Cheer Team Rules
						 
					
					 Each Squad will have two and one half minutes to demonstrate its cheerleading   style and expertise. Timing will begin with the first movement, voice, or   music.
Each Squad will have two and one half minutes to demonstrate its cheerleading   style and expertise. Timing will begin with the first movement, voice, or   music.
Each squad's presentation must include at least one cheer or sideline   chant. The musical portion of the presentation may not exceed one minute and   fifteen seconds.  However, school divisions now have the option of performing   their routine to all music with chants over the music.   
See rules below:
Specific To All-Star Cheer Divisions & School   Divisions that opt to perform to an all music routine.
	- The total routine time cannot exceed 2 minutes and 30 seconds.   Routines may be choreographed to all music or they may contain cheers and\or   chants. Chants may also be used with music or during the musical routine. The   amount of time given to the cheer and chant portion within a routine is   completely left up to the coach-coaches should design the content of a routine   to best match and showcase the talent found on the team.
- There should not be   any organized exits after the official ending of the routine. All introductions   (tumbling, entrances, chants, spell-outs, stunts, etc.) are considered part of   the routine and will be timed as part of the performance. 
- The competition   area for all divisions will be approximately forty (40) feet wide by forty (40)   feet deep. Cheer & Dance/Drill Team America does not use   Spring Floors for the Cheerleading portion of the competition. Squads   must start in the competition area. 
- If a sign or prop is thrown outside the   performing area, that squad will receive a one point per judge deduction for   each violation. Signs or props may be placed or dropped outside the performing   area by a squad member who must remain inside the performing area. 
Partner Stunt/Pyramids
	- All   pyramids and partner students are limited to two persons high. "Two" high is   defined as the base (bottom person) having at least one foot on the ground. 
 Partner students and pyramids higher than shoulder-stand level must have a   continuous spotter for each person over shoulder-stand level. Spotters are   considered part of the squad with regard to the squad member limitations.
- When one stunt is bracing another, one of the stunts must be shoulder height   or below. Exception: Extensions may brace other extensions. 
- If a person in a   partner stunt or pyramid is used as a brace for an extended stunt, the brace   must not be supporting a majority of the top person's weight. The top person   must have their leg in a bent or stretch position ("stretch position" means that   the leg is at least 45 degrees from the body line). 
- Vaults are prohibited. 
- Basket tosses or similar tosses are limited to no more than four tossers and   must be dismounted to a cradle position by two of the original bases plus an   additional spotter at the head and shoulder area. 
 Participants may not pass   over or under other participants from basket tosses or similar tosses.
- Tosses that land in stunts (i.e. toss to hands, basket to elevator, etc. are   allowed). Tosses cannot land in a loading position for another stunt or toss,   nor can they significantly exceed the height of the intended stunt. 
 Partner   stunts and pyramids may not pass over, under, or through other partner stunts or   pyramids.
- Cradle dismounts from double-based partner stunts and pyramids   over shoulder stand level must use three catchers. Cradle dismounts from single   based partner stunts over shoulder-stand height must use two catchers. 
 Cradle dismounts which involve a jump, twist, or other gymnastic skill   require a spotter in addition to the original base(s). Cradle dismounts from all   extended stunts, require a spotter in addition to the original base(s).
- All   backward dismounts from partner stunts or pyramids must use three catchers. The   execution of any gymnastic skill (jump, twist, etc.) during a backward dismount   is prohibited. 
- Forward suspended rolls are allowed provided the base(s) have   their feet on the ground and the top person and the base(s) maintain hand to   hand contact throughout the skill. 
- Backward suspended rolls are prohibited. 
- Twists greater than two rotations in stunts, tosses, or dismounts are   prohibited. 
- Helicopter tosses are prohibited. 
- Single based split catches   are prohibited. 
- Free-falling flips or swan dives from any type of toss,   partner stunt, or pyramid are prohibited. 
- Knee drops are prohibited. 
- Tensions rolls and tension drops are prohibited. 
- Toe pitch and leg pitch   flips are prohibited. 
Tumbling/Gymnastics
	- Dive rolls are prohibited. A dive roll is defined as a forward roll where   your feet leave the ground before your hands reach the ground. 
- Flips greater   than two rotations are prohibited. 
- Twists greater than two rotations are   prohibited. 
- A forward three-quarter flip to the seat or knees is prohibited. 
- The use of mini-trampolines, springboards, or any height increasing   apparatus is prohibited. 
- Participants may not tumble over or under   individuals or over, under, or through partner stunts or pyramids. 
- Participants may not land in a partner stunt or catching position from a   tumbling skill. (Example: A back flip from a tumbling pass into a cradle   position is prohibited.) 
- Landing for all jumps must bear weight on at least   one foot. (Example: A toe touch to a hurdler position, to the seat, knees, or   landing with both feet back is prohibited.) 
- High Kicks to a hurdler position   are prohibited. 
- Any squad in violation of these Specific Safety Regulations   will be assessed a ten (10) point per judge deduction for each violation. CHEER   & DANCE/DRILL TEAM America officials reserve the right to disqualify any   squad that grossly violates these rules and regulations. 
- All Cheerleading   Squads must provide at least two (2) people to serve as spotters. If coaches   elect not to supply spotters all liability and responsibility is assumed by the   coach. Cheer & Dance/Drill Team America does not supply spotters. 
- All   partner stunts must have a continuous spotter. 
Judging   Criteria
The judges will score the squads according to   the judging criteria on a 100 point system. In keeping with the proper role of   cheerleading, emphasis will be based on the practicality of material.
	- Motion   Technique - 10 points
- Strength of Motions (arms, legs), Angles, Style Team   Precision - 10 points 
- Uniformity of Team, Transitions, Timing Cheer - 10   points
- Voices, Jumps, Use of Props Skills - 10 points 
- Variety, Memory,   Lack of Errors Formation - 10 points 
- Spacing, Use of Floor, Variety in   Formation Choreography & Variety - 15 points 
- Creativity of Choreography,   Appropriateness of Music, Use of Motion (poms, ground work, kicks, jumps)   Difficulty - 10 points 
- Degree of Difficulty, Difficulty of Fundamentals,   Choreography, Precision Projection - 10 points 
- Facial Expressions, Volume,   Clarity Overall Performance - 15 points 
- Overall Execution, Crowd Appeal,   Confidence (eye contact)
Time Limits
	- The performance time limit for cheerleading squads is a minimum of 1   minute to a maximum of 2 1/2 minutes in length.
- The timing of performance begins   with the first movement, cheer, or music.
- Timing will end when it is evident   that the routine has concluded.
The above times do not include entering, set-up,   and exit from the floor.
More rules and regulations are listed in the 
Coaches/Director's Guide that will be emailed to you upon receipt of 
your application.