Raising the standard for Season 2

MATCH - RULES BY GAME

HIGHEST TUMBLER

Point Value: 1 Point

Quick Summary: Tumblers launch over a horizontal high bar onto a landing mat; highest successful clearance without knocking the bar off wins.

Full Rules:

Participants: Two (2) tumblers per team.

Objective: Pass over a horizontal bar onto landing mats. Considered successful if cleared without knocking the bar off and one/both feet hit the mat first.

Failed Attempt: Touching the bar and causing it to fall, landing on a body part other than feet first, or failing to cross over. If the bar falls without athlete contact, a retry is awarded.

Scoring & Procedure: Team score is the highest successful pass. The final competing tumbler cannot aim for a tie and must set the bar at least 1 inch higher than the opponent's score.

Automatic Win: Successfully clearing the maximum measurable height of the standards.

COED ENDURANCE

Point Value: 1 Point

Quick Summary: A coed pair holds a single-handed cupie stunt and performs hand-to-hand switches without using the free hand for balance.

Participants: Coed pair (1 flyer, 1 base) + spotter.

Procedure: Starts when music begins. Flyer remains on floor until start signal.

Scoring: Counted by successful hand-to-hand switches after initial cupie. Free hand may not assist balance.

Termination: Ends if stunt drops below base's head height, 45-second limit expires, spotter touches the group, or base uses a second hand.

Tiebreaker: Judge evaluation of technique.

ALL GIRL ENDURANCE

Point Value: 1 Point

Quick Summary: An all-girl stunt group tests stamina by performing continuous balance switches (tic-tocks) at high extension.

Participants: All-girl stunt group (1 flyer, bases).

Procedure: Clock/scoring starts when music begins. The flyer must stay in contact with the floor until music starts.

Scoring: After initial liberty, 1 point is awarded for each completed tic-tock switch between liberties (foot-to-knee contact required).

Termination: Ends if standing foot drops below base head height, liberty is missed, stunt falls, unheld foot drops below knee, or 45 seconds expires.

Tiebreaker: Judge evaluation of execution and technique.

HANGTIME

Point Value: 1 Point

Quick Summary: Both teams throw simultaneous layout basket tosses; highest peak height in the air wins.

Participants: Full basket toss stunt teams.

Procedure: Tosses performed simultaneously facing inward toward center floor following a standardized dip count.

Requirements: All baskets must be layout basket tosses (straight or slightly arched body line without significant hip/knee bend).

Judging: Peak height determined under the Replay Official.

LAST PASS

Point Value: 1 Point

Quick Summary: High-synchronization tumbling featuring three team members tumbling together and one solo pass from the opposite corner.

Participants: Four (4) tumblers per team (minimum 1 female).

Pass Requirements: Three athletes execute identical synchronized corner-to-corner passes. The fourth athlete executes a solo pass from the opposite corner.

Legality: All passes must comply strictly with Quarter 1 limits (max 3 spins, 2 flips, or 2 non-twisting flips).

Judging: Three judges use 10-point boxing-style scoring. Majority decision wins.

ALL GIRL BIG TRICK

Point Value: 1 Point

Quick Summary: Four-person stunt group executes up to 5 pre-approved high-difficulty skills within a 30-second time limit.

Participants: Four-person all-girl stunt group.

Requirements: Maximum 5 tricks. 

Judging: Boxing-style scoring based on execution, difficulty, and completeness.

COED BIG TRICK

Point Value: 1 Point

Quick Summary: Two-person coed pair executes a rapid sequence of up to 5 advanced stunt tricks in 30 seconds.

Participants: Two-person coed stunt group

Requirements: Maximum 5 tricks within 30 seconds. 

Spotters & Restarts: Spotter only permitted on dismount catch. Voluntary restarts allowed within 30 seconds; only the final completed sequence is judged.

Judging: Boxing-style majority decision.

BULLSEYE

Point Value: 2 Points

Quick Summary: Tumblers execute high-difficulty spinning passes aiming to stick their landing as close to the center bullseye target as possible.

Participants: Four (4) tumblers 

Pass Requirements: Each athlete performs a different pass starting from the 3 furthest floor panels. Must include a minimum of 2 aerial flips and 2.5 twists (roundoff = 0.5 twist), ending in a twisting salto.

Scoring: Lowest total distance displacement from the bullseye upon landing control wins. 30-second shot clock per pass.

TIC TAC PRO

Point Value: 2 Points

Quick Summary: Tic-tac-toe played on a giant mat grid by landing double-full tumbling passes in declared boxes, featuring strategic single-use steals.

Gameplay: Athletes declare target box before pass. Passes must end in a double full (max 2 consecutive handsprings). Controlled landing claims box; missing awards box to opponent.

Steals: Each team gets 1 steal attempt requiring 1 extra twisting salto beyond base pass. Failed steal transfers turn with no box awarded.

Winning: First team to land 3-in-a-row in their own declared box wins. Tiebreakers resolved by total box control or farthest row control.

FLASH PYRAMID

Point Value: 2 Points

Quick Summary: Speed building game where teams must construct identical pyramids shown on flash cards without crossing safety boundary lines.

Scoring: First team to earn 3 points wins. 

BIG TRICK PYRAMID

Point Value: 2 Points

Quick Summary: The full 20-athlete squad builds massive choreograph-to-music pyramids holding distinct poses at specified counts.

Participants: Exactly 20 athletes.

Music & Poses: League-provided music with 3 designated pose sections (must hold completed picture for 2 counts each).

Judging: Boxing-style scoring based on four categories.

FULL OUT RELAY

Point Value: 2 Points

Quick Summary: High-speed head-to-head obstacle relay through 7 distinct skills ending in a complete pyramid hold.

Format: Two teams race head-to-head around rear poles and through building lines.

Rules & Timing: Teams get 3 attempts per skill; failing 3 attempts adds a 5-second penalty. Official clock stops on final pyramid hit. Lowest total time wins.