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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!

Skills & Legalities

Match - Rules by Game

(Updated on February 4, 2026)

1. FLASH PYRAMID RULES

  1. Only the exact number of athletes on the Flash Card may be used. The referee’s job is to count and ensure the correct number is used. If too many people are involved in the pyramid going up, the pyramid does not count and everyone must start over on the ground.
  2. The pyramid must hit and hold for 2 counts to be considered a hit pyramid.
  3. There will be no ties in any round. The referee’s decision determines who hit first.
  4. There will be 2 additional velcro lines added to the floor from side to side for this game:
    A. One line is the holding line — no athlete may pass that line until the pyramid has been revealed.
    B. The second line is the building line — no building may be done before that line.

2. BULLSEYE TUMBLING

Three tumblers from each team are chosen and must perform a tumbling pass that is different from their teammates’ passes, selected from the approved list below.

If the pass is incomplete or performed with incorrect elements, the score is 0.

ONE FEMALE TUMBLER MUST BE USED BY EACH TEAM AND MUST GO 3RD IN THE ORDER.

All passes must:

  • Begin with a forward step into the pass
  • Begin on one of the three floor panels furthest from the target
Rules
  1. On each athlete’s turn, they may not measure, throw partial passes, or check spacing.They will be introduced, wave to the crowd, and then have :30 seconds to go.Excessive crowd hyping or delaying results in a score of 0.
  2. Each tumbler’s score is determined by the landing of the final skill and sticking the landing.The score is based on the furthest spot away from the bullseye that the tumbler touches during the landing.
  3. After 3 rounds we have a team winner. After 3 rounds any tie will be broken by a head-to-head new pass 1v1 by any athlete. In OT every other pass must be a female until we have a winner. 
  4. Acceptable passes (teams may submit additional passes for approval).All passes must include a minimum of 2 aerial flips and 2.5 twists.A roundoff counts as a half twist.
Approved Passes
  1. Punch front Roundoff Hand double
  2. Roundoff whip hand double
  3. Roundoff 1½ step out hand full
  4. Roundoff Arabian step out hand double
  5. Punch front Roundoff Handspring Whip Double
  6. Punch front Roundoff full hand full
  7. Punch front Roundoff hand full hand full
  8. Punch front Roundoff whip Full Double
  9. Roundoff hand full hand whip double
  10. Roundoff, full, full, full
  11. Roundoff Arabian Roundoff full double
  12. Punch front Roundoff Full whip Double
  13. Punch front Roundoff Double whip double
  14. Roundoff, whip, double, whip, Double

3. HIGHEST TUMBLER

Two tumblers from each team attempt to land a tumbling pass while flipping over a target height.

A pass is successful only if the athlete’s feet touch the crash mat before any other body part.

The team’s score is based on the highest successful pass of its two players.

Official Responsibilities
  • Ensure the target is at the correct height
  • Determine if feet hit the landing mat first
  • Confirm that if the bar comes off the standards, it was the tumbler’s fault

The last tumbler may NOT aim for a tie. The target must be set at least 1 inch higher than the opposing team’s current score.

Each tumbler:

  • May not measure or throw partial passes
  • Has a :30 second shot clock from introduction
  • Has 2 attempts per height
Alternating Order (Determined by Coin Toss)
  1. Team A Tumbler #1
  2. Team B Tumbler #1
  3. Team B Tumbler #2
  4. Team A Tumbler #2

Your team only loses its turn after successfully clearing a height.

(Example scenario formatting may be added separately if desired.)

4. HANGTIME (HIGHEST BASKET)

Both baskets are thrown simultaneously. The basket used each week is determined by the Pro Cheer League Office.

A “5-6-7-8” is identified. Both groups dip on 1 and 3 to throw the toss.

Eligible Skills
  1. Straight Ride
  2. Toe Touch
  3. Back Tuck
  4. Back Layout
  5. Pike Open

Three officials determine which basket reached the highest point during the cradle catch.

5. STUNT ENDURANCE COED

The turn begins when the music starts. The flyer must remain in contact with the performance surface until the music begins.

Failure to do so results in restarting the stunt without restarting the music or clock.

Cupee Pop Overs
  • After cupee #1 is hit, count how many times the base successfully pops the cupee hand to hand.
  • The off-hand may not assist balance.
  • If the spotter touches the base or flyer, the turn ends immediately.
  • If a cupee is not popped for 2 full eight counts, the turn ends.
  • If the stunt drops below shoulder level, the turn ends.
  • The turn ends when :45 expires.
Tie Breaker

Both bases simultaneously put up a cupee on their preferred hand and hold until a winner is determined.

In the event of a tie, judges select the winner based on technique.

6. STUNT ENDURANCE ALL GIRL

The turn begins when the music starts. The flyer must remain in contact with the performance surface until music begins.

Failure results in restarting without restarting music or clock.

High-to-High Tik Tok Heel Stretches
  • After the first heel stretch is hit, groups pop tik toks stretch-to-stretch.
  • One point is awarded per successful switch.

The turn ends if:

  • The flyer’s standing foot drops below the tallest base’s head
  • A heel stretch is missed
  • :45 expires
  • A heel stretch is held for 2 consecutive eight counts
  • The stunt falls

Tie breaker:

  • Both groups simultaneously hold a heel stretch with 2 bases on 1 flyer.
  • Judges determine winner based on technique if still tied.

7. BIG TRICK COED

Two coed couples (with hands-off spotters) have :30 each to perform a stunt or short combination.

Limitations:

  • Maximum 1 load-in
  • Maximum 1 transition
  • Maximum 1 dismount

If at :25 the group has not hit Plan A, it is encouraged to perform a safety skill.

Judges evaluate only what is successfully hit.
Judges use the boxing method to determine the winner.

All big trick skills must be submitted to the PCL office for approval in advance.

Spotters may only assist on the dismount.
If a spotter touches before the dismount, the trick must restart.

8. BIG TRICK ALL GIRL

Two all-girl stunt groups have :30 each to perform a stunt or short combination.

Limitations:

  • Maximum 1 load-in
  • Maximum 1 transition
  • Maximum 1 dismount

If at :25 the group has not hit Plan A, a safety skill is encouraged.

Judges evaluate only successfully hit skills.
Judges use the boxing method to determine the winner.

All big trick skills must be approved by the PCL office in advance.

Spotters may only assist on the dismount.
If a spotter touches before the dismount, the trick must restart.

9. LAST PASS

Four tumblers from each team are chosen.

  • Three tumblers perform a synchronized pass corner-to-corner.
  • One tumbler performs a solo pass from the opposite corner.

There are no specific skill requirements, but all passes must be legal according to PCL 1st Quarter Rules.

  • The synchronized pass may not change directions.
  • The solo pass may change direction only once (bounce back).