Be Challenged

A team may challenge any ruling, including but not limited to:

  • trick legality (GOOD / NO GOOD),
  • trick identification (what the trick was),
  • tail tap,
  • one-footer clearance,
  • impossible wrap,
  • landline compliance,
  • hands/feet compliance,
  • interference rulings.

6.2 Challenge Penalty (Rail Trick)

  • If the challenging team is wrong, they lose one (1) rail trick.
  • Each team has three (3) rail tricks per match.

7) Substitutions and Lineup Management

7.1 Standard Substitutions (Bench)

  • Substitutions are made using the team's bench skaters.
  • Substitutions may be made between quarters.

7.2 Mid-Match Substitution Lock

If a skater is substituted mid-match (outside the between-quarter window), that skater is out for the rest of the game.

7.3 Position Lock

When substitutions occur between quarters, positions must remain consistent:

  • If Position 1 is swapped out, the incoming skater must take Position 1.
  • Same for Position 2, Position 3, etc.

7.4 EBUS (Emergency Backup Skater)

  • EBUS stands for Emergency Backup Skater.
  • EBUS may be used only if a team is reduced to fewer than three (3) available skaters (e.g., only 2 skaters are able to compete).
  • EBUS participation is an emergency measure and is governed by PSL operations and referee oversight.

8) Injury, IR, and Reserve Pickups

8.1 Injury Reserve (IR)

If a skater is injured, a team may place them on IR.

8.2 Temporary Reserve Pickup

A team may pick up a replacement skater from the PSL Reserves List.

A reserve pickup is temporary and exists only to cover the injury absence.

8.3 Not Enough Skaters (Emergency Roster Situation)

  • If a team is missing skaters due to injury and is reduced below three active skaters, PSL defaults to EBUS to restore playable numbers.
  • If no EBUS/reserve is available, the team competes with however many skaters they have remaining (including uneven matchups, potentially 1 vs. 3).

9) Equipment and Broken Board Rule

9.1 Broken Board Ride-Away

  • A broken board (including a broken tail) is permitted only if the landing and ride-away comply with PSL Hands and Feet on the Ground and Landline rules.
  • If the landing violates those rules, the attempt is NO GOOD, regardless of board condition.

10) Interference, Pebble Rule, and Redos

10.1 Unintentional Interference = Redo

If an external factor impacts the attempt outside the skater's control, and the referee deems it unintentional, the skater is awarded a redo.

Examples include (non-exhaustive):

  • pebbles/rocks,
  • accidental obstruction,
  • someone unintentionally entering the line,
  • accidental contact.

10.2 Intentional Interference = Automatic Make

  • If a team intentionally interferes with an opponent's attempt, and the referee deems it clearly intentional, the affected attempt is ruled GOOD automatically.
  • This applies whether the affected skater is on offense or defense.

10.3 Referee Standard

  • Intent is determined by the referee.
  • If it is not clearly intentional, the default remedy is redo.

11) Sudden Death (Tiebreaker)

11.1 Sudden Death Format

In sudden death, each team gets one offensive try.

The team that finishes with one (1) point more than the other after those attempts wins the match.

12) Compliance Rules

12.1 Hands and Feet on the Ground

A trick is ruled NO GOOD if either condition occurs:

Hand-support NO GOOD:

If a skater's hand touches the ground and is clearly supporting their body weight to complete the landing/ride-away, the attempt is NO GOOD.

Non-support hand contact allowed:

If a hand touches the ground but it is clear the skater would have landed anyway and the hand did not support a majority of body weight, the attempt may still be GOOD, provided the rule below is not violated.

Two-body-part rule (strict):

A skater may not have two body parts contact the ground during the same landing attempt.

Example: toe touches and then hand touches on the same landing attempt = NO GOOD.

12.2 Landline

  • The skater must ride away at least twelve (12) feet to be ruled GOOD.
  • The skater must ride past the landline without turning around during the ride-away.
  • Failure to satisfy these requirements results in NO GOOD.

Appendix A — Official Terms (Draft)

GOOD / NO GOOD: Referee ruling on whether a trick counts.

Miss: A NO GOOD attempt.

Automatic Out: Offense repeats a trick → automatic miss/NO GOOD.

Skating Lineup: Fixed offensive order.

EBUS: Emergency Backup Skater.

IR: Injury Reserve.

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