The All Star Games Team Cheer Category is the evolution of cheer. Divisions (instead of levels) compete for Gold, Silver, and Bronze medals. All Divisions are split by age, level and size.
See divisions below:

TEAM CHEER GUIDELINES

NUMBER OF ATHLETES 5 – 36 Athletes
DIVISIONS Mini through Open
MUSIC/ROUTINE TIME LIMIT 2:35
CROSSOVERS May cross over into Solo Cheer, Synchro Tumbling, Partner Stunt, Group Stunt, Tricking and Extreme Tumbling. Athletes may cross over within one division above or below.
UNIFORM REQUIREMENTS Cheer uniform or performance attire is mandatory. Performance attire should reflect the creativity and artistry of the routine.
FOOTWEAR Footwear is required. Must be closed toe and have soles.
PERFORMANCE FLOOR BOUNDARY REQUIREMENTS 9 Panel Spring Floor
MINIMUM REQUIREMENTS see rules tab above
RESTRICTIONS Limited to Division Restrictions
JUDGING Routines will be judged on performance, creativity, transitions, musicality, choreography and difficulty and execution of technical elements.
SCORE SHEETS Numerical Values with Comments

TEAM CHEER RULES

ALL STAR GAMES DIVISION GRID

YOUTH 1
JR 1
SR 1

YOUTH 2
JR 2
SR 2

YOUTH 3
JR 3
SR 3
SR 3 MIXED

YOUTH 4
JR 4
JR 4 MIXED
SR 4
SR 4 MIXED
INT. MIXED OPEN 4

YOUTH 5.0
SR 5.0
SR 5.0 MIXED

JR 5
JR  5 MIXED
SM SR 5
SM SR 5 MIXED
MED SR 5
MED SR 5 MIXED
LRG SR 5
LRG SR 5 MIXED

INT. AG OPEN 5
INT. MIXED OPEN 5

 

  • 5 – 36 participants allowed in a respective division.
  • Age requirement is youth age and older.
  • Youth 1 – 5.0 Age Requirement: 11 years of age and younger
  • Junior 1 – 5 Age Requirement: 14 years of age and younger
  • Senior 1- 4 Age Requirement: 10 – 19 years of age
  • Senior 5 Age Requirement: 12 – 19 years of age
  • International Open 5 Age Requirement: 14 and above (up to 24 members)
  • International Open 4 Age Requirements: 14 and above (up to 32 members)
  • Music may be up to 2:35 in length.  The stopping of music to perform cheer is not allowed.  Routine must be performed to continuous music.
  • May cross into Team Cheer, Solo Cheer, Synchro Tumbling, Stunt, Tricking and Extreme or Power Tumbling.
  • Athletes may cross over into another Team Cheer Division that is one level above or below.  Clarification:
    • An athlete from Division 3 may cross into either Division 2 or 4 but may not cross into Division 1 or 5.
  • An athlete may compete twice in two separate All Star Games Divisions. Clarification:
    • An athlete may compete in Division 2 and Division 3 but may not compete in Division 2 twice.
  • Cheer uniform and performance attire is mandatory. Performance attire should reflect the creativity and artistry of the routine.
  • Footwear is required. Must be closed toe and have soles.
  • Team performances will be performed on a 9-Panel spring floor.
  • Team Cheer is limited to Division Restrictions. Refer to Division Rules and Guidelines under The All Star Games Scoring.
  • Routines will be judged on performance, creativity, transitions, musicality, choreography, difficulty and execution of technical elements.
  • Scores will be numerical value with comments.

Team Cheer Scoring

Team Cheer Judges

The All Star Games utilizes eight judges per expert panel to assess a team’s performance:

Judge 1&2: Stunts and Pyramids (one judge will assess Difficulty and a separate judge will assess Execution)
Judge 3&4: Running and Standing Tumbling (one judge will assess Difficulty and a separate judge will assess Execution)
Judge 5: Jumps and Tosses
Judge 6: Dance, Motions, Transitions, and Formations
Judge 7: Deductions Judge
Judge 8: Certified Safety Judge

A Head Judge will oversee scoring throughout the event.

SCORING PROCESS

STEP ONE: CATEGORY JUDGES

Four category judges reward teams by the skills performed in the routine. Judges evaluate the execution of each technical skill.

Judge 1: Stunts and Pyramids
Judge 2: Running and Standing Tumbling
Judge 3: Jumps and Tosses
Judge 4: Dance, Motions, Transitions and Formations

Each Category judge rewards an Overall Impression Score – Max 5 points

Discretionary Creative Bonus is awarded, if necessary.

EXECUTION FOR ALL TECHNICAL CATEGORIES

(INCLUDING DANCE)

LOW

.1 – .3 points Most of the skills performed are executed with less than average technique, perfection, stability, flexibility and synchronization.

MEDIUM

.4 – .8 points Most of the skills performed are executed with average technique, perfection, stability, flexibility and synchronization.

HIGH

.9 – 1.2 points Most of the skills performed are executed with above average technique, perfection, stability, flexibility and synchronization.

EXCEPTIONAL

1.3 – 1.5 points Most of the skills performed are executed with nearly perfect technique, stability, flexibility and synchronization.

 

DIFFICULTY POINT RANGES

(BUILDING)
(TOSSES & JUMPS / DANCE)

STUNTS/PYRAMIDS/TUMBLING

LOW .1 – .2

MEDIUM .3 – .5

HIGH .6 – 1.0

 

TOSSES/JUMPS/DANCE

LOW .1 – .3

MEDIUM .4 – .6

HIGH .7 – 1.0

 

VALUES OF TECHNICAL AND AESTHETIC ASSESSMENTS

Technical Assessment scores (including dance) will be awarded in increments of .1. Within this category are Stunts Difficulty/Execution, Pyramids Difficulty/Execution, Running and Standing Tumbling Difficulty/Execution, Tosses Difficulty/Execution, Jumps Difficulty/Execution, and Dance Difficulty/Execution.

Aesthetic Assessment scores will be awarded in increments of .25.
Within this category are Transitions, Formations, and Overall Impression.

TECHNICAL ASSESSMENT

TUMBLING

STANDING TUMBLING

LOW

Less than 50% the athletes perform 1 level appropriate skill.

MEDIUM

50-75% of the athletes perform 1 level appropriate skill.

HIGH

Nearly 100% of the athletes perform 1 level appropriate skill.

 

RUNNING TUMBLING

LOW

Less than 50% the athletes performs 1 level appropriate skill.

MEDIUM

50-75% of the athletes perform 1 level appropriate skill.

HIGH

Nearly 100% of the athletes perform 1 level appropriate skill.

 

JUMPS/TOSSES

JUMPS

LOW

Most athletes perform a double jump combination.

MEDIUM

Most athletes perform a triple jump combination or a double jump plus an additional jump.

HIGH

Most athletes perform a quad jump combination or triple jump combination plus an additional jump.

Note: The execution score of Jumps/Tumbling combinations will be scored separately. Example: A triple toe back tuck: Triple toe (execution awarded in jump score) and Back tuck (execution awarded in standing tumbling score).

TOSSES

LOW

No squad, level appropriate toss is performed.

MEDIUM

Only one squad level appropriate toss is performed.

HIGH

Performs a level appropriate squad toss. In addition, at least one additional level appropriate toss is performed.

 

BUILDING

PYRAMIDS

LOW

75% of the athletes perform two structures within their pyramid section & incorporates 2 level appropriate transitional elements.

MEDIUM

75% of the athletes perform two structures within their pyramid section & incorporates 3 different level appropriate transitional elements.

HIGH

75% of the athletes perform two structures within their pyramid section & incorporates 4 different level appropriate transitional elements.

Clarification: A level appropriate dismount counts toward the number of skills performed.

STUNTS

LOW

75% of the athletes perform 2 level appropriate skills in the routine.

MEDIUM

75% of the athletes perform 3 different level appropriate skills in the routine.

HIGH

75% of the athletes perform 4 different level appropriate skills in the routine.

Clarification: A level appropriate dismount counts toward the number of skills performed. 

ATHLETE UTILIZATION – STUNTS

Applicable to all Divisions with no male athletes except Levels 1 & 2

The Athlete Utilization score for stunts will be given based on the number of performing athletes in association with the number of stunt groups utilized.  Within each level there will be a range of one point available.  This score will be comprised of a base score according to level and an additional tenth as shown in the chart below. 

Athlete Utilization Chart – Stunts

# of Athletes

0

.2

.5

.8

1.0

Up to 7

 

 

 

 

1

8 – 11

 

 

 

1

2

12 – 15

 

 

1

2

3

16 – 19

 

1

2

3

4

20 – 23

 

2

3

4

5

24 – 27

 

3

4

5

6

28 – 31

 

4

5

6

7

32 – 35

 

5

6

7

8

36

 

6

7

8

9

PARTNER STUNT SKILL REQUIREMENTS

Applicable to all Junior Level 3 and above Divisions with male athletes

The Partner Stunt Skill Requirement score is intended to encourage building skills performed by two athletes.  The number of performing male athletes is used only as a mathematical factor to derive the required number of partner stunts. (See the Partner Stunt Skill Requirement Chart below)  The actual display of skills is defined by two athletes participating in the building skill regardless of gender or building position.  Within each level there will be a range of one point available.  This score will be comprised of a base score according to level and an additional tenth. (See the Point Values/Partner Stunt Skill Types chart below)  The Point Values/Partner Stunt Skill Types chart lists Partner Stunt skill categories and assumes unassisted execution.  Any variations of the listed Partner Stunt skill categories are indeed permissible, and blatant/apparent spotter assistance by most will simply move the score into its preceding tier.  Spotter assistance is determined at the discretion of the judge and will be viewed in real time (not reviewable by video).  However, please note that the benefit of the doubt will be the norm as opposed to the exception here.

Partner Stunt Skill Requirement Chart

# of Males Performing

Required # of Partner Stunt Skills

 1 – 3

1

4 – 5

2

6 – 7

3

8 – 9

4

10 – 11

5

12 – 13

6

14 – 15

7

16 – 17

8

18

9

Point Values

Partner Stunt Skill Types Chart

0

Chair or Flier hips at Base Shoulder Level

.2

Flier feet at Base Shoulder Level

.5

Extended Two-Leg Stunt with a Preceding Press

.8

Immediate Extended Two-Leg Stunt or Single Leg Stunt with a Preceding Press

1.0

Immediate Extended Single Leg Stunt or One-Arm Stunt

AESTHETIC ASSESSMENT 

DANCE

LOW

Performs minimal level changes and/or formation changes. Dance motions executed at a slow pace throughout section with little or no footwork.

MEDIUM

Performs moderate level changes and/or formation changes. Dance motions and movement executed at a higher pace throughout the section with moderate footwork throughout.

HIGH

Performs multiple level and formation changes to create fullest visual effect throughout
section. Seamless transitions and strong footwork with advanced body movement.

MOTIONS

LOW

Performs minimal level changes and/or formation changes. Motions executed at a slow pace throughout section with little or no footwork.

MEDIUM

Performs moderate level changes and/or formation changes. Motions and movement executed at a higher pace throughout section with moderate footwork.

HIGH

Performs multiple level and formation changes to create fullest visual effect throughout section. Motions and movement executed at a higher pace with seamless transitions throughout section with moderate footwork throughout.

TRANSITIONS

LOW

Performs basic transitional elements to and from skills segments. Transitions executed at a slow pace throughout routine with little to no choreography.

MEDIUM

Performs a moderate level of transitional elements to and from skills segments. Transitions executed at a higher pace with an average amount of transitional elements.

HIGH

Performs multiple transitional elements to and from skill segments. Routine delivers seamless transitions that add to the overall effect of the routine.

FORMATIONS

LOW

Performs minimal level changes and/or formation changes. Motions executed at a slow pace throughout section with little or no footwork.

MEDIUM

Performs moderate level changes and/or formation changes. Motions and movement executed at a higher pace throughout section with moderate footwork.

HIGH

Performs multiple level and formation changes to create fullest visual effect throughout section. Motions and movement executed at a higher pace with seamless transitions throughout section with moderate footwork throughout.

CREATIVE BONUS

The All Star Games has created a discretionary “Creative Bonus”. This bonus can be awarded in Stunts, Pyramids, Running Tumbling, Standing Tumbling, Jumps, and/or Dance. In order to gain Creative Bonus credit these skill sections must meet the following criteria:

• Industry first elements – skills never seen before
• An existing skill that has been seen before but is performed in an exceptionally creative way
• Ground breaking – cutting edge creative elements

Creative Bonuses are at the judge’s discretion and if given will add an additional .5 (for each skill section awarded) to that team’s Final Score.  Creative Bonus points will only apply to one day of a Two-Day competition.

OVERALL IMPRESSION

Overall Impression Score will be judged on sportsmanship, showmanship, energy levels, element of performance, crowd appeal, overall synchronicity of routine, enthusiasm, and delivery of that specific judge’s category. Scores are awarded in .1 increments and maxes out at 5 possible points.

DROP LEVEL

Should a team not perform the minimum requirement within a category – the judge will assess their difficulty range within the level below. The team will be awarded within the .7 – 1.0 range of the level below.

Deduction Values

Deduction Type

Deduction Cost

 

Deduction Type

Deduction Cost

stunt bobble

1.5

 

pyramid collapse

7.5

stunt fall

3.0

 

standing tumbling bobble

0.75

stunt fall to floor

4.5

 

standing tumbling fall

1.5

stunt collapse

6.0

 

running tumbling bobble

0.75

pyramid bobble

1.5

 

running tumbling fall

1.5

pyramid fall

3.0

 

Legality

2.5

pyramid fall to the floor

4.5

 

Unintentional Legality

1.0

Final Score Calculation

The final scores for the Technical judges and the Aesthetic judge are all added together to arrive at a Raw Score.  This Raw Score is then converted into a Percentage of Perfection value by dividing the Raw Score by the Total Available points at Level.  This Percentage of Perfection score will be subject to any deductions that may have occurred due to errors throughout the performance or safety violations.  All deductions will be subtracted from the Percentage of Perfection score, and the result will be the team’s Final Score used for rankings. 

For Two-Day Competitions:
Day One Final Scores will be weighted 30%, and Day Two Final Scores will be weighted 70%.  Therefore, (Day One Final Score X 0.3) + (Day Two Final Score X 0.7) = Overall Final Score which will be used for placements.

TIEBREAKS

A tiebreak occurs in a division when multiple teams’ Final Score is numerically the same to a hundredth of a point. The tiebreak will be split in the following process in the order listed below:

• Accumulation of the Difficulty Scores from the Technical Assessment

If not split, then

• Accumulation of the Execution Scores of the Technical Assessment

If not split, then

• Accumulation of the Overall Impression Score from Four Category Judges

If not split, then the team with the least amount of deductions will be awarded.