PRO CHEER LEAGUE RULES
As a fan, coach, or athlete, there are so many fun nuances you may witness during a Pro Cheer League match! With new unlocked skills, stunts, and features, here's the rulebook these teams are following!
Match - Rules by Game
PCL Rules For Games
HIGHEST TUMBLER
Overview:
Two tumblers from each team will attempt to land a tumbling pass while flipping over a bar. The pass is only considered successful if one of the athlete’s feet touches the crash mat before any other body part and the bar remains on the standards as the athlete travels over.
If the athlete does NOT touch the bar and the bar falls, they may retry. If the athlete touches the bar in any way and it falls following the landing, it is a failed attempt.
Scoring:
The team’s score is based on the highest successful pass of its two players.
Officials:
The referee ensures:
- The target is set at the correct height
- One of the athlete’s feet hits the mat first
- If the bar falls, whether it was the tumbler’s fault
The last tumbler MAY NOT aim for a tie and must set the bar at least 1 inch higher than the opposing team’s current score.
Each tumbler has only one pass and may not measure or throw partial passes.
Order of Competition:
- Bracket play: Coin toss determines order.
- Seeding round: Pre-match coin toss with coaches determines order.
- A team only passes its turn after successfully clearing a height.
- If the first team has both tumblers fault, the second team wins automatically.
- The second team may still complete passes for record purposes.
- If the game ends after the 3rd tumbler, the 4th tumbler may attempt a height if desired.
Automatic Win:
Any tumbler clearing the maximum measurable height of the standards is an automatic win.
*No apparatus other than the spring floor may be used. No assistance allowed. Assistance is at the officials’ discretion.
BULLSEYE
- Each team selects three tumblers. Each must execute a different tumbling pass.
- One female tumbler must compete last in the lineup.
- All passes must begin with a forward step and start on one of the three panels furthest from the target.
- Each pass must include a minimum of 2 aerial flips and 2.5 twists (a roundoff counts as ½ twist).
- Score is determined by the furthest spot away from the bullseye touched during the landing of the final salto.
- No measuring or partial passes allowed. Athletes must execute within 30 seconds of the official’s signal.
Excessive delay or crowd hyping results in a score of 0.
- Team with highest total after three passes wins.
- Tie = Overtime.
Bullseye Overtime:
- A bench player may be added.
- Passes must alternate male and female.
*Different passes = different twists, saltos, or salto connections.
FLASH PYRAMID
- Only the exact number of athletes shown on the Flash Card may be used.
- No additional athletes allowed in the no-building zone at the time of the hit.
- Officials determine when the pyramid is “hit.”
- No ties. Officials determine which team hit or forfeited first.
- Two additional Velcro lines are added:
Holding Line: No athlete may cross or touch before reveal.
Building Line: No silhouette structure may be held on or before this line.
Space between lines is the no-building zone.
- Load-ins beginning in the no-building zone are permitted if all athletes are in the building zone at the moment of the hit.
- Additional spotters may only catch collapsing pyramids and must remain on middle tape or outside floor skirt.
- No additional markings allowed on performance surface.
If rules are broken, the point is forfeited. In a double forfeit, the team forfeiting first loses the point.
ALL GIRL ENDURANCE
- Turn begins when music starts.
- Flyer must remain in contact with floor until music starts.
- After first heel stretch, tik toks from high heel stretch to high heel stretch are counted.
- Turn ends if:
Standing foot drops below tallest base’s head
Heel stretch missed
45 seconds expires
Stunt falls
Extended foot does not rise above waist
- Ties decided by judges based on technique.
LAST PASS
- Four tumblers per team.
- Three perform synchronized identical pass corner-to-corner.
- Fourth tumbler performs from opposite corner.
- Passes must follow PCL 1st quarter rules.
- Synchronized passes may not change direction.
- Solo pass may change direction once (bounce back).
- Three judges use boxing-style scoring. Majority wins.
- Double forfeiture cancels out and goes to judges.
COED ENDURANCE
- Turn begins when music starts.
- Flyer must stay in contact with floor until music starts.
- After first cupie is hit, count successful hand-to-hand pops.
- Off hand may not assist balance.
- Turn ends if:
Stunt drops
45 seconds expires
Spotter contacts base or flyer
- Ties decided by judges based on technique.
HANGTIME
Both baskets are thrown simultaneously. Basket type is determined by the League prior to the match.
Basket Options:
- Back Tuck
- Back Layout
Officials determine which basket reaches highest point during cradle catch. Instant replay official makes final decision.
Definitions:
- Tuck: Knees and hips bent toward chest.
- Layout: Straight or slightly arched body line with no significant bend.
ALL GIRL BIG TRICK
- Four-person stunt group.
- Maximum 5 tricks.
- Spotter may only assist on dismount catch.
- Sequences must be pre-approved by video.
- Spotter contact before dismount = restart.
- 30-second performance window.
- Groups may restart voluntarily.
- Only final connected attempt is judged.
- Dismount must release before clock ends.
- Boxing-style judging. Majority wins.
COED BIG TRICK
- Two-person coed stunt group.
- Maximum 5 tricks.
- Spotter only permitted on dismount catch.
- Pre-approval by video required.
- Spotter contact before dismount = restart.
- 30-second limit.
- Restart permitted.
- Only final connected attempt judged.
- Dismount must release before clock ends.
- Boxing-style judging. Majority wins.
