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Full Out Competitions will follow the most recent version of the Open Championship Series/general rules and age grids.
Refer to https://openchampionshipseries.com for details.

Routine time limits are as follows:

All Star Novice: 1:30 

All Star Divisions ( Elite/International): 2:30 

All Star Prep: 2:00 

Non-Tumbling: 2:00 

Competitive Recreational All Music Routine 2:30 

School / Traditional Recreational 2:30

Game Day 3:00

Global Divisions: 3:30 (Maximum 40 seconds for opening cheer, maximum 20 seconds transition to music section, 2:30 total for music section)

Rules Scoresheets

LOOKING FOR CLARIFICATION ON WHETHER A SKILL IS LEVEL APPROPRIATE OR ELITE LEVEL APPROPRIATE?

  • Go to openchampionshipseries.com 

  • Hover over scoring and rules 

  • Select "is this level appropriate? review form" 

  • Complete the form and upload your video please limit to one skill per form

NEED TO FIND OUT IF YOUR SKILLS ARE LEGAL? 

  • Go to openchampionshipseries.com

  • Hover over scoring and rules 

  • Select "is this legal? review form." 

  • Complete the form and upload your video 

  • Please limit it to one skill per form that you are checking for a legality ruling

Legality of Skills
Are Skills Level Appropriate?

BREAKING TIES 

Rule 1: Deductions - who has the least amount of deductions. If deductions are the same: 

Rule 2: Stunt Mastery highest score If stunt mastery is the same: 

Rule 3: Stunt Difficulty (includes drivers) highest score If all above rules are equal and tie still cannot be broken then it will stand as a tie

Breaking Ties

ELITE & INTERNATIONAL DIVISIONS 

A. All international divisions are required to have a minimum of 10 athletes when performing/competing. 

B. Male athletes are prohibited from exceeding ⅔ of the total number of athletes on the coed team 

C. Maximum routine time is 2:30 minutes

EXCEPTION: Global divisions is 3:30 (Cheer = 30 seconds minimum and 40 seconds maximum; 20 seconds to transition for the music section; 2:30 maximum for the music section) 

D. Non-Tumbling Division: EXCEPTION: Non-Tumbling divisions is 2:00 minutes Tumbling is prohibited EXCEPTION: Forward rolls, handstands, cartwheels, and round offs are permitted for stunting skills or formation changes and are required to follow level appropriate inversion rules

Elite & Int'l Divisions
Elite Age Grids
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Prep Age Grid

 

ALL STAR PREP SCORING AND RULES 

PREP DIVISIONS

A. Maximum routine time is 2:00 minutes 

B. Tosses are prohibited (Includes sponge toss) 

  •  All waist level cradles are prohibited Exception: Log rolls are permitted 

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Novice Divisions

COMPETITIVE REC SCORING AND RULES

Competitive Recreational All Music Routine Maximum 2:30 minutes 

REQUIREMENTS:

  • Non - Profit associated with and governed by an organization. examples include but not limited to YMCA, Boys & Girls club, Pop Warner, or City Parks & Rec program.

  • Must not be affiliated with an all star team

  • If the team is not associated with an organization like the examples listed above they must be independently operated but still cannot be associated with an allstar program.

  • Competitive Rec programs can cheer for sports programs but are not required as long as the above rules are met.

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Competitive REC

NOVICE DIVISIONS 

A. Maximum routine time is 1:30 minutes

B. Tosses are prohibited (includes sponge toss).

  All waist level cradles are prohibited 

C. Teams are evaluated not ranked. See Novice score sheets for rating system.

 

D. Tumbling skills are permitted but not required. Tumbling skills will follow level rules. 

E. Level 1 Novice Rules (in addition to Level 1 Rules): 

Single leg stunts are prohibited above waist level 

Two leg stunts are prohibited from traveling through an extended level position 

Maximum ¼ twists permitted.

(Stunts D ½ twisting exceptions are prohibited)

Transitions to flat body/prone position are prohibited 

Straight pop down dismounts are prohibited. 

F. Level 2 Novice Rules (in addition to Level 2 Rules): 

Single leg stunts are prohibited from traveling through an extended level position

Barrel/log rolls are prohibited 

G. Level 3 Novice Rules (in addition to Level 3 Rules):

Twisting stunts in and out of extended level single leg are prohibited 

Multi-based suspended rolls with a twist are prohibited 

 

TINY NOVICE

Tiny Novice: All building skills are prohibited 

Tiny Novice: Cartwheels and forward rolls are the only skills permitted 

Tiny Novice: Backbends and bridges are prohibited 

Game Day

GAME DAY RULES

 

GAME DAY ROUTINE: Teams will demonstrate BAND CHANT , CROWD LEADING Cheer and FIGHT SONG in this routine.

 

The 54’ x 42’ cheer mat area represents the performance boundary area for Game Day Routine. 

 

Routine Max: three (3:00) minutes 

 

MUSIC SECTION

Band dance and Fight song music is limited to marching band music only up to 1 minute of music may be used for band dance up to 1 minute of music may be used for fight song

 

  • Teams should demonstrate spirit and enthusiasm while entering the performance floor and before the music begins.

  • The use of crowd leading tools such as signs, poms, flags and/or megaphones are required.

  • Each section should have a beginning and end. Note: Spirited crowd leading interaction between each section is encouraged to continue the game day feel. Stunts are not allowed as a transition before/between sections, this would include the team’s entry to the floor and any time prior to starting the performance.

The INCORPORATION of stunts and or tumbling is required in the :

CROWD LEADING Cheer and FIGHT SONG.

 

SKILL & TUMBLING RESTRICTIONS

  • No basket, sponge or elevator tosses are allowed. (cradles are allowed) 

  • No stunt inversions allowed 

  • No twisting dismounts from stunts

  • Single leg extended stunts are limited to liberty, liberty hitch 

  • No running tumbling 

  • Standing tumbling is limited to one skill (standing handspring, standing tuck, etc.) 

  • A jump can be connected to a standing tumbling pass 

  • A back tuck is the most elite tumbling skill allowed

  • A kick is not considered a skill and is allowed​

 

THE GAME DAY CATEGORY MUST FOLLOW THIS ORDER:

BAND CHANT, CROWD LEADING Cheer, FIGHT SONG

 

BAND CHANT: Should have an emphasis on crowd appeal and practicality. Squads should utilize spirit raising props and focus on creative movements such as level changes or ripples, execution of the material and encouraging the crowd to participate.–

  • No stunts or tumbling are permitted during band dance, however jumps and kicks are allowed.

 

CROWD LEADING Cheer : Following the Sideline, Crowd Leading can include a cheer reflective of a timeout, general sideline / spell-out or other cheer material with minimal words, inciting a response and encouraging a crowd to yell along. Teams are required to incorporate spirit props and practical skills (stunts and/or tumbling, if the division allows).

 

FIGHT SONG: The final element should reflect your school’s traditional Fight Song. Fight Song incorporation is limited  to 3 consecutive 8 counts and may be incorporated with stunts, tumbling, and/or jumps. if repeated, incorporation must repeat exactly as initially performed. Counting will begin with the initiation of a skill and continue until either the incorporation is complete or the end of the 3rd 8-count. (If the Fight Song repeats, the incorporation will only be permitted both times if the skills are repeated exactly the same.).Squads should utilize spirit raising props and add creative movements such as level changes or ripples as well. For teams that do not have an official Fight Song, it is recommended to use a second selection of band chant music. 

Teams may add up to 1 (one) mascot in their Game Day Routine. The mascot must meet all the eligibility requirements as the athletes. The mascot must enter the floor with the team and should be used to raise crowd energy and participation. The mascot is not allowed to be involved in any stunts / technical skills and or tumbling and should position themselves away from skills being performed. The mascot will not count towards the total number or gender

2024-2025

TRADITIONAL RECREATIONAL AGE GRID

 

ALL GENDERS ALLOWED IN ALL DIVISIONS

ALL TEAM SIZES 5-36 PARTICIPANTS FOR ALL DIVISIONS 

BIRTH YEAR TO DETERMINE ELIGIBILITY 
6U - 2018 and Later
8U - 2016 and Later
10U - 2014 and Later
12U - 2012 and Later
14U - 2010 and Later
10-18 years old (6/01/2005) - 2014

2024-2025

REC GAME DAY DIVISIONS 

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Bid guidelines

BID RULES & GUIDELINES 

 

ALL STAR PREP, COMPETITIVE REC, PREP DANCE 

Bids can only be awarded to teams that have declared bid acceptance 

1. Qualifying Divisions 

a. All Star Prep

b. Competitive Rec

c. Prep Dance 

e. Excluded

 i. All Star Elite

ii. All Star Novice

iii. International All Star

iv. School Cheer 

v. School Dance 

vi. All Star Dance

2. Event offering 3 Partial Paid Bids Only 

a. Partial Paid #1 – Highest Score in the combined prep/prep dance/competitive rec qualifying divisions 

b. Partial Paid #2 – Next Highest Score in the combined prep/prep dance/competitive rec qualifying divisions 

c. Partial Paid #3 – Next Highest Score in the combined prep/prep dance/competitive rec qualifying divisions 

3. Event offering 1 Full Paid Bid & 3 Partial Paid Bids 

a. Paid Bid – Highest Score of event for all prep/prep dance/competitive rec qualifying divisions 

b. Partial Paid 1, 2, 3 – Next 3 highest scores in the combined prep/prep dance/competitive rec qualifying divisions

 

Additional Information - Prep & Rec Grand Nationals

BID RULES & GUIDELINES 

 

ALL STAR PREP, COMPETITIVE REC, PREP DANCE 

Bids can only be awarded to teams that have declared bid acceptance 

1. Qualifying Divisions 

a. All Star Prep

b. Competitive Rec

c. Prep Dance 

e. Excluded

 i. All Star Elite

ii. All Star Novice

iii. International All Star

iv. School Cheer 

v. School Dance 

vi. All Star Dance

2. Event offering 3 Partial Paid Bids Only 

a. Partial Paid #1 – Highest Score in the combined prep/prep dance/competitive rec qualifying divisions 

b. Partial Paid #2 – Next Highest Score in the combined prep/prep dance/competitive rec qualifying divisions 

c. Partial Paid #3 – Next Highest Score in the combined prep/prep dance/competitive rec qualifying divisions 

3. Event offering 1 Full Paid Bid & 3 Partial Paid Bids 

a. Paid Bid – Highest Score of event for all prep/prep dance/competitive rec qualifying divisions 

b. Partial Paid 1, 2, 3 – Next 3 highest scores in the combined prep/prep dance/competitive rec qualifying divisions

 

Additional Information - Prep & Rec Grand Nationals

Individual Duo Trio, Stunt group

INDIVIDUAL CHEER

 

90 Second Routine

 

Two running passes, one standing pass, 

Two connected jumps plus one or three connected jumps 

 

Divisions will be appropriately split by age and skill levels. 

 

Scores will be based on the following:

 

Standing tumbling difficulty 

Standing tumbling technique

 

Running tumbling difficulty 

Running tumbling technique

 

Jump difficulty.

Jump technique.

 

Choreography and performance value

DUO CHEER

 

90 Second Routine

 

Divisions will be appropriately split by age and skill levels

 

One running pass must be synchronized, and an additional running pass must be choreographed but can be done individually as cumulative

 

Standing tumbling is cumulative and does not need to be synchronized

Choreography and performance value

DUO TRIO AGE GRID 24-25_edited.jpg

TRIO CHEER

 

90 Second Routine

 

Divisions will be appropriately split by age and skill levels

 

One running pass must be synchronized, and an additional running pass must be choreographed but can be done individually as cumulative

 

Standing tumbling is cumulative and does not need to be synchronized 

Choreography and performance value

STUNT GROUP ROUTINE

One (1) Minute routine

Stunt groups should provide a variety of ways bases and tops move from one skill to another to create seamless flow and drive overall diversity of stunts.

 

STUNT EXECUTION OF TOP (20 pts)

EXECUTING PROPER TECHNIQUE IN STUNTS 

The demonstration of proper technique in stunts such as standing tall, locking out immediately, pointing toes, keeping tight, etc. FORM – How well the shape and structure of stunts look such as top is in a straight line with base, etc. FLEXIBILITY – The ability to show good range of motion in skills and body positions.

 

APPEARANCE OF STUNTS

The ability to make stunts appear easy and effortless.

 

STUNT EXECUTION OF BASE/S (20 pts)

EXECUTING PROPER TECHNIQUE IN STUNTS The demonstration of proper technique in stunts such as having good timing, grips, good use of legs, driving stunts fast, straight arms, etc.

 

COMPLETION OF SKILLS The ability of bases to provide enough power and technique to finish executing skills.

 

MINIMAL MOVEMENT  How well the bases prevent stunts from traveling. How stable bases are during stunts.

 

TRANSITIONS (10 pts)

PACE AND NUMBER OF TRANSITIONS 

The speed and number of ways stunts move from one position to another to change the configuration of the routine. Keeping transitions seamless and minimizing breaks in routine. Creativity is considered in this section and will be part of what helps drive scores in range.

 

FLOW How smoothly the transitions move from one skill to another.

VISUAL EFFECT OF THE TRANSITIONS How effectively the transitions create “pictures” and provide memorable images.

 

PACE  The speed at which stunts are executed.

 

VARIETY The diversity of stunts performed.

 

SHOWMANSHIP (10 pts)

 

EXCITEMENT LEVEL OF ROUTINE – The ability to create emotions of exhilaration throughout routine.

 

USE OF EXPRESSION – The ability to convey genuine emotions and confidence through one’s facial expressions.

 

ENERGY – The genuine projection of spirit, enthusiasm, dynamism, and stamina to bring life to a routine.

 

CHOREOGRAPHY (10 pts)

 

CHOREOGRAPHY TO CREATE VISUAL APPEAL

How effectively the routine is composed to create “pictures” and provide memorable images. Use of choreography to enhance visuals of routine. This can include a strong visual ending.

 

CHOREOGRAPHY OF INTRODUCTION The ability to create an effective introduction. Did the introduction leave a lasting impression? Please note, unlike the Cheer Divisions, the 1-minute Group & Partner Stunt Division is a rubric based scoring system that allows for comparative scoring within each sub-range. As such scores will vary from event to event based on pool of competitors at each competition

 

CREATIVITY – The presentation of new, unique, and intricate ideas through innovative incorporations and arrangements of skills

Score Review

 

SCORING REVIEW

GUIDELINES FOR APPEAL 

The Head Coach can contest scores.

Scores must be contested within 30 min of score sheets being emailed

Only difficulty, legalities, & deductions can be contested.

File this appeal by returning it to a representative at the technical table.

The head technical judge will review the appeal and make a ruling. You will be texted the decision by the technical judge and video review judge.

You may be called to the video review table if additional information is needed.

When appealing a safety deduction please write the rule number and how it applies to your scoresheet.

No appeal shall be heard on judgment calls of an official. In order for the appeal to be upheld, it must be established on this form that the error made by a judge was the determining factor in the penalty.

The Head Technical Judge is the final rules interpreter.

 

ANY OF THE FOLLOWING WILL AUTOMATICALLY VOID THIS APPEAL : 

Failure to observe the time limit

Approaching or trying to influence a judge’s decision

Deliberate disruptive behavior by the coach, squad, or an individual

Verbally abusing or disrespectfully addressing a judge or competition official, or using profanity

Full Out competition Official Video may be reviewed to determine the technical judge’s final decision. 

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