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Transcript of 2011 Pop Warner Rule Book
2011 Pop Warner Rule Book
1
POP WARNER
LITTLE SCHOLARS
OFFICIAL
RULES
81
Endorsed by
National Football League Players
81
Entire Contents Copyrighted © 2011,
Pop Warner Little Scholars, Inc., Langhorne, PA 19047
2011
2011 Pop Warner Rule Book
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2011 Pop Warner Rule Book
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2011 Pop Warner Rule Book
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SPECIAL DEDICATION:
To All Pop Warner Coaches & Administrators,
Youth across America look up to you as mentors
and leaders not only in the game of football, but
in the game of life. Remember how important
that experience is for them, as it was for me -
both now and long into the future.
All of us at the National Football League Players
Association salute you for your efforts to guide
children, both on and off the field, that play the
great sport of football.
DeMaurice F. Smith
Executive Director, NFL Players Association
Chairman, NFL Players, Inc.
2011 Pop Warner Rule Book
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2011 Rule Changes
PART V - 11 MAN TACKLE PLAYING RULES
Pg. 31: R1: S4: Change Unlimited 11-14 yr. olds 105 lbs minimum
Pg.46: R33: S1- Change: Maximum Players 28
Pg.46: R33: S9- Change: All games will have a running clock
except for clock stoppages on timeouts, change of possession and
injuries.
Pg.46: R33: S13- Add: Mandatory Play: All players must participate
in a minimum of 15 plays per game.
PART VIII- POP WARNER SPIRIT RULES
Pg.66; S2- Change to read: TRADITIONAL SQUAD OPTIONS:
1. PRIMARY CHEER SMALL
squad roster. Mascots are not included in the total count of twelve
(12). (Competition-Minimum 6: Maximum 12)
b) Cheer Small Categories-Novice, Intermediate and Advanced �
2. PRIMARY CHEER MEDIUM
squad roster. Mascots are not included in the total count of twenty
four (24). (Minimum 13: Maximum 24)
b) Cheer Medium Categories-Novice, Intermediate and Advanced
3. PRIMARY CHEER LARGE
squad roster. Mascots are not included in the total count of thirty-
b) Cheer Large Categories-Novice, Intermediate and Advanced �
Pg.72; S6- Change to read: Participants on Traditional Pop Warner
Squads will be permitted to simultaneously participate in Pop
Warner and school programs administered and coached by School
District employees.
PWLS NOTE:
Beginning with the 2012 season, all Football patches must be on
the left front of the Jersey.
* IMPORTANT NOTE - RULE CHANGES *
ALL RULE CHANGES/CLARIFICATIONS FOR
2011 ARE NOTED IN RED INK
2011 Pop Warner Rule Book
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Adult Code of Conduct
ADULT CODE OF CONDUCT:
S1: In order to uphold the goals of Pop Warner and ensure that all
-
ment, all parents, guardians and other adults and attendees of
Pop Warner events, including but not limited to practices, com-
petitions, and banquets, must behave accordingly in a respectful,
courteous and sportsmanlike manner at all times.
S2: Any adult who is using alcohol, tobacco or non-prescription
drugs and/or appears intoxicated at a Pop Warner event, and/or
heckles, taunts, ridicules, boos, throws objects and/or uses
volunteer, staff member, participant or other event attendee,
must receive a verbal warning and/or be asked to leave a Pop
Warner event. The member organization may also provide a
written warning to the individual regarding the misbehavior.
The adult�s children may also be removed from the event. Any
adult who commits one of the above stated offenses a second
time, will be banned from any and all Pop Warner events for a
minimum period of one year from the date of the second offense,
and their children may also be removed from the program(s)
for that time period.
S3:
volunteer, staff member or participant or threatens grave bodily
harm may be banned from any and all Pop Warner events at a
minimum for one year from the date of the offense, and their
children may also be removed from any and all Pop Warner
programs for that same period of time. After the ban has expired,
if the individual commits another offense of the adult code of
conduct, the individual will be permanently banned from any
and all Pop Warner events and the individual�s children may also
be permanently removed from any and all Pop Warner programs.
2011 Pop Warner Rule Book
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MEMBERS CODE OF CONDUCT
All volunteers and partcipants will abide by a Code of Conduct
which includes the following provisions. If any of these rules are
broken, the League, Region and/or National Pop Warner shall have
the authority to impose a penalty. Members shall:
S1:
S2: Not criticize players/spirit participants in front of spectators,
but reserve constructive criticism for later, in private, or in the
S3:
and in competitions as being fair and called to the best ability of
S4: Not criticize an opposing team, its players, spirit participants,
coaches, or fans by word of mouth or by gesture.
S5: Emphasize that good athletes strive to be good students and
that both are physically and mentally alert.
S6: Strive to make every football and spirit activity serve as a
training ground for life, and a basis for good mental and physical
health.
S7: Emphasize that winning is the result of good teamwork.
S8: Not engage in excessive sideline coaching and shall not leave
the bench area to shout instructions from the sidelines.
S9:
conduct and control of team fans and spectators. Any fan who
becomes a nuisance and out of control will be asked to leave.
S10: Not use abusive or profane language at any time.
S11: Not �pile it on;� not encourage their team to get a commanding
lead and raise the score as high as it can. In these instances, every
effort shall be made to let all players play.
S12: Not receive any payment, in cash or kind, for services as
a coach in Pop Warner Football/Spirit. This includes any coach,
expert, consultant or choreographer, regardless of his/her roster
status.
S13: Not permit or encourage �sweating down� tactics in order
for a player to make the team weight.
S14: Not recommend or distribute any medication, controlled or
physician.
S15: Not permit an ineligible player or spirit participant to
participate in a game.
S16: Not deliberately incite unsportsmanlike conduct.
S17:Not possess or drink alcoholic beverages and/or use illegal
S18: Remove from a game or practice any participant when even
slightly in doubt about his/her health, whether or not as a result of
injury, until competent medical advice is available.
S19: Be responsible for and control their fans at all times.
S20: Uphold all rules and regulations, National, Regional & Local,
regarding Pop Warner Football, Cheerleading and Dance.
S21: Refrain from engaging in any action within or outside Pop
to, the PW program.
2011 Pop Warner Rule Book
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TABLE OF CONTENTS 8-10
PART I-THE POP WARNER PROGRAM 12
REGIONS AND NATIONAL HEADQUARTERS 12
NATIONAL REMARKS 12
ADMINISTRATIVE MANUAL 12
MISSION STATEMENT 12
GOALS & PHILOSOPHY OF THE POPWARNER PROGRAM 13
PART II-POP WARNER STRUCTURE 14
DEFINITIONS 14
S1-LEAGUE: 14
S2-ASSOCIATION: 14
S3-ADMINISTRATORS: 14
S4-TEAM: 14
S5-DIVISION: 14
INTRODUCTION TO THE RULES 15
PART III-POP WARNER REGULATIONS -
ALL PROGRAMS: 16
ARTICLE 1: POWERS/AUTHORITY OF LEAGUE 16
ARTICLE 2: BOUNDARIES 16
ARTICLE 3: RESTRICTION AGAINST 16
DUAL MEMBERSHIP:
ARTICLE 4: VARIANCE: 16
ARTICLE 5: COACHES REQUIREMENTS 17
ARTICLE 6: REGISTRATION 18
S1-PARENTAL CONSENT: 18
S2-MEDICAL EXAMINATION: 18
S3-PROOF OF AGE: 18
S4-SCHOLASTIC FITNESS: 19
ARTICLE 7: FORMATION OF TEAMS AND SQUADS 19
ARTICLE 8: MANDATORY CUTS 19
ARTICLE 9: VOLUNTARY CUTS 19
ARTICLE 10: CERTIFICATION 20
ARTICLE 11: RETENTION OF ELIGIBILITY 20
ARTICLE 12: DROPS AND ADDS 21
ARTICLE 13: NO ALL-STARS 21
ARTICLE 14: AWARDS 21
ARTICLE 15: PRACTICE 21
ARTICLE 16: CAMPS 22
ARTICLE 17: IMPORTANT POINT-MEDICAL 23
S1-CONCUSSIONS 23
ARTICLE 18: CHARGING ADMISSION 24
ARTICLE 19: PROTESTS 24
ARTICLE 20: PATCH REQUIREMENT 24
ARTICLE 21: MANDATORY BACKGROUND CHECKS 25
ARTICLE 22: PARTICIPANT WAIVERS 26
PART IV-ENFORCEMENT POLICY 27
POLICE POWERS/HEARINGS & APPEALS 27
MINIMUM MANDATED PENALTIES 27
S1-ADULT OFFENSES: 27
S2-JUVENILE OFFENSES: 28
S3-TEAM AND ASSOCIATION OFFENSES: 28
S4�REGIONAL AND NATIONAL PLAY-OFFS: 28
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S5-ADDITIONAL OFFENSES 28
PART V-11-MAN TACKLE PLAYING RULES 29
RULE 1: AGES AND WEIGHTS 30
S1- JULY 31 CUTOFF: 30
S2- OPERATION OF SCHEMATIC: 30
S3- SPECIAL NOTE FOR MITEY-MITES: 30
S4- TACKLE AGE/WEIGHT SCHEMATIC: 31
RULE 2: INITIAL WEIGH-IN; FIRST PRACTICE 31
RULE 3: IN-SEASON DETERMINATION OF WEIGHT 31
S1-IDEAL METHOD: 31
S2-ACCEPTABLE METHOD: 32
S3-CHALLENGE METHOD: 32
S4-INTEGRITY OF WEIGH-IN: 32
RULE 4: IN-SEASON WEIGHT INCREASE 32
RULE 5: FAILURE TO PASS IN-SEASON WEIGH-IN 34
RULE 6: CUTTING OF PLAYERS 34
RULE 7: CERTIFICATION OF PLAYERS 34
RULE 8: ROSTER SIZE 34
S1-MAXIMUM ROSTER SIZE: 34
S2-MINIMUM ROSTER SIZE: 35
RULE 9: MANDATORY PLAY RULE 35
RULE 10: THE FIELD AND MARKINGS 36
RULE 11: GAME BALL 36
RULE 12: PLAYER DESIGNATIONS 36
RULE 13: REQUIRED EQUIPMENT 38
RULE 14: BLOCKING & TACKLING RESTRICTIONS: 38
RULE 15: LENGTH OF PERIODS 39
RULE 16: INTERMISSION LENGTH 39
RULE 17: TIME CLOCK 39
RULE 18: TIME-OUTS 39
RULE 19: PLAYERS 39
RULE 20: REGARDING INELIGIBLE PLAYERS 39
RULE 21: SCORING VALUES 40
RULE 22: SCORES 40
S1-LOPSIDED/INTENTIONALLY RUN UP SCORES: 40
S2-FULL INVESTIGATION: 41
RULE 23: SIDELINE PERSONNEL: 41
RULE 24: RADIOS & COMMUNICATION DEVICES 41
RULE 25: SCOUTING 41
RULE 26:NO TAXI SQUADS 42
RULE 27: PRACTICE 42
S1-PRE-SEASON: 42
S2-WARM WEATHER PRECAUTIONS: 42
S3-MANDATORY BREAKS: 42
S4-FULL PROTECTIVE EQUIPMENT REQUIRED: 42
S5-CONTROLLED INTER-SQUAD SCRIMMAGE: 42
RULE 28: SCHEDULES 43
S1-SCHEDULED GAMES: 43
S2-SCHEDULING PROHIBITIONS: 44
S3-REQUIREMENTS-ALL SCHEDULING: 44
RULE 29: POST-SEASON BOWL GAMES 44
RULE 30: TIE BALL GAMES 45
RULE 31: CONTACT WITH OFFICIALS 45
RULE 32: REGIONAL/NATIONAL CHAMPIONSHIP
ELIGIBILITY 46
RULE 33: TINY MITES 46
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PART VI-6, 8, & 9-MAN TACKLE PLAYING RULES 48
ARTICLE 1:AGES&WEIGHTS 48
ARTICLE 2: ROSTER SIZE 48
ARTICLE 3: POST-SEASON PLAY 48
ARTICLE 4: �SLAUGHTER� RULE 48
ARTICLE 5: 6-MAN RULE DIFFERENCES 48
ARTICLE 6: 8-MAN RULE DIFFERENCES 49
ARTICLE 7: 9-MAN RULE DIFFERENCES 49
PART VII-POP WARNER FLAG FOOTBALL
RULES AND REGULATIONS 50
INTRODUCTION 51
ARTICLE 1: ORGANIZATION 51
ARTICLE 2: REGISTRATION 51
ARTICLE 3: DIVISIONS OF PLAY 51
ARTICLE 4: FLAG FOOTBALL RULES 52
RULE 1: PLAYERS 52
RULE 2: PLAYING FIELDS 52
RULE 3: EQUIPMENT 53
RULE 4: PROHIBITED EQUIPMENT 54
RULE 5: REFEREES 54
RULE 6: THE RULES OF THE GAME 54
RULE 7: SCORING VALUES 57
RULE 8: TIE GAME 58
RULE 9: INJURED PLAYERS 58
RULE 10: PRACTICES 58
RULE 11: SCHEDULES 58
RULE 12: TOURNAMENT PLAY 58
RULE 13: PENALTIES 59
RULE 14: PROTESTS 61
PART VIII-POP WARNER SPIRIT RULES 62
CHEER AND DANCE PROGRAM MANAGEMENT 63
POP WARNER SAFETY 76
CHAMPIONSHIPS 96
SPIRIT GLOSSARY 117
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2011 Pop Warner Rule Book
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PART I - THE POP WARNER PROGRAM
POP WARNER REGIONS AND NATIONAL
HEADQUARTERSThe administration of Pop Warner is divided into a series of 8
regions. The number and composition of regions is determined
and may be changed from time to time by the Joint Advisory
Committee of Pop Warner Little Scholars, Inc. National Pop Warner
Headquarters may be reached at: 586 Middletown Boulevard, Suite
C-100, Langhorne, PA 19047 or at www.popwarner.com. When
stationery.
NATIONAL REMARKSPop Warner Little Scholars, Inc. is dedicated to the boys and girls
who participate in Pop Warner and to their safety and enjoyment.
The rules for Pop Warner activity of any type as published in this
book are to be followed scrupulously. Failure to enforce these
rules can result in legal action, dismissal and/or loss of charter.
Each family and each adult volunteer in the program must be
covered by medical and liability insurance of some type. Although
participation in Pop Warner is statistically safe, such insurance
should include coverage for �participant risk.� All Programs must
have minimum insurance limits of $100,000 Medical, $1,000,000
General Liability, and $1,000,000 Sexual Abuse/Molestation in
order to participate. All Pop Warner Football activities are open
to both boys and girls, including �mixed� teams/squads. However,
for the sake of convenience, these rules refer to participants as if
of the male gender only.
ADMINISTRATIVE MANUALThe Pop Warner Administrative Manual is designed to keep each
League and Association current on all administrative matters, as
well as to facilitate the daily operational management of those local
organizations. This rulebook and the Administrative Manual ARE
NOT THE PERSONAL PROPERTY OF THE VOLUNTEER, but
belong to the PWLS, Inc. Local organization to which the volunteer
belongs. Both are to be returned to the local organization when the
volunteer�s service is completed.
MISSION STATEMENTThe mission of Pop Warner Little Scholars is to enable young people
and structured environment. Through this active participation, Pop
Warner programs teach fundamental values, skills and knowledge
that young people will use throughout their lives.
2011 Pop Warner Rule Book
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GOALS & PHILOSOPHY OF THE POP
WARNER PROGRAM
its youth participants. Since 1929, the program�s philosophy has
been: academics and athletics go hand-in-hand. At every level, Pop
Warner seeks to develop well-rounded young men and women who
learn not only the fundamentals of football, cheerleading and dance
but also the importance of education, in an atmosphere conducive
to developing sound mind, body and character - and having an
enjoyable time along the way!
The objectives of Pop Warner are to inspire youth, regardless of
race, creed, religion or national origin, to practice the ideals of
the life of the late Glenn Scobie �Pop� Warner.
Pop Warner strives to make the game fun for all boys and girls.
The program stresses learning lessons of value far beyond the
playing or spirit days of the boys and girls involved, such as: self-
discipline, teamwork, concentration, friendship, leadership, and
good sportsmanship. With such goals in mind, and by providing an
opportunity to participate in an organized, supervised environment
with emphasis on maximum safety and participation, Pop Warner
offers young men and women a unique and memorable opportunity
to excel.
2011 Pop Warner Rule Book
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PART II-POP WARNER STRUCTURE
DEFINITIONS
S1-LEAGUE
as applicable:
or
B. It is a grouping of teams of the same ages and weights (playing
division) into a �league� for scheduling purposes.
A League consists of a minimum of four (4) teams playing in the
same Age/Weight division. Leagues are issued a charter by Pop
Warner Little Scholars, Inc. All Leagues are responsible to National
with the assistance of the appropriate Regional Administrator(s) on
behalf of Pop Warner Little Scholars, Inc. Pop Warner National
Staff shall have the right to attend any League/Association function
with or without notice.
S2-ASSOCIATION
Associations are organizations that sponsor and administer one or
more teams. They raise money, buy equipment, recruit coaches,
Each Association shall have an Association
Board member to be called the Director of Football, Football
Commissioner, (or whatever other term is locally applicable), who
is an equal voting member of the Association Board and responsible
only to that board.
cities, they often adopt commonly understood neighborhood names.
In the suburbs, they usually take the town name. In rural areas, an
association name may embrace an entire county (or a substantial
part of it). An association�s recruiting area is approved by its League
and is normally consistent with its geographical name.
When there are no associations, a League is intramural.
S3- ADMINISTRATORS
All League & Association Administrators must be at least 21 years
of age.
S4-TEAM
A team is the universal, basic unit of organization. At minimum,
a team consists of a group of participants organized under the
direction of a coaching staff in a given Age/Weight division. Each
football team may have a maximum of three spirit squads.
S5-DIVISION
Division has several meanings, the most common of which refers
Mitey-Mite (MM), Junior Peewee (JP), Peewee (P), Junior Midget
(JM), Midget (M), Unlimited (UL), Junior Bantam (JB), Bantam
2011 Pop Warner Rule Book
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(B) Challenger and Flag. The basic ages and weights for each
division of play are listed in Rule 1 S:4.
Another use of the word is to designate a sub-grouping of a League,
such as �National-American divisions� or �East-West divisions.�
NOTE: Requests from National for �division of play� refer solely
INTRODUCTION TO THE RULESS1: The rules contained herein ARE REQUIRED to be enforced
by each association, league, conference and federation in
Pop Warner Football. Failure to do so shall be subject to
S2: For all purposes, the Pop Warner playing season shall be
or the last
All Leagues,
administrative personnel, coaches, players and spirit
participants are subject to disciplinary action for violations of
Pop Warner rules and regulations at any time during a stated
playing season.
S3: NO RULES WILL BE ADDED AFTER AUGUST 1st
UNLESS IT IS A SAFETY ISSUE.
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ARTICLE 1: POWERS/AUTHORITY OF LEAGUE
S1: The League has, among its powers, the obligation and authority
to enforce National rules. Leagues participating in Regional
and National Play-offs will follow all PW Rules as printed
in this book.
ARTICLE 2: BOUNDARIES
S1: A League is responsible for the enforcement of its own
boundaries. However, it shall not infringe upon the territorial
rights or boundaries of another chartered League.
S2: Transfer between Leagues: Any team or association seeking
to withdraw from one League to join another League may
do so only with the prior written agreement of the Leagues
involved and with the written concurrence of the appropriate
Regional Director. In the event the two Leagues cannot agree
upon the terms of the move, the Regional Director shall rule
on the matter, with either party retaining the right to appeal
the decision to the National Football Commissioner.
S3: Leagues must establish boundaries for their participating
recognizable format, (i.e., town limits, school districts, streets
etc.) Failure to do so can result in revocation of charter. Players
found to be playing outside boundaries they reside, without
proper release from both Leagues & Associations involved,
ARTICLE 3: RESTRICTION AGAINST DUAL
MEMBERSHIP
No League or member association holding a Pop Warner charter
may enter any one of its teams into membership in any other youth
football or cheerleading program and no adult volunteer may
serve on the board of a Pop Warner Region, League or member
Association while concurrently serving on the board of another
youth football or cheerleading organization. Any individual,
League or member Association in violation of this rule shall be
immediately dismissed from Pop Warner.
ARTICLE 4: VARIANCE OF RULES /CHARTER
COMMITTEE
The Charter Committee for Pop Warner consists of the Region
Directors and appropriate members of the National Staff. They
are responsible for reviewing, granting, suspending or revoking
the privileges and conditions of the local league�s charter. When
-
lation, it must submit in writing to the Region Director, who will
forward it with their recommendation to the Charter Committee.
The appropriate Regional Director will present the variance to the
Charter Committee for a decision.
S1: Variances shall only be granted upon a written application
PART III - POP WARNER REGULATIONS
ALL PROGRAMS
2011 Pop Warner Rule Book
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that the variance sought is based upon good cause and can be
shown to be in the best interest of Pop Warner players and spirit
participants assuring their safety.
S2: Programs granted a variance forfeit their rights to compete in
Regional and National Play-offs for the current season.
S3: No program granted a variance may compete in post season
bowl games that year, unless the opposing team has an identical
variance.
S4: All variances expire annually on December 31st every year. Only
variances which serve in the best interest of Pop Warner both
locally and nationally will be given consideration.
ARTICLE 5: COACHES REQUIREMENTS
A coaching staff is in complete charge of the team or squad whenever
to and from practice sessions and games, or together for any team
function, such as a banquet. The coaching staff is under the direction
of the Head Coach; other coaches are called Assistant Coaches. The
Head Football Coach must attend a Nationally Approved Clinic or
complete and pass the American Sport Education Program (ASEP)
online training to be eligible to coach. Assistant Coaches are strongly
encouraged to successfully complete the online course in addition to
the Head Coach. Head Football Coaches who fail the ASEP online
course will be immediately removed from coaching until they have
successfully completed. Head Cheer/Dance Coaches must attend a
Pop Warner Nationally Approved Clinic or complete the online ASEP
Education and Testing to be eligible to coach. Head Cheer/Dance
Coaches who fail to attend a Pop Warner Nationally Approved Clinic
or take the ASEP online course will be immediately removed from
coaching until successful completion of such clinic. or online course.
Successful completion of the Football and Cheer/Dance Coaching
programs is valid for 3 years. The following applies to all coaches:
S1: The Head Coach, Assistant Coach(s) or Football/Cheer
Commissioner must be 21 years or older in order to supervise
at all practices, games and functions. The Head Coach can only
be rostered as the Head Coach on 1 roster.
S2: An Assistant Coach must be at least 18 years of age. A football
maximum of one (1) Coach-Trainee, (1) Equipment Manager,
(1) Trainer, (1) Team Parent. (Please note this applies only to
Football. See Spirit section for squad coaching members)
S3: Teams/squads are permitted to carry a Coach-Trainee, who
must be a minimum of 16 years of age and a maximum of 17
years of age.
S4: The Head Coach will determine the assignments of the Assistant
Coaches.
S5:
the team/squad in the medical area (physician, paramedic,
in Community CPR and First Aid, or the P.R.E.P.A.R.E. Course
by the National Center for Sport Safety (www.sportssafety.org)
or their equivalent.
S6: Coaches are to be selected by methods approved by League rules
and/or by-laws.
2011 Pop Warner Rule Book
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S7: Once approved for coaching, a coach is automatically terminated
at the close of each season. To coach the following year, the
same League approval is required. Any violation of the rules
committed by a coach during the season, even though the hearing
is not held until after the close of the season, is still under the
jurisdiction of the sponsoring association and/or League.
S8: Coaches do not make Team or League policy. Rather, they carry
staff is in complete charge and shall not be interfered with except
in cases of rules violations and any other conduct deemed by
higher authority to be contrary to the welfare of youth.
S9:
her actions, those of his/her assistant coaches, players, staff
and parents.
S10: Each League shall establish its own rules regarding the placing
of coaches with sons, daughters or siblings within its own
boundaries.
ARTICLE 6: REGISTRATION
A candidate cannot begin practice with a team or squad until he/she
or guardian must sign the Pop Warner Registration Form. The sign-
up fee, if any, may be collected at this time. All coach trainees and
in the same manner as all other minors participating in Pop Warner
Football, Cheer and Dance. All candidates must furnish the following
in order to participate and before starting practice:
S1-PARENTAL CONSENT
The National Participant Contract and Parental Waiver form needs to
be completed by either parent or the legal guardian, stating that the
child has his or her permission to play, cheer or dance.
S2-MEDICAL EXAMINATION
A signed statement from a Licensed State Medical Practitioner dated
after January 1st of the current year; (i.e. Medical Doctor, Registered
Physician Assistant, Registered Nurse Practitioner, etc.) that the
which would contra-indicate playing football or cheer/dance. Note:
If regular school medical examination was performed after January
1 of the current year, and the results are releasable to parents, a copy
of such a report may be used in lieu of a new examination.
SPECIAL NOTE: A person with a loss of limb may participate
provided that the individual has a signed statement of approval from
an examining physician and that the use of the limb is no
more dangerous to players than the corresponding human limb, and
does not place an opponent at a disadvantage.
S3-PROOF OF AGE
of claimed date of birth and is form of proof most recommended.
wallet-size certificates issued by a state or commonwealth are
acceptable. Any other alleged �proof of birth date,� including photo
2011 Pop Warner Rule Book
19
copies of �originals,� are to be accepted only upon the willingness of
the team administration to have its schedule forfeited should fraudulent
application later be determined.
S4-SCHOLASTIC FITNESS
Proof of satisfactory progress in school is required. A 2.0/70% or the
equivalent shall be the minimum grade point average acceptable to
, or if a valid report
card is not submitted, the nationally published scholastic eligibility
Like all rules herein
this rule as it relates to scholastic grades may not be made more
stringent by any team, association, or league, as other rules may
be. No local team/squad may be allowed to participate in Regional/
National sponsored championships or bowl games if it has not met
the nationally published scholastic requirements.
ARTICLE 7: FORMATION OF TEAMS AND SQUADS
Tryouts of any kind within Pop Warner are prohibited. Tryouts are
is placed on a team/squad, including assessments, evaluations, or any
other method used to place a participant in Pop Warner. Not more
than 35 players shall be assigned to a football team or spirit squad at
the start of pre-conditioning on August 1st or the later starting date
ARTICLE 8: MANDATORY CUTS
Any participant must be cut who:
S1: is found to have signed up as a result of parental pressure or
tells team management he/she does not really want to play/
cheer/dance.
S2: refuses or cannot furnish the 4 required items-Parental Consent,
Medical Examination, Proof of Age, and Scholastic Fitness.
S3: is found to be simultaneously trying out for a school tackle football
team, or who, once the season starts, is found to be participating
on a school tackle football team. However, participation in a
the school PE program, or participation in non-Pop Warner spirit
squad tryouts only, during the Pop Warner season, is allowed.
Exception for spirit squads: Participants who tryout and make
a school squad of the current season and are members of a Pop
Warner Squad will be permitted to simultaneously participate in
Pop Warner and school programs administered and coached by
School District employees.
S4: is a member of any other organized Pop Warner football/spirit
team/squad or non-Pop Warner football/spirit team/squad.
(Exception: See S3 above)
S5: attempts to intimidate fellow participants in practice by word
and/or physical deed. No refunding of fees shall be required.
S6: is a recurring discipline problem (and then, only with the
concurrence of the League).
ARTICLE 9: VOLUNTARY CUTS
A participant shall be considered a voluntary or �self-cut� participant
when he/she simply no longer shows up at practices or games of
his/her own free will.
2011 Pop Warner Rule Book
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While voluntary cuts are not charged to any team for the purpose
of these regulations, a coaching staff may attempt to disguise its
cutting pattern by arranging practices in such a way as to discourage
participants of lesser ability into quitting on their own. While these
practices are not common, they have been known to occur and are
considered intentional avoidance of the rules and regulations and are,
therefore, punishable as a result of a hearing.
If a team or spirit squad loses 20% or more of its assigned participants
the causes for the participants voluntarily leaving the team or spirit
squad, and take whatever appropriate action may be needed. The
results of this investigation shall be reported to the League and the
were taken.
ARTICLE 10: CERTIFICATION
S1:
a complete roster of players and a complete roster of spirit
participants for the regular season schedule.
S2:
the roster through the League One Roster System.
roster is one that the League has accepted the information at
a pre-season session with its teams and spirit squads, based
upon information submitted, and the teams and spirit squads
are restricted to these participants for the balance of the season
(except for allowed �Drops� and �Adds,� see Article 12).
S3
Warner Football or Spirit roster. All rosters must be completed
online through League One
S4:
qualify under the following:
A. Eligibility according to residence shall be decided by the League
when the candidate resides in an area other than that authorized
to the lowest age and weight division for which he/she is quali-
shall not be permitted to recertify to a lower division of play dur-
ing the current season under any circumstances, but based on the
to a higher division of play.
6, S3.
E. Associations will require a new picture of a football player or
spirit participant at least every two (2) calendar years.
F. It is the responsibility of the league board members to conduct
weigh-ins. Players should be in a stripped mode (gym shorts).
A league board member is not permitted to weigh-in his/her
own team(s).
ARTICLE 11: RETENTION OF ELIGIBILITY
2011 Pop Warner Rule Book
21
to retain eligibility:
S1: Transfer policy in case of change of residence will be decided
by the League.
S2: Retain parental consent.
S3: Maintain sound physical condition.
S4: Continue to maintain sound scholastic standards. In cases
of doubt, a League shall have the right to require a written
statement by the school administration, which shall be deemed
ARTICLE 12: DROPS AND ADDS
S1:
on the team or squad for any valid reason.
S2: Each League shall establish its own Drops & Adds cutoff date,
but no player or spirit participant may be added to any roster
ARTICLE 13: NO ALL-STARS
All Star teams or squads are prohibited in Pop Warner. Pop Warner
rosters are valid from August 1st to December 31st of the current
year. Any coach or participant found to play a game(s)/competition
with All Star participants from different rosters of regular season
teams will forfeit future eligibility for all Pop Warner programs.
ARTICLE 14: AWARDS
S1: In compliance with the team concept and in view of the ages
of Pop Warner participants, no participant will be singled
out as �best lineman,� �best offensive back,� �most valuable
player/spirit participant,� etc., for the presentation of a special
award. Such adulation should be given to an athlete after his
Pop Warner days, if he/she justly deserves it by performance
at the High School level. Individual awards may be presented,
but must be given to all team or squad members.
S2-SPECIAL NOTE FOR PLAYERS: Awards for individual
performances displayed on the helmets are prohibited (i.e.,
no stars, hatchets, footballs, etc.). The only decal allowed is
ARTICLE 15: PRACTICE
S1-DEFINITION: To prevent possible bending of the rules and
of players or spirit participants, without minimum number, in
the presence of at least one (1) coach, where one or more of the
following activities take place:
A. chalk talk/skull session
C. group conditioning
D. individual skills sessions (QB, receiving, blocking, tackling,
kicking, etc.)
E. group skills sessions
F. dummies and other inanimate contact
G. play run through without pads (shorts & T-shirt)
H. play run through with equipment, but without contact
I. Intra-squad scrimmages with full pads and equipment
2011 Pop Warner Rule Book
22
are shown, or where football or spirit teams are talked about, can
be deemed a practice session, as can a �party� at a parent�s home
League is directed to establish a policy with respect to home videos
Pop Warner strongly recommends League/Associations discourage
�parties/practice sessions� at coaches homes. All the activities/
practice sessions that are referenced in A-15-S1, must include a
minimum of 2 coaches in attendance the entire session.
S2: Pre-season practice shall not begin until August 1st (or
later). The actual date will be determined in accordance
with climate and other factors determined by the League in
establishing a common starting date for all teams within its
jurisdiction.
S3: All practices must be attended by one person holding a Red
P.R.E.P.A.R.E. Course by the National Center for Sport
Safety (www.sportsafety.org) or their equivalent, if not by
an EMT or volunteer physician (such as a parent of one of
the participants).
S4-BEFORE LABOR DAY: No team or squad may schedule
more than 10 hours of practice per week before Labor Day.
hours of practice may be scheduled on any one day.
S5-AFTER LABOR DAY: Practices after Labor Day weekend are
limited to 6 hours per week.
Sunday. Practices after Labor Day weekend are not to exceed
2 hours per day.
S6-BREAKS: Break time is not counted against the ten (10) or six
(6) hours per week or 2-1/2 or 2 hours of allowed practice time.
Water breaks should be given as needed and when requested
by participants
S7-CONTROLLED INTER-SQUAD SCRIMMAGE: After the
second week of practice (10 hours) in pads in which contact
has occurred, teams may engage in joint practice sessions
with other team(s) in what are called controlled inter-squad
scrimmages. So as to avoid any misinterpretation, 20 hours of
practice is required before inter-squad scrimmages may occur.
S8: Any player added after a team has formed and/or after the
season has started, must be subject to the same 20 hours of
conditioning as mentioned in S7 of this article.
S9: The following exercises and drills are banned from all practices
and pre-game warm-ups; leg lifts, neck bridges (sometimes
referred to as neck rolls) and bull in the ring. Leg lifts with
knees bent are acceptable.
ARTICLE 16: CAMPS
S1: No Pop Warner organization or personnel associated within,
shall require or mandate that a Pop Warner football team or
spirit squad, in part or in whole, with or without coach(s)
attend a football or spirit camp. There shall be no exceptions.
2011 Pop Warner Rule Book
23
However, a Pop Warner football or spirit team/squad, in part
or in whole MAY attend a camp if they so choose to, providing
the following conditions are met:
MANDATORY.
B. Camp provides as part of its services an accident insurance
plan for camp participants.
S2: Any camp, whether it be for players or spirit participants, shall
not be endorsed or sponsored by any League, Association,
or Team, which does not provide as part of its services, an
accident insurance plan for the camp participants.
ARTICLE 17: IMPORTANT POINT-MEDICAL &
CONCUSSIONS
The home team or hosting organization has the responsibility to
provide medical coverage at each game or competition. In the
absence of a physician and or ambulance on the site, the minimum
safety requirement will be the presence of one individual associated
with the home team/host organization who is currently EMT
Aid and Safety, the P.R.E.P.A.R.E. Course by the National Center
for Sport Safety (www.sportssafety.org), or their equivalent.
Work together with your local EMTs to establish an emergency
should include, but not be limited to, the following:
A. introduce or identify trainer/health care provider to
visiting coach;
B. home team/host organization review emergency plan
with visiting team;
C. designated duties for coaching staff and or athletes;
D. �how to call EMS� next to phone;
service (EMS);
F. emergency numbers;
G. injury report forms;
H. treatment authorization card;
I. list of administrators that the coach is required to contact.
Practice your emergency plan early in the season, and repeat often
throughout the season. A similar plan should be in place for teams
traveling to away games.
All teams are recommended to have a staff member carry the entire
team�s medical release forms and emergency numbers for all players
and spirit participants in case in an emergency their parent(s) or
guardian must be reached. Having the family physician�s number
opposite the participant�s name is also recommended.
S1: CONCUSSION RETURN TO PLAY GUIDELINES: A
participant who is suspected of sustaining a concussion or
a head injury in a practice, game or competition shall be
removed from practice, play or competition at that time based
on evaluation and determination by the Head Coach. However,
medical professional is on site and available to render such
2011 Pop Warner Rule Book
24
removal or return to play of the participant.
or guardian of the injured player is serving as head coach,
the league president, association president or the top ranking
assistant head coach; whomever is present and highest in the
Pop Warner chain of command.
Any Pop Warner participant who has been removed from
practice, play or competition due to a head injury or suspected
concussion may not return to Pop Warner activities until the
participant has been evaluated by a currently licensed medical
professional trained in the evaluation and management of
concussions and receives written clearance to return to play
from that licensed practitioner.
on removal of a participant for a suspected head injury
or concussion. At national events, the National Football
Commissioner or National Cheer Commissioner, depending
on the sport in which the participant was engaged, or in their
on removal of a participant for a suspected head injury or
concussion.
Pop Warner recommends that all decisions be made in the
best interest of the children and that when any doubt exists
as to the health of the participants, they sit out. Please check
www.popwarner.com or www.cdc.gov/concussion for Center
for Disease Control (CDC) signs and symptoms chart for
concussions.
ARTICLE 18: CHARGING ADMISSION
Reasonable admission fees may be charged to attendees for entry
into pre-season, regular season and postseason Pop Warner league,
association and team/squad events, however such admission fees
shall not be borne by any active rostered individual who is partaking
in the event, including both participants and coaches, as well as all
pertinent Pop Warner administrators; all of whom shall be admitted
free of charge.
ARTICLE 19: PROTESTSS1: Only protests involving the eligibility of a player or spirit
participant shall be considered.
S2: Protests are decided in accordance with the administrative
procedures of the League.
S3: Teams, Associations and Leagues have the responsibility to
communicate protests as soon as they are known to exist. Lack
ARTICLE 20: PATCH REQUIREMENT
2011 Pop Warner Rule Book
25
for games and competitions in order to participate. Patches may only
be placed on designated areas on the uniforms as determined by
National. Football uniforms purchased from Russell Athletic and
Cheer uniforms purchased from Team Cheer have the Pop Warner
patch sewn on the uniform at no additional charge.
ARTICLE 21: MANDATORY BACKGROUND
CHECKS
S1: As a condition of service to a Pop Warner league, all Coaches,
Board of Directors� members and any other persons or
volunteer workers who have repetitive access to or contact
with players and/or spirit participants, must complete and
local Pop Warner Association or League. Annual background
checks must be completed prior to the applicant assuming
his/her duties for the current season, and should be submitted
to the League President prior to the start of the current season.
Refusal to submit a fully completed �Pop Warner Volunteer
Application� annually must result in the immediate dismissal
of the individual or denial of participation for the applicant.
S2: Each League shall require and be responsible for enforcing
all league and association personnel to annually submit to
Volunteer Application,� prior to the applicant assuming his/her
duties for the current season. The Volunteer Application must
include signed permission from the applicant allowing the
League or Association to perform the necessary background
provincial or national laws. Each League shall also require and
Pop Warner �League Confirmation of Compliance with
must be maintained by the League for a minimum of 1 year.
S3: No League shall permit any person to participate in any
manner, whose background check reveals a conviction for,
or guilty plea to, any crime involving or against a minor. In
addition, other charges and convictions may be an indication
any individual from participating as a volunteer if the League
League applies the same criteria uniformly for all individuals
seeking to volunteer.
S4: Each League must require that all volunteers undergo a
background check screening which at minimum includes
a check of the records for the state in which the volunteer
resides. Additionally, If a League utilizes a state sex offender
2011 Pop Warner Rule Book
26
registry check, that League must also perform a national database or
a Federal background check search, such as those offered by Lexis
Nexis. If a local organization becomes aware of information, by any
means whatsoever, that an individual, including, but not limited to,
volunteers, players and hired workers, has been convicted of or pled
guilty to any crime involving or against a minor, the league must
for, or guilty plea to, a crime against or involving a minor, the league
must prohibit the individual from participating in any manner.
Due to the fact that Pop Warner Little Scholars Inc. has no direct
operational control over the selection of volunteers, each League
shall be required to indemnify and hold harmless Pop Warner Little
Scholars Inc. against all legal actions based upon allegations arising
from a failure to enforce all or part of this regulation. Failure to
comply with all or part of this regulation may result in the suspension
or revocation of the league charter, the removal of league and/or
association volunteers, ineligibility for participation in regional and
ARTICLE 22: PARTICIPANT WAIVERS
S1. Waivers shall only be granted upon written application executed
in the Waiver, attesting that the Waiver sought is based upon good
cause and can be shown to be in the best interest of Pop Warner players
and spirit participants by assuring their safety.
S2. All Waivers expire annually on December 31st. Only waivers,
which serve in the best interest of Pop Warner both locally and
nationally will be given considered.
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27
PART IV-ENFORCEMENT POLICY
POLICE POWERS/HEARINGS & APPEALS
All Pop Warner organizations-Leagues, Associations, and
Teams/Squads, will be called upon from time to time to do the
following:
A. Resolve disputes between member organizations and
individuals.
B. Take action to enforce National and local rules and regula-
tions.
C. Discipline both adult and juvenile members.
NOTE: NATIONAL POP WARNER DOES NOT HANDLE
APPEALS. Each League is advised to set up its own tribunal to
handle matters in a timely fashion at the local level. WARNING:
Failure to do so could result in being taken to court. National
Headquarters will intervene only in rare instances AT ITS SOLE
DISCRETION. Please refer to the Pop Warner Administrative
Manual for hearings and appeals guidelines.
MINIMUM MANDATED PENALTIES
Minimums are established to assure that the punishment for listed
offenses will occur in a uniform fashion. More severe penalties may
be levied where circumstances warrant or for repeated offenses.
S1-ADULT OFFENSES
A. EJECTION FROM GAME - Automatic one week suspension
from practice, including the following game.
B. RUN-UP SCORE: Probation unless found to be intentional,
then suspension for 1 week.
C. ENDANGERMENT OF JUVENILES: Suspension for 1
year.
D. TEACHING PROHIBITED OFFENSIVE & DEFENSIVE
TECHNIQUES: Suspension for 1year.
E. FIGHTING: Suspension for 1 year.
F. CHEATING: Suspension for 1 year.
G. THREATS: Suspension for 1 year.
H. GAMBLING ON GAME OUTCOME: Suspension for 1
year.
I. LACK OF COOPERATION/ OBSTRUCTION: Suspension
until compliance is achieved.
J. VIOLATION OF MANDATORY PLAY RULE: Probation
unless found to be intentional, then suspension for 1 week.
K. FALSIFICATION OF OFFICIAL DOCUMENTATION:
Suspension for 1 year. This would include, but not be limited
to, parental consent, medical examination, proof of age, and
proof of scholastic eligibility, and background screening
forms.
Upon suspension of any penalty provided herein, an accused shall
be placed on probation, among the general conditions of which shall
be: (1) that the accused be and remain of good behavior and that he
2011 Pop Warner Rule Book
28
strictly enforce all rules and regulations of Pop Warner; and (2) that
the accused prepare and submit to his League his written plan to
supervise implementation of the Mandatory Play Rule (MPR).
In addition, a player denied his required number of plays will start
the next game and receive double the number of mandatory plays
in that game. The failure of a convicted coach to comply with this
provision will be deemed a second violation.
S2-JUVENILE OFFENSES
Fighting, intimidation, or disrespect for authority shall be cause
for ejection from a game/competition. Any player/spirit participant
ejected from any game/competition for cause shall be ineligible for
participation in their next game/competition. A second ejection
during the same season shall be cause for removal from the team
for the balance of that season.
S3-TEAM AND ASSOCIATION OFFENSES
A. FAILURE TO KEEP FAITH WITH JUVENILES &
PARENTS or failure of
a team or association which placed the health, welfare and
safety of juveniles in jeopardy, or exploits or treats them in
such a manner that the juvenile becomes a �tool� of the team.
-
sociation policy, and not be an aberration of one individual.
This implies that the practice is carried out by order of, or with
end it.
MINIMUM PENALTY: Probation of the organization coupled
with permanent suspension of its president and all others who
participated in the practice. Upon a second offense, suspension
B. FIGHTING/RIOTING/INCITEMENT TO RIOT: Game
the season for second offense within the same season. Scrim-
mage-related: at the discretion of League.
S4�REGIONAL AND NATIONAL PLAY-OFFS
Investigations and hearings concerning Regional and National
Championships, Competitions and Play-offs will be conducted by
with Pop Warner�s Dispute Resolution Board as stated in the
Administrative Manual.
S5-ADDITIONAL OFFENSES
Any and all other offenses which are committed by any party may
be subject to the minimum penalty of probation.
2011 Pop Warner Rule Book
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POP WARNER
11-MAN TACKLE FOOTBALL
PLAYING RULES(PAGES 29 - 47)
POP WARNER
6-, 8-, AND 9-MAN TACKLE FOOTBALL
PLAYING RULES(PAGES 48 - 49)
2011 Pop Warner Rule Book
30
PART V - 11-MAN TACKLE
PLAYING RULES
are to be played under the state rules (including state adoptions)
for varsity football of the applicable governing body-either the
individual state member of the National Federation of State High
School Athletic Associations or the National Collegiate Athletic
Association. It is recommended that each coach have their own
copy of the current year�s high school rules. Write to the National
Federation at PO Box 690, Indianapolis, IN, 46206, web address:
www.nfhs.org or to the NCAA at PO Box 6222, Indianapolis, IN,
46206-6222, web address: www.ncaa.org.
RULE 1: AGES AND WEIGHTS
S1-JULY 31 CUTOFF-LEAGUE AGE
The player�s age on July 31st of the current year shall be the player�s
age for the coming season.
S2-OPERATION OF SCHEMATIC
The schematic provides a uniform series of three basic years of
eligibility falling under more stringent weight restrictions (the
�older/lighter� player). The �older/lighter� player is indicated
by an asterisk. (See Rule 1, S4) In addition, programs may not
arbitrarily eliminate any ages from the divisions, i.e. choose not
to allow older/lighters etc.
S3-SPECIAL NOTE FOR MITEY-MITES
Although the game is serious to the kids, from the adult viewpoint,
Mitey-Mite is strictly a training division, completely free of any
pressure to win, with a total emphasis on learning. While scores
are kept, no local championship may be declared, but post-season
play is permitted.
of the League. A maximum of one (1) coach per team is permitted
There shall be:
1.) No blitzing
attempting a kick) in Mitey-Mite play.
3.) No more than six (6) defensive players can be on the line of
scrimmage or rush the ball.
4.) Defensive players on the line of scrimmage must be in either a
three or four point stance and may not line up over center. Penalty
for violation of the above: First violation: Warning Additional
violations:15 yards unsportsmanlike conduct.
2011 Pop Warner Rule Book
31
S4-TACKLE AGE/WEIGHT SCHEMATIC
Weight Season Max
TINY-MITE 5-6-7 35-75 lbs. 84 lbs.
MITEY-MITE 7-8-9 45-90 lbs. 99 lbs.**
JUNIOR PEEWEE 8-9-10 60-105 lbs. 114 lbs.**
(older/lighter) 11* 60-85 lbs. 94 lbs.**
PEEWEE 9-10-11 75-120 lbs. 129 lbs.**
(older/lighter) 12* 75-100 lbs. 109 lbs.**
JUNIOR MIDGET 10-11-12 85-135 lbs. 144 lbs.**
(older/lighter) 13* 85-115 lbs. 124 lbs.**
MIDGET 11-12-13-14 105-160 lbs. 169 lbs.**
(older/lighter) 15* 105-140 lbs. 149 lbs.**
UNLIMITED 11-12-13-14 105 lbs Unlimited
JUNIOR BANTAM 12-13-14 120-170 lbs. 179 lbs.**
(older/lighter) 15* 120-150 lbs. 159 lbs.**
BANTAM 13-14-15 135-185 lbs. 194 lbs.**
(older/lighter) 16* 135-165 lbs. 174 lbs.**
*The asterisked (*) provisions in each division allow the so-called
�older but lighter� player to also qualify. The last year of eligibility
falls under more stringent weight restrictions, per above.
A LEAGUE SHALL NOT ADD THE �IN-SEASON� GROWTH
ALLOWANCE AS A MEANS OF UPPING MAXIMUM WEIGHTS
OR INCREASING CERTIFICATION WEIGHTS.
RULE 2: INITIAL WEIGH-IN; FIRST PRACTICE
the team to conduct this weigh-in. Its purpose is to serve as one
each player whose weight will bear watching by the team staff, the
players, and parents throughout the practice period, because it is
slightly below the minimum or slightly above the maximum weight
for that particular division. Those failing the initial weigh-in will not
continue as eligible candidates for the team (See Rule 6). The initial
than a medical quality scale.
RULE 3: IN-SEASON DETERMINATION OF WEIGHT
Each team will have its players checked on Game Day PRIOR TO
EACH GAME during the season to assure that the weight standards
are being maintained.
S1-IDEAL METHOD
The ideal method of in-season weight checks can only be used
when all playing facilities used throughout the program include
dressing facilities. If so, pre-game weigh-ins, in shorts, will be
conducted before every game and will be scheduled so that they
medical scale will be used. If not available, a lesser scale may
be used if its accuracy can be checked against a weight of know
2011 Pop Warner Rule Book
32
value. The weigh-in will be conducted by a League-assigned
Weigh Master.
S2-ACCEPTABLE METHOD
The following alternate method of in-season weight check (with
uniform and equipment allowance) shall be used where dressing
facilities are not available:
A. A weight allowance shall be established for the wearing of
the uniform and protective equipment which will then be
subtracted from the player�s total scale weight. In cases of
marginal overweight or marginal underweight, the team shall
be entitled to a strip weight, in shorts, of the player concerned.
Strip weight checks will be conducted in dignity, away from
unnecessary personnel.
To facilitate the weigh-in process, the scale should be one that
can be set up along �pass� or �fail� limits, i.e., be capable of
being preset to balance at the maximum and minimum allow-
able weights for the particular division of play. In this way, a
line of players can step onto the scale and have their weights
quickly judged as falling at or below the maximum. Next, the
scale can be reset to balance at the minimum �pass� weight
so players can be judged to weigh at or above the minimum
weight. For judging a player�s weight, all weights shall be
rounded to the nearest full pound-i.e., a player weighing less
than 1/2 pound above a full pound will be rounded down,
while a player at or above 1/2 pound will be rounded up.
B. The following weight allowances for the wearing of equipment
and uniform shall be used. All weights are without helmet.
Cold climate areas: add 1 pound to all weights given when
wearing full sleeve cotton jersey with undergarment.
Tiny Mite & Mitey-Mite......................................7 lbs
Junior Peewee & Peewee.....................................8 lbs.
Junior Midget & Midget......................................9 lbs.
Junior Bantam & Bantam & Unlimited.............10 lbs.
S3-CHALLENGE METHOD
Weight check by challenge or other than above prescribed methods
is not acceptable.
S4-INTEGRITY OF WEIGH-IN
Once a weigh-in has been conducted, no equipment shall be
exchanged unless the equipment is found to be unsafe, and/or
damaged.
RULE 4: IN-SEASON WEIGHT INCREASE
The allowable increase in maximum weight for any division of
season game: These weight allowances may only be granted after
2011 Pop Warner Rule Book
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2011 Pop Warner Rule Book
34
1st week 0 lbs.
2nd week 1
3rd week 2
4th week 3
5th week 4
6th week 5
7th week 6
8th week 7
9th week 8
10th week 9**
** No more than nine (9) pounds may be added to the maximum
weight after the tenth week.
Teams advancing to the Super Bowl will be allowed a one (1) pound
increase at the national weigh-in.
RULE 5: FAILURE TO PASS IN-SEASON
WEIGH-INS1- WEIGH-IN BEFORE EACH GAME: A player failing a
only. He may sit with the team on the bench after he has
removed his helmet and shoulder pads.
S2: Determination of Weigh Master as to the weight eligibility
RULE 6: CUTTING OF PLAYERSIn addition to those reasons listed in Articles 8 & 9, any player
must be cut who:
A. weighs 6 or more pounds above the maximum weight for the
selected division of play, at the time of the initial practice
session.
B. weighs 3 or more pounds less than the minimum weight for
the selected division of play, at the time of the initial practice
session.
RULE 7: CERTIFICATION OF PLAYERS
onto a team roster, a player shall qualify under the following:
applicable age/weight schematic. (See Rule, 1 S4)
team he has been practicing with, but falls into the weight
bracket of another division, must be moved to the other divi-
C. A League shall not add the �in-season� growth allowance to
RULE 8: ROSTER SIZES1-MAXIMUM ROSTER SIZE
form and play. The League may establish a minimum higher than
2011 Pop Warner Rule Book
35
16 for a team to be allowed to form and participate.
S2-MINIMUM ROSTER SIZE
A minimum of 16 players must be dressed and eligible to play at
each game. Also, if you start a game with 16 players, you must
with 16 players. Each League may establish a minimum number
higher than 16, but once adopted, it must be kept for the entire
season, including post-season bowl games. Each League shall
have the option to determine whether or not a team which fails
to dress the minimum number of players shall forfeit the game or
whether the game shall be rescheduled. Any team which forfeits
players shall be investigated by the League for a determination as
to whether to forfeit the balance of the season.
RULE 9: MANDATORY PLAY RULEThe following shall be the Minimum Mandatory Play Rule (MPR)
for all Pop Warner teams. Each league may set a higher number of
Mandatory Plays, but never less than the minimum set by PWLS.
All MPRs should be based on eligible players at the time of the
game.
Jr.Peewee thru Bantam: Mitey Mites Only:
16-25 players - 10 plays 16-25 players - 12 plays
26-30 players - 8 plays 26-30 players - 10 plays
31-35 players - 6 plays 31-35 players - 8 plays
Tiny Mites - See Rule 33; S13 for Participation Requirements
A. The plays must be from the line of scrimmage.
B. Kickoffs, extra points, QB intentionally spiking the ball and
-
ment.
results in a penalty which causes the down to be replayed.
D. All players shall be provided their mandatory plays by par-
ticipation in �active� plays, without the intent to minimize
the action or integrity of the plays. Plays such as, but not
limited to, having the center snap the ball to the quarterback,
and then the quarterback fall to the ground, while substitutes
are playing the other positions, shall NOT be considered as
active plays.
E. All players shall receive their mandatory plays by the end
of the third quarter, or they shall enter the game at the start
of the fourth quarter, and remain in the game until they have
received their required number of plays.
F. Failure to adhere to MRP requirements will result in forfeiture
of game in addition to enforcement policies outlined in Part
IV S1.
Each League shall establish its own system for enforcing the
MPR, and must print a simple handout describing its MPR in
throughout the entire League, before the beginning of the season.
The Nationally preferred system is that used in the National games.
2011 Pop Warner Rule Book
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RULE 10: THE FIELD AND MARKINGS
S1: The home team is responsible for the preparation of the playing
equipped and marked in accordance with high school standards.
Lime and other caustics shall not be used.
S2: The bench area is reserved for players, coaches, and authorized
team personnel only. The sidelines areas are reserved for
the game physician and chain crew, with the balance of the
sidelines kept clear except for the presence of medical and law
enforcement personnel, and authorized members of the press.
Each League shall be permitted to determine on which side of
stated position, the local high school rules shall apply.
S3:
Junior Peewees, and Peewees.
RULE 11: GAME BALL
S1: The ball shall be of a good grade of leather, rubber or composite
during Regional & National Championships. Notwithstanding any
other provisions in league bylaws, the Spalding/Pop Warner design
ball is deemed approved for all Pop Warner play as stated above.
S2: The use of stick-um on the football or the application and use
of such on any player�s hands is not allowed.
S3: In the Tiny Mite, Mitey-Mite Division of Play ONLY, it shall
be left to the determination of each league which ball shall be
used during their games.
RULE 12: PLAYER DESIGNATIONS
S1: Each player shall wear a number between 1 and 99 inclusive.
Numbers �0� and �00� are illegal and shall not be worn.
No duplicate numbers shall be permitted. Pop Warner does
not follow NFHS rules for numbers; therefore any number
between 1 and 99 can be worn for any position.
S2: During a game in which a PA system is used, the number of
any player committing a foul shall not be publicly announced.
Divisions of Play Tiny-Mite Jr. Peewee Jr. Midget Bantam
Mitey-Mite Peewee Midget Unlimited
Jr. Bantam
Manufacturer
Spalding Rookie Gear Junior Youth Full
Mitey-Mite
Baden Leather BF100L BF200L FX500 or
Rubber BF100-03 F200-03 FX550
FX400
Rawlings RF-5J RF-5Y ST-5PRO
Wilson K2 TDJ TDY TDP
Ball Size/Model Number
(Official Football of Pop Warner)
2011 Pop Warner Rule Book
37
;LIR�XLI�*YXYVI
SJ�*SSXFEPP�MW�'EPPMRK���
-XvW�;LEXvW�SR�XLI�-RWMHI
XLEX�'SYRXW
�GMEP�,IPQIX�ERH�6IGSRHMXMSRIV�SJ�4ST�;EVRIV�*SSXFEPP
ERH�XLI�;SVPHvW����1EOIV�SJ�*SSXFEPP�,IPQIXW
2011 Pop Warner Rule Book
38
RULE 13: REQUIRED EQUIPMENT
The following items shall be worn by players in all divisions
beginning with physical contact in practice sessions:
A. Helmet: Only helmets bearing the NOCSAE Seal of Cer-
NOCSAE approved �Warning Label� in a visible position on
the outside of the helmet. This �Warning Label� is the same
label that is furnished by all helmet manufacturers and quality
reconditioners. (Note: Regulations regarding chin straps and
face guards are to be followed per the National Federation or
NCAA regulations, whichever is applicable.)
B. Shoulder Pads
C. Pants: One Piece or Shell
D. Hip Pads: One Piece or Shell
E. Tail Pads: One Piece or Shell
F. Thigh Guards: One Piece or Shell
G. Knee Pads
H. Jerseys
I. Mouthguard: All mouth guards must have a keeper strap, and
be attached to helmet face mask at all times. Clear or White
are not permitted to be used.
J. Athletic Supporter or Compression Shorts (male players only)
K. Shoes: In all divisions of play: sneakers, molded rubber cleats
(soccer style), or detachable rubber or plastic (football style)
cleats are permitted. No metal cleats are permitted. Cleats
may not exceed a 1/2� in length. Special Kicking shoes are
not allowed.
L. Eyeglasses: When worn, shall be of athletically-approved
construction with non-shattering glass (safety glass) or contact
lenses.
M. Any additional protective equipment worn by players shall be
allowed with league approval.
N. Jewelry of any type shall be prohibited, except religious or
medical medallions, which must be covered by the player�s
uniform.
O. The wearing of headgear containing knots, including beads
and/or decorative hair ornaments is prohibited.
on every uniform for games and competitions. Patches may
only be placed on designated areas on the uniforms as com-
municated on the patch placement form on popwarner.com.
Failure to have any of the above required equipment during a game,
shall subject the participant to be removed until such time as the
required equipment has been reparied, replaced or added. The use
in a game.
RULE 14: BLOCKING AND TACKLING
RESTRICTIONS
Both the National Federation and NCAA rulebooks contain
extremely strong language on blocking and tackling. It is the
responsibility of every Pop Warner coach to be fully informed
of, and abide by, all such rules of the governing body (National
Federation or NCAA) under whose jurisdiction his state falls,
2011 Pop Warner Rule Book
39
and to review same every year. In addition to other specific
prohibitions in the National Federation and NCAA rulebooks, no
butt blocking, chop blocking, face tackling or spearing techniques
shall be permitted. If such techniques or any others forbidden by the
National Federation or NCAA rulebooks are taught by Pop Warner
coaches, said coaches shall be dismissed from the program, upon
being found guilty following a hearing.
RULE 15: LENGTH OF PERIODS
Maximum length of periods by division of play are:
(Tiny-Mites-See Rule 33)
Mitey-Mite, Jr. Peewee,
Peewee , Jr. Midget & Midget......................................10 minutes
Jr. Bantam & Bantam & Unlimited..............................12 minutes
RULE 16: INTERMISSION LENGTH
Between 1st & 2nd; 3rd & 4th quarters..........................2 minutes
Between 2nd & 3rd quarters.........................................15 minutes
RULE 17: TIME CLOCK
is not equipped with a scoreboard timing device. In any event,
if, in his judgment, the home management�s clock operator is not
RULE 18: TIME-OUTS
A team shall be permitted no more time-outs than are permitted by
the rules of the current National Federation of State High School
Associations or the current NCAA rule book, depending on which
body governs a state or section thereof.
RULE 19: PLAYERS
S1: A free substitution rule is always in effect.
S2: It is STRICTLY PROHIBITED for a player or group of
players to participate in any practice session or game with
players from another division of play (i.e., Junior Midget
vs. Midget).
S3: Injured player: Once removed by reason of injury, a player
shall not re-enter the game without the approval of
licsened athletic trainer or medical professional who is not a
parent/guardian of the player.
RULE 20: REGARDING INELIGIBLE PLAYERS
S1:
player, from which there are no appeals. Further, these
violations shall result in forfeiture of all games in which the
ineligible player was a member of the team. There are no
exceptions.
B. Player overage or underage
2011 Pop Warner Rule Book
40
C. Player residing outside of legal boundaries without
mutual agreement (waiver) of appropriate League(s) and/or
Associations.
documentation. (Articles:6,10)
E. Participation in school tackle football program or
Football in the same season. A player may practice with a
game has started. Players can practice with the school team
or the Pop Warner team, but not simultaneously with both.
If trying out for the school team, they may not practice with
the Pop Warner team until they have been removed from the
school team and show evidence of removal.
In the case of any other situation resulting in a player being
declared ineligible, the result shall be removal of the player from
the program, with no penalty against the team.
S2: Participation in Regional/National bowl games may also be
prohibited upon recommendation of the League and approval
of the Regional Director.
RULE 21: SCORING VALUES
Touchdown .....................................................................6 points
Point after TD by run or pass .........................................1 point
Point after TD by kick ....................................................2 points
Safety (awarded to opponent) ........................................2 points
Field goal .......................................................................3 points
Forfeit (offended team wins by).....................................1-0
RULE 22: SCORES
S1-LOPSIDED/INTENTIONALLY RUN UP SCORES
Any time a team goes up by 28 points or more, the following
will occur:
can only be stopped for injury of a player or at the discretion
of a referee. It cannot revert to a game clock operation for the
remainder of the game.
B. Once 28-point difference is obtained between the two op-
ponents, the winning team cannot pass the ball or run sweeps
outside the tackle. If the winning team fails to abide by this
rule, each violation will be a loss of down and a 5- yard pen-
alty. This is at the discretion of the game referee. If at any
point during remainder of the game the point difference drops
below 28 the clock will continue running; however regular
rules would apply, i.e. teams would not be required to run
between the tackles etc.. If a 28 point difference is reached
again, PW Rule 22 stipulations i.e. running between the tackles
etc.. would take effect.
C. There will be no Blitzing by either team once the clock be-
comes a running clock and the lopsided rule is in effect.
D. There will be no onsidekicks at kickoff.
2011 Pop Warner Rule Book
41
E. The winning defense team cannot advance a fumble or pass
interception. The ball is blown dead immediately. The win-
ning offense may start play action from this point.
F. The winning team shall make every effort to replace starting
players with reserves. Failure to do so will call for an immedi-
ate investigation and possible one game suspension if found
guilty.
G. Any coach who employs types of plays without the intent
to maximize the action of play shall be in violation of this
rule.
H. The teams are still required to complete the mandatory play
rule.
I. An investigation will be conducted if a game ends with a score
differential of 28 points or more.
S2-FULL INVESTIGATION
When the statements of the coaches are in disagreement, the League
shall require the Head Coach and all Assistant Coaches of each team
to submit written answers to the following questions:
A. What in your opinion caused the lopsided score?
B. Is there any ill will or animosity among the coaching staff of
Team A toward the coaching staff of Team B?
C. To your knowledge, have there been any threats between and
among the children prior to the game?
D. Has your team ever been involved in a lopsided score be-
fore?
E. What actions were taken by the coaching staff of Team A to
prevent the score differential from reaching 28 points after it
reached 18 points?
F. In retrospect, is there anything you feel could have been done
to prevent the score differential from reaching 28 points? If
so, what?
Based upon the answers to the foregoing questions, the League
shall determine whether or not to conduct a hearing. The answers
to these questions may not be used in any way at the hearing, unless
presented at the hearing by one of the witnesses.
RULE 23: SIDELINE PERSONNEL
In addition to the coaching staff, a team may have additional support
personnel positioned within a team box during the game. The total
number of team support personnel, including coaches, in a team
box shall not exceed 10.
RULE 24: RADIOS AND COMMUNICATION
DEVICES
No radios or other communicative devices shall be allowed during
game situations to relay information to the coaching staff on the
sidelines.
RULE 25: SCOUTING
Scouting football teams is permitted in the form of video tape,
2011 Pop Warner Rule Book
42
a game situation. Scouting any type of practice is strictly
prohibited.
RULE 26: NO TAXI SQUADS
No team is permitted to run a �taxi� or �reserve� squad.
RULE 27: PRACTICE
In addition to the requirements for practice in Article 15, the
following also apply:
S1-PRE-SEASON
and exclusively to conditioning, not wearing pads; however,
helmets shall be permitted. Leagues may add more time beyond
S2-WARM WEATHER PRECAUTIONS
Teams must guard against serious heat problems, which in extreme
high school and college cases have occasionally resulted in death.
The training regimen of any team practicing under high heat and/or
humidity conditions must:
A. Limit or eliminate laps entirely. Do not assign laps for disci-
plinary reasons.
B. Schedule practices for early evening, after sun is low in sky.
C. Give players all the water they want to drink, when they want
it. Do not substitute soft drinks for water.
D. Each coach must keep an eye on all players and his fellow
coaches for the slightest sign of heat exhaustion or fatigue.
practice, not to be counted against practice time.
S3-MANDATORY BREAKS
A mandatory 10 minute break after each hour of practice shall be
required. Break time is not counted against the hours per week or
per day allowed practice time. Water breaks should be given as
needed and/or when requested by participants
S4-FULL PROTECTIVE EQUIPMENT REQUIRED
At all practices, pre-season or in-season, where person-to-person or
person-to-dummy contact takes place, each player must be dressed
in the full complement of protective equipment described in Rule
13, �Required Equipment.�
S5-CONTROLLED INTER-SQUAD SCRIMMAGE
week being conditioning), teams are permitted to engage in joint
practice sessions with other teams in what are called controlled
inter-squad scrimmages.
2011 Pop Warner Rule Book
43
In a controlled inter-squad scrimmage, there is prior agreement
between coaching staffs that:
B. Long time-outs are taken between plays so that coaching staffs
can instruct and critique their players.
C. Coaching staffs may inform each other of the plays they are
going to run so one team can concentrate on its offensive sets
while the other improves its defense and vice-versa.
E. Game score is not kept; scoring is not the primary goal.
-
mum is not violated. A mandatory ten minute break is taken
at the end of one hour, said break not to be counted against
the allowed practice time.
G. No player or team is permitted at any time to engage in a
controlled scrimmage or any form of contact drills involving
a player, players, or team from a different Age/Weight division
of play.
RULE 28: SCHEDULES
S1-SCHEDULED GAMES
A. The chart in sub-section B summarizes the number and types
of games teams may play during a season by each Age/Weight
division.
B. A League may schedule a maximum number of total season
games as shown in Column D. The maximum number of
each type of game permitted by division of play is shown in
columns A, B, and C. A League may schedule fewer regular
season games than the maximums shown in column B, but
not less than six (6).
Regular Total Post Season/ Num. of
Pre-Season Season Bowl Games Games
Exhibition Schedule (Max.) (Max.)
(Max.) (Max.)*
(A) (B) (C) (D)
Division:
TM 1 8 0 9
MM 1 10 1** 11
JP 1 11 2 13
P 1 11 2 13
JM 1 11 2 13
M 1 11 2 13
JB 1 11 2 13
ULMT 1 11 2 13
B 1 11 2 13
* Regular Season Schedule includes any League playoffs.
In any division, a team may play any combination of games in
columns A, B, and C (up to the maximum in each column), but
shall not exceed the total number of games in Column D. Pre-season
exhibitions (Column A), league playoff games (part of Column
B), and post-season bowl games (Column C) are not required to
2011 Pop Warner Rule Book
44
be played. Regional/National playoffs and championships are not
included in any of the above.
of different leagues. Teams may play post season games within
their league as long as the maximum number of games is not
exceeded.
** Mitey Mite teams are only permitted to play (1) post-season
game either in their own league/conference or in an adjacent league/
conference when overnight travel is not required, upon written
approval of both leagues/conferences and the Region Director.
S2-SCHEDULING PROHIBITIONS
A. Under no circumstances will a team be allowed to play a game,
scrimmage, or practice against a team of another division (i.e.,
Junior Midget vs. Peewee, Midget vs. Jr. Bantam, etc.).
B. No team may schedule a game against a team whose ages
and weights are not FULLY in compliance with those printed
in this rulebook, unless both teams have identical approved
Variances.
S3-COMMON REQUIREMENTS - ALL SCHEDULING
The following requirements apply to all scheduling beginning with
practice and ending with post-season bowl games:
A. No team, on its own, may arrange a game. All games, regard-
less of type, must be arranged through or with the sanction of
the League of which the team is a member.
B. Prior account will be taken of all local and state laws pertaining
to the scheduling of athletic contests.
C. A period of at least four (4) full days (96 consecutive hours)
will elapse between the end of any game for a given team and
the beginning of the next game for pre-season exhibitions,
regularly scheduled league games, post-season and bowl
games. A League shall be permitted to waive the four (4)
full days (96 consecutive hours) to 2 1/2 days (60 consecu-
tive hours) ONLY to permit the conclusion of the regularly
scheduled season.
RULE 29: POST-SEASON & BOWL GAMES
S1: Teams from all divisions are permitted a maximum of two
(2) post season Bowl Games with the exception of the Mitey
Mites. Mitey Mites are permitted a maximum of one (1) post
season game.
S2: For a team to be eligible for bowl game participation, the
following conditions must be met:
A. All requests for Bowl Game participation must be made
through the Region Director or his designee.
B. The team�s League must be represented at its Annual Region
Meeting.
C. The team�s League must have paid any Region Dues by
October 15.
2011 Pop Warner Rule Book
45
in October.
E. Requests to participate must be made by the designated
F. All bowl game contracts shall require the written approval
of the Leagues involved.
S3:
weigh-ins in accordance with Pop Warner�s standard weigh-in
procedures as outlined in Part V, Rule 3.
S4: All special criteria such as fees, etc., shall be immediately sent
to a team expressing interest in playing the game.
S5: The applicable state standard (NCAA or National Federation)
and the Pop Warner National Rulebook will be the only
rules in effect at all bowl games, and Regional or National
Championships.
S6: Any League or team that arranges a bowl game(s) without
approval from the Region Director or his designee, will be
to exceed $500.00, as decided by the Region Director.
RULE 30: TIE BALL GAMES
S1: In the Mitey-Mite division, all tie games shall stand as ties.
In the other divisions, the League shall have the option of
breaking ties in all regular season and post season games.
S2: Ties shall be broken in League playoff/championship games
using the established high school tie-breaker for the state in
question, or a special League plan in case the high school
tie-breaker is of a type that does not quickly resolve the tie,
and games are scheduled back-to-back on the same facility.
Leagues and states shall determine if ties in championship
games will be broken in accordance with the playoff game
tie-breaker above, or if such ties will result in co-champions.
S3: Ties during regular season games are allowed to stand as ties.
However, if as the result of any regular season tie, a situation
team has to be selected to represent its league in the League
playoff series, a special tie-breaking game (1 extra game)
will be played during mid-week, between the last regularly
of Rule 27, S3: �Common Requirements to All Scheduling,�
will apply.
S4: In all Regional/National Championship Games, the �ten yard
overtime procedure� tie-breaker as outlined in local National
Federation High School Rules will be used without exception.
RULE 31: CONTACT WITH OFFICIALS
shall be subject to suspension and/or being permanently banned
from Pop Warner activities.
2011 Pop Warner Rule Book
46
RULE 32: REGIONAL/NATIONAL CHAMPIONSHIP
ELIGIBILITYS1: Must be declared League/Conference Champions.
S2:
S3: It is highly recommended that football teams competing be
accompanied by the corresponding spirit squads at all games,
except when the region cheer championships are being held at
the same time.
S4:
-
S5:
roster must accompany said team.
S6: All fees (Regional & National) must be paid prior to
participating in post season. Failure to do so may result in
S7: Championships are held in four divisions: JPW, PW, JM, M.
RULE 33: TINY MITESfollowed for the Tiny
Mite Division.
S1: Players: Maximum 28, Minimum 16
S2:
S3: Scholastic Fitness: Report card from school or letter
from parent.
S4: Coaches: Two coaches from each team are permitted
from huddle, coaches must stay back 10 yards from the
line of scrimmage.
S5: If associations have more than one team, age groups must
be equally distributed across team roster. If one team,
associations cannot stack by age group.
S6: No kick offs, at the start of the game, the ball will be
placed on the 30 yard line.
S7: No punting. On 4th down, a team has the option of (a)
running or passing the ball from scrimmage (b) move the
ball back to opponents 30 yard line and start offensive
play from there.
S8: Penalties: Major penalty 10 yards. Minor penalty 5
yards.
S9: Game Time and Time Outs: Each half is 22 minutes.
Game will consist of two (2) halves. Half time will be
10 minutes. All games will have a running clock except
for clock stoppages on timeouts, change of possession
and injuries. Each team is allowed two (2) time outs per
half.
S10: No score will be displayed on scoreboard. No tie
breakers.
S11: No try for point after touchdown.
S12: Ball will be blown dead if fumbled behind the line of
scrimmage. However, ball will be live if fumbled beyond
the line of scrimmage.
S13: Playing Time: All players must play a minimum of 15
plays per game. It is recommended that a 2 platoon
2011 Pop Warner Rule Book
47
system (offense/defense) be utilized to help teach the
game. Each team must have three (3) captains per game.
Every player on the team must be given an opportunity
to be a captain.
S14: Offense: All offensive backs must be lined up behind
the offensive line in some type of formation. You will be
allowed, however, to split one offensive back no more
S15: Defense: No defensive player can be placed directly
over the center. Player must be three (3) yards off the
center. Defensive line must be one (1) yard back from the
offensive line. Defense must run 6,4,1 set. No more than
six (6) defensive players can rush the ball. No blitzing.
S16: Game ball should be the Spalding Mitey Mite size.
S17:
Mitey Mite (Rules) plus R-1: S-3 Special notes.
S18: No post-seasons games. Teams may play a combination
of 9 total games; a maximum of 1 pre-season game and
8 regular season games for a season total of 9 games.
2011 Pop Warner Rule Book
48
All Pop Warner Rules and Regulations apply to 6, 8, and 9-man
football except for those differences outlined in the National
will be used to suit the philosophies of Pop Warner Football.
These options are available for those areas which are sparsely
populated and whose high school football programs are involved
with 6,8, and 9-man football. Others wishing to implement 6, 8,
and 9-man football, which are not in the areas mentioned above,
must give reasons for the request and have written permission from
the National Football Commissioner.
ARTICLE 1: AGES & WEIGHTS
Without exception, the same ages and weights apply to 6, 8, and 9-
man football as are used in all Pop Warner 11-man tackle programs.
(See Rule 1, S6)
ARTICLE 2: ROSTER SIZE
minimum maximum
6-Man Football 10 15
8-Man Football 12 18
9-Man Football 14 20
ARTICLE 3: POST-SEASON PLAY
Post-season play is allowed in 6, 8, 9-man Pop Warner Football.
Post-season play must be against chartered Pop Warner League 6,
8, 9-man football teams of similar ages and weights.
Under no circumstances may 6, 8, 9-man Pop Warner teams be
merged to play against 11-man teams at any time. Further, 11-man
teams may not drop players to permit playing a game with 6, 8,
9-man Pop Warner teams.
ARTICLE 4: �SLAUGHTER� RULE
half or it takes this lead during the second half, the game is ended
at that point.
ARTICLE 5: 6-MAN RULE DIFFERENCES
yards wide with 15-yard side zones. The location of the goal posts
will remain the same.
11-man rules are used for 6-man football with these
PART VI-6, 8, AND 9-MAN TACKLE
PLAYING RULES
2011 Pop Warner Rule Book
49
Rule 1: The offense must advance the ball 15 yards instead of
10 in four downs.
Rule 2: At least 3 offensive players must be on the line of
scrimmage.
Rule 3: There will be no direct running of the ball across the line
of scrimmage.
Rule 4: The ball may be advanced across the line of scrimmage
in the following ways:
A. Kick
B. Forward pass
C. Clear pass (lateral) behind the line of scrimmage, e.g., the
receiver of the snap (quarterback, tailback, etc.) must execute
the clear pass (lateral) to another player before the ball can
be advanced beyond the line of scrimmage.Rule 5: If a fumble occurs before a clear pass (lateral) and if
an offensive player recovers it, he may not carry it beyond the
scrimmage line.
Rule 6: If a passer catches his own forward pass, it is
incomplete.
Rule 7: All players are eligible to catch a forward pass except
the passer.
Rule 8: Kickoffs are made from kicker�s 30-yard line.
Rule 9:
and is free kicked after a safety from the 15-yard line.
ARTICLE 6: 8-MAN RULE DIFFERENCES
6-man football.
11-man rules are used for 8-man football with these
Rule 1: At least 5 offensive players will be on the line at the
snap.
Rule 2: Only players at the right and left ends of the line are
eligible pass receivers.
Rule 3: All backs are eligible pass receivers if they are legally
behind the line of scrimmage at the snap. The passer cannot catch
his own pass.
Rule 4: Direct running is allowed in 8-man football.
Rule 5:
and is free kicked after a safety from the 15-yard line.
ARTICLE 7: 9-MAN RULE DIFFERENCES
11-man rules will apply to 9-man football with these
Rule 1:
yards of their free kick line.
Rule 2:
scrimmage line at the snap of the ball.
2011 Pop Warner Rule Book
50
POP WARNER
CHALLENGER & FLAG FOOTBALL
RULES AND REGULATIONS(PAGES 50 - 61)
2011 Pop Warner Rule Book
51
INTRODUCTION
In addition to the general regulations found in Parts I-III, the
following Pop Warner Flag rules govern all participants playing
Pop Warner Flag Football (PWFF). Please contact Pop Warner
for MORE SPECIFIC Challenger Division Rules.
Membership is open to any legitimate sponsor, such as recreation
departments, YMCAs, Boys Clubs, PAL, and so forth. Requests
for flag leagues to operate in chartered Pop Warner tackle
league territories will be considered by the National Football
Commissioner.
Flag leagues become members of Pop Warner Little Scholars, Inc.
If sponsoring PWFF, tackle leagues (already members) do not gain
a second membership. Separate registration fees are charged for
ARTICLE 1: ORGANIZATION
The LEAGUE is the basic unit of organization which consists of a
minimum of four (4) teams in the same age division.
ARTICLE 2: REGISTRATION
Each league must conform to the insurance provisions found in
Part 1 National Remarks.
ARTICLE 3: DIVISIONS OF PLAY
S1: League age cut-off date is July 31st of the current year a n d
shall be the participants league age for the coming season.
S2: There are no height or weight restrictions on players.
Division Name: Ages:
Cat 5 - 6
Cub 5 - 6 - 7
Bobcat 8 - 9 - 10
Wildcat 11 - 12 - 13
Panther 14 - 15 - 16
Challenger 5-18
S3: Cheerleaders shall follow the overall age and division of play
must follow Pop Warner Spirit Guidelines as outlined in the
spirit section of this rulebook.
S4:
6, S-3.
S5:
that division.
S6: A player is ineligible if he is a member of a school tackle
program or if he is playing Pop Warner tackle football. He
PART VII-POP WARNER CHALLENGER
& FLAG FOOTBALL RULES AND
REGULATIONS
2011 Pop Warner Rule Book
52
program (unless as part of school curriculum).
S7: A player shall furnish a written consent to play from either a
parent or legal guardian.
S8: A signed statement from a Licsensed State Medical Practitioner
conditions which would contra-indicate him playing football
or her cheering. Note: If regular school medical examination
results are releasable to parents, a copy of such report, if not
older than January 1st of the current year, may be used in lieu
of a new examination.
ARTICLE 4: FLAG FOOTBALL RULES
RULE 1: PLAYERS
S1: A game is played between two teams consisting of eight (8)
players each.
S2: Each team roster shall have a maximum of 24 players, and
a minimum of 10 players. A forfeit will result when the
minimum is not met.
S3: Only players appearing on the official team roster form
(supplied by HQ) are to be counted as players. The Roster is
S4:
formation except in kicking situations.
S5: Mandatory Play Rule: All players will play a minimum of
10 plays. Failure to abide by this rule will result in forfeiture
of that game.
S6: A team will have 30 seconds to put the ball in play after the
ready signal.
RULE 2: PLAYING FIELDS
S1:
conform to either of the two designs mentioned below.
yards in length, divided into 5 zones of twenty yards each
between two end zones of ten yards each. It is 53 1/3 yards
wide.
divided into 4 zones of twenty yards each between two end
zones of ten yards each. Itis 40 yards wide.
C. Goal Posts are unnecessary as points after TD (conversion)
goals kicked.
D. A conversion line will be marked 3 yards from the goal line
and at an equal distance from each sideline.
E. A kickoff area will be marked (usually by an �X�) as fol-
lows:
zone and equal distance from the sidelines).
S2:
A. A Down Marker will be used to indicate the number of the
down.
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B. A Zone Marker will be used to indicate the distance to go for
sections of the end zones and the sidelines. Soft pylons may
RULE 3: EQUIPMENT
S1-GAME BALL
Each PWFF league will determine which ball will be used during
its games.
S2-FLAGS
designated as �standard� by the league, which will be
third will hang from the rear of the player�s body.
C. Flags will be 14-20 inches long and a minimum of 2 inches
wide.
D. The belt must be tight to prevent being turned around during
provided by S-2-B, is illegal.
the ball.
I. Flags are to be of contrasting colors, different from game
jersey.
S3-GAME UNIFORMS
A. All team members must wear the same color jersey.
Patch displayed in the designated areas as determined by
National.
C. All jerseys will be numbered, front and back.
D. Any type of pants may be worn provided said pantsbhave no
front or side pockets.
E. Jerseys will be tucked in at all times.
F. Sneakers are the preferred shoe; however, non-detachable,
rubber-cleated shoes are allowed. No other footwear is ac-
ceptable.
S4-EYE GLASSES
Eye glasses, when worn, shall be of athletically-approved
construction with non-shattering glass (safety glass).
S5-MOUTHGUARDS
Mouthguards are required and cannot be clear or white, no
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54
keeper strap is necessary.
RULE 4: PROHIBITED EQUIPMENT
S1: Spiked or street shoes.
S2: Padding of any kind, including hard surface padding such as
shoulder pads, hip pads, and helmets.
S3: Hard metal or any other hard substance on a player�s clothing
or person.
S4:
S5: Slick or sticky substances such as grease or glue.
S6: Any equipment, in the opinion of the referee, that will endanger
or confuse players.
RULE 5: REFEREES
S1: There will be at least two (2) referees.
S2: The league may assign more than two referees for a game.
S3: There shall be at least three (3) referees for a sanctioned
PWFF playoff or championship game.
S4:
whenever an infraction occurs.
RULE 6: THE RULES OF THE GAME
S1-PLAYERS
The free substitution rule is always in effect and a player may enter
the game any time the ball is dead.
S2-TEAM CAPTAINS
times during the game.
B. The captain will address the referees only on matters of inter-
pretation and to obtain information.
S3-TEAM COACHES:
and Bobcat Divisions only.
S4-TIME
There will be:
A. Two 15-minute running clock halves for the Cub, Bobcat and
Wildcat divisions.
B. Two 20-minute running clock halves for the Panther division.
C. Three (3) time-outs per half.
D. Ten (10) minutes between halves.
S5-KICKOFFS
Each half will start with a kickoff.
line. (Although this yard line is not diagrammed, the
kickoff line will be marked with an appropriate symbol, usu-
ally an �X�.)
C. There shall be no on-side kickoffs permitted, and the kicking
team shall not be permitted to recover the kickoff under any
condition.
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D. When a kickoff goes out of bounds the receiving team shall
have the option of:
1. Taking the ball at the point where it went out of bounds
OR
be placed on 30 yard line.
S6-PUNTING
A. The offensive team may punt at any time.
B. A punt is always a free kick.
C. Punting intentions are announced to the referee by the cap-
tain, or acting captain.
D. Rushing the punter is prohibited. No offensive or defensive
player may move across the line of scrimmage until the
kick has been made.
E. Free Catch-There shall be a free catch of a punt. The re-
ceiver shall signify his intentions for a free catch by waving
his hand clearly over his head.
take over where down ends.
S7-DOWNS (First down and zone to go)
A. Each team will have four consecutive downs to advance the
ball into the next zone or to score a touchdown.
a new series of downs begins.
C. A team failing to move the ball into the next zone will
lose possession. The opposing team takes over at the point
down and zone to go.
D. The forward part of the ball touching any line will be the
E. A down will be repeated if provided for by the rules (See
Rule 13.)
F. When the offensive team is within the last zone and has a
G. At the conclusion of each down, the referee will place the
not on a hash mark).
S8-DE-FLAGGING
A. There shall be no tackling of the ball carrier, passer, or
kicker.
B. The player carrying or having possession of the ball is down
still.
C. The defensive player cannot hold or push the ball carrier to
however, touching of the head or face shall be considered a
violation.
D. A defensive player may not run over, push, or pull a blocker
2011 Pop Warner Rule Book
56
away from him. He may push him sideways if he gets past
him, but he cannot push the blocker down.
touch the passer�s arm.
S9-BLOCKING
A. A blocker must be on his feet at all times while blocking. All
linemen, except the center, must not assume the three point
stance or otherwise spring rom a coiled or crouching start.
Instead, they must simply stand at the line of scrimmage and
await the snap. The center, though crouching, if he is to block,
B. Cross body and roll blocking are not permitted.
C. A blocker cannot use his hands.
D. Blocking shall be done with the arms and body in the form of
shoulder and brush blocking only.
E. A defensive player cannot block or push a ball carrier out-of-
bounds.
F. Butting, elbowing or knee blocking is not permitted.
G. There will be no two-on-one blocking for the ball carrier
beyond the line of scrimmage.
H. Blocking a player from behind is not permitted (clipping).
I. There will be no interlocking blocking.
J. A defensive player will be restricted in the use of his hands to
the blocker�s body and shoulders.
S10-BALL CARRIER
A. The ball carrier cannot use his hands or arms to protect his
B. The ball carrier cannot lower his head to drive or run into a
defensive player.
C. Stiff-arming by the ball carrier is illegal.
D. The ball carrier cannot spin or hurdle to prevent a defensive
E. He may run in any direction until the ball is declared dead.
S11-CENTER (also see S9:A)
A. The center must snap the ball between his legs.
B. He must have both feet on the scrimmage line with no part of
his body beyond the forward point of the ball.
C. He may adjust the long part of the ball at right angles to the
scrimmage line for one time only.
S12-PASSING
B. Passing will be attempted from behind the line of scrimmage
only.
C. A lateral pass is a pass thrown parallel to the line of scrimmage
or back toward the passer�s own goal line. A lateral pass is
not considered a forward pass.
D. A forward pass is a pass thrown from behind the line of scrim-
mage toward the defensive team�s goal line.
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S13-RECEIVING
A. All players are eligible to receive forward passes.
B. A receiver may catch a ball even if he steps out-of-bounds or
out of the end zone as long as he comes down with one foot
in bounds.
C. Two or more receivers may touch a ball in succession
resulting in a completed pass.
D. If an offensive and defensive player catch a pass simultane-
ously, the ball is declared dead at the spot of the catch and the
passing team is awarded possession.
E. An offensive player cannot be out-of-bounds and return
in-bounds to catch a pass. This will be ruled an incomplete
pass.
S14-DEAD BALL
All balls touching the ground are immediately dead (except
kickoffs and punts). For example, the ball is declared dead at the
following times:
A. When the ball carrier touches the ground with his body, other
than hands or feet.
at that spot).
D. Following a touchdown, safety or touchback.
E. When the ball goes out-of-bounds for any reason.
man.
G. When the ball hits the ground as a result of a fumble or
muffed ball. THERE ARE NO FUMBLE RECOVERIES IN
PWFF!
H. If a lateral pass touches the ground (ball is declared dead at
that point). If a lateral pass goes out-of-bounds, the ball is
ruled dead at the point it crosses the boundary line.
I. If a forward pass strikes the ground or is caught at the same
time by an opposing player(s).
J. When a player on the kicking team touches a punt before a
player on the receiving team.
K. A free catch (cannot be advanced).
S15-GAME TERMINATION
half or it takes this lead during the second half, the game is ended
at that point. THIS RULE ALSO APPLIES TO TOURNAMENT
PLAY.
RULE 7: SCORING VALUES
Touchdown 6 points
Safety 2 points
Points after touchdown:
Passing 2 points
Running 1 point
Forfeit (offended team wins by) 1-0
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RULE 8: TIE GAME
S1: Tie games will go into the record as such and will not be played
off in regular season play.
S2: All Tournament Games:
toss a coin in the presence of the two team captains. The win-
ning captain will have the option of putting the ball in play at
B. Each team will have four (4) consecutive downs and the win-
ner will be the team gaining the most yardage in its series of
downs (penetration).
C. Penalties will count as plus or minus yardage.
D. Intercepted passes will count as incomplete passes.
E. If the yardage is still the same at the end of each team�s four
down series, the series will be repeated.
RULE 9: INJURED PLAYERS
Once removed from a game because of injury, a player must sit
out at least one down, and may not re-enter the game without the
approval of attending medical personnel.
RULE 10: PRACTICES
S1: In the USA, practice cannot begin until August 1.
S2: Practices are limited to three days per week, not to exceed 1-
1/2 hours each practice, while school is in session, and when
school is not in session, practices are limited to four days per
week, not to exceed 2 hours duration.
RULE 11: SCHEDULES
S1: Maximum number of games per season shall be as follows
for each division of play:
Pre-Season Regular Season Tournament
Division
Cat 0 8 No
Cub 0 8 Yes*
Bobcat 1 8 Yes*
Wildcat 1 10 Yes*
Panther 1 10 Yes*
* Whatever number needed in the tournament program is
allowed.
RULE 12: TOURNAMENT PLAY
S1: If a league decides to enter tournament play, it must have all
S2: The league must have two tournament team rosters. One
is retained by the tournament team and the other is sent to
National Headquarters.
S3: Teams for which a tournament team roster copy has not been
Tournament Director.
A. Each team arriving at the tournament site brings its tournament
roster.
B. This roster will be matched against the PW Headquarters copy,
which is sent directly to the Tournament Director.
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59
S4: All divisions are allowed to enter Pop Warner Flag Tournaments
upon approval of their leagues.
S5: Tournament teams will be allowed to play as many games as
it takes to win at a tournament level, but may not play more
than two (2) games in one day.
S6: PWFF Tournaments will consist of not less than two (2)
nor more than four (4) teams per division of play in either a
single or double elimination tournament. NOTE: Tournament
Director must notify all participants of type of tournament at
least one week in advance.
S7: PWFF Playoffs or Invitational Tournaments are played only
as post-season games.
S8: Tournament teams will be selected by any method the league
chooses.
S9: Players competing in tournament play must be listed on league
and tournament rosters and must have played in at least one-
half (1/2) of the team�s regularly scheduled games prior to the
start of tournament play.
S10:Particulars regarding Playoff and Invitational Tournaments
will be available each year from the National Football
Commissioner.
S11-Awards for PWFF Tournaments
A. Each participating team shall receive a trophy for its place
host site.
B. Participant awards for individual players will be left to the
discretion of the host league.
S12:The host league shall determine which of the two standard
Director will inform all participants of same at least one
week in advance.
RULE 13: PENALTIES
references to penalties will be given as (15-10) and (5-5) in the
following listings.
S1-KICKOFFS
If either team is offside on the kickoff, the penalty will be (5-5)
and the ball will be kicked over again.
S2-LINE OF SCRIMMAGE-Centering
A. Offside, defensive or offensive (5-5)
B. Illegal snap (5-5)
C. Failure to observe 30 second rule (5-5)
E. Illegal formation, offense (5-5)
S3-PUNTING
A. Failure to announce to the referee-(5-5) and punt is repeated,
or the receiving team may take the ball at the spot where the
ball is declared dead.
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B. If the kicking or receiving team enters the neutral zone before
the punt-(5-5) from the spot where the ball is declared dead
after the kick.
-
sive or defensive team-(5-5) from where the ball is declared
dead after the kick.
the spot of the foul.
S4-PASSING
A. If an illegal forward pass is thrown and intercepted, the play
will continue until the ball is declared dead. The intercepting
team has the option of possession from that spot or accepting
the penalty (5-5).
B. Passer crosses the line of scrimmage-(5-5) and loss of
down.
C. Intentional grounding-(5-5) and loss of down.
D. Offensive pass interference-(15-10) from line of scrimmage
and loss of down.
for the offensive team.
S5-DELAY OF GAME
A. Continuing to play after the ball is dead-(5-5) from spot where
the ball is dead.
B. Recovering a fumble or falling on the ball (5-5).
C. Advancing a fair catch (5-5).
D. Unnecessary delay of game for any reason (5-5).
S6-FLAG WEARING AND DE-FLAGGING
A. Tackling (15-10).
C. Ball carrier using his hands to prevent a defensive player from
- (15-10).
foul.
S7-ILLEGAL HAND-OFF
A. If the ball is handed forward beyond the scrimmage line-
(5-5) and loss of down.
B. Handing or snapping a ball to a lineman (5-5).
S8-ILLEGAL SUBSTITUTIONS
B. Substitution(s) while the ball is in play or before it is declared
dead (5-5).
S9-BLOCKING
A. Leaving feet to block (15-10).
B. Cross body blocking or roll blocking (15-10).
C. Illegal use of hands by blocker (15-10).
D. Holding a defensive player (15-10).
E. Defensive player blocking or pushing the ball carrier out of
2011 Pop Warner Rule Book
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bounds (15-10).
F. Butting, elbowing or knee blocking (15-10).
G. Defensive player using hands illegally (5-5).
H. More than two blockers for the ball carrier (on one defensive
player) beyond the line of scrimmage (5-5).
I. Clipping (15-10).
J. Interlock Blocking-(15-10) from spot of foul.
S10-BALL CARRIER
A. Stiff arming-(15-10) from spot of foul.
B. Lowering head to drive or run into defensive player (15-10).
C. Use of head (15-10).
E. Spinning or hurdling (5-5).
S11-UNNECESSARY ROUGHNESS
A. Offensive and Defensive (15-10).
S12-UNSPORTSMANLIKE CONDUCT
A. Fighting (15-10)-offenders ejected from game.
ineligible for play (15-10).
C. Insulting and abusive language (15-10).
D. Interference with progress of the game by coaches or any other
team personnel (15-10).
E. Illegal play (15-10).
G. Failure of home team to control players or fans (15-10).
H. Forfeit if not controlled.
RULE 14: PROTESTS
S1: Only protests involving rules� interpretations or the eligibility
of a player shall be considered-never the judgment of an
S2: Protests are decided at the local level in accordance with the
administrative procedures of the league.
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Program Management:
(PAGES 62 - 136)
2011 Pop Warner Rule Book
63
Pop Warner Little Scholars, Inc. has established one (1) set of spirit
rules for all spirit participants. In addition to the general regulations
found in Parts I-IV in this book, which is the Spirit Coaches
responsibility to read and adhere to. Pop Warner Spirit Squads
shall follow the rules outlined in this section. The term �Spirit�
includes all squads, cheer and dance. This section incorporates
the current rules of the National Federation of State High School
Associations, the National Spirit Group and existing Pop Warner
rules/limitations. No rules will be added after August 1st unless
it is a safety issue.
SPIRIT ORGANIZATION
S1-LEAGUE LEVEL
A. Each League shall have a Cheer and Dance Coordinator
(or Vice-President or applicable local title) who is a voting
member of equal status on the League Board.
B.
shall chair all League spirit meetings, often held separately
from the football meetings. He/she shall be a delegate to the
alternate in his/her absence.
C. The League Cheer and Dance Coordinator is responsible for
completing the Spirit Reporting Forms. The forms are now
available on www.popwarner.com. Please review the Spirit
Forms as follows:
1. League Information Sheet (Must be submitted to the PWLS
August 31st of the current season.)
2. Spirit Rosters (Squad Staff must be listed with appropriate
titles.)
3. Absentee Forms (Absentee forms should be kept with Spirit
Roster for Book Check Purposes)
D. The following forms must be submitted by their listed deadlines
by all leagues/conferences whether or not you participate
in league/region or national competition: League Spirit
Information Sheet and the Spirit Roster.
E. The League Cheer and Dance Coordinator must attend a Pop
Warner Nationally Approved Clinic or complete the online
ASEP Education and Testing to be eligible to coach.
F. All League/Association Administrators must be at least 21
years of age.
S2-ASSOCIATION LEVEL
A. Each association shall have a Cheerleading/Dance Coordinator,
to whom all squad spirit personnel report.
B. Each association shall have an association board member to be
called the Director of Cheerleading/Dance, Spirit Coordinator
(or whatever other term is locally applicable) who is an equal
voting member of the association board and responsible only
to that board.
C. The Association Cheer and Dance Coordinator must attend
PART VIII - POP WARNER
SPIRIT RULES
2011 Pop Warner Rule Book
64
a Pop Warner Nationally Approved Clinic or complete the
online ASEP Education and Testing to be eligible to coach. .
S 3 - S Q U A D L E V E L , C H E E R / D A N C E , S TA F F
REQUIREMENTS
A squad�s coaching staff is in complete charge of the squad
as a group to and from practice sessions, games and competitions,
or together for any squad function, such as a banquet. The coaching
staff is under the direction of the Head Coach; other coaches are
called Assistant Coaches. The following applies to all coaches:
A. The staff positions for a spirit squad are as follows:
1. The Head Coach of each spirit squad must be 21 years old
by the start of the season, August 1. The Head Coach can only
be rostered as the Head Coach on one roster.
a)
actions, those of his/her assistant coaches, spirit participants,
staff and parents.
The Head Coach will determine the assignments of the
Assistant Coaches.
Every squad shall have at least one adult volunteer as head
(including mascots) there must be an assistant volunteer
coach (18 years old or older) for every 12 participants. The
number of adult volunteers shall, therefore, determine the
maximum squad size (one 21 year old or older head coach
�maximum 12 participants; 13-24 participants must have
one 21 year old or older head coach and one 18 year old or
older assistant volunteer coach, etc.).
Head Cheer/Dance Coaches must attend a Pop Warner
Nationally Approved Clinic or complete the online ASEP
Education and Testing to be eligible to coach. Head Cheer/
Dance Coaches who fail to attend a Pop Warner Nationally
Approved Clinic or take the ASEP online course will be
immediately removed from coaching until successful
completion of such clinic. or online course. Successful
completion of the Cheer/Dance Coaching programs is valid
for 3 years.
2. An Assistant Coach must be at least 18 years of age. A squad
may have a maximum of four (4) assistant coaches.
a) It is highly recommended that all Assistant Coaches
participate in a valid Pop Warner endorsed, Spirit Coaches�
Education Training Program or or complete the online ASEP
Education and Testing course.
3.
with the squad in the medical area (physician, paramedic,
specially trained volunteer) one of the coaches must be the
and First Aid or its equivalent or the P.R.E.P.A.R.E. Course
by the National Center for Sport Safety (www.sportsafety.
org) or their equivalent.
4. Teams/squads are permitted to carry a maximum of 3 Coach-
Trainees, who must be a minimum of 16 years of age and a
maximum of 17 years of age.
a)
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65
as all other minors participating in Pop Warner Football,
Cheer and Dance i.e., parent permission, physical, proof of
age, scholastic eligibility, photo ID. (Refer to guidelines as
Coach-Trainees must also follow the guidelines for a
student demonstrator listed below in 5, b through i.
It is highly recommended that all Coach Trainees
participate in a valid Pop Warner endorsed, Spirit Coaches�
Education Training Program or or complete the online ASEP
Education and Testing course.
5. Each squad is permitted to carry up to four Student
Demonstrators. Please follow all guidelines listed below:
a) A Student Demonstrator must be at least 15 years old.
A Student Demonstrator for a cheer/dance squad must have
had at least two seasons prior cheer/dance experience.
The Student Demonstrator must only work with squads
that are younger than his/her current age. The oldest girl on
the squad that the student is assisting must be at least two
years younger.
A student can participate as a student demonstrator but
may not be involved with any other cheerleading program
with the exception of their high school cheerleading squad.
e) A rostered cheerleader may not also serve as a Student
Demonstrator.
Student Demonstrators must be under the direct
supervision of the Head Cheer/Dance Coach.
g) Student Demonstrators must be rostered as part of
the coaching staff of the squad with which they are
volunteering.
h) All student demonstrators under the age of 18 must
be certified in the same manner as all other minors
participating in Pop Warner Football, Cheer and Dance
i.e., parent permission, physical, proof of age, scholastic
Article 6-Registration.)The Student Demonstrator may
be used to demonstrate moves, techniques and may teach
words to cheers. He/she is not allowed to coach or conduct
a practice.
i) It is highly recommended that all Student Demonstrators
participate in a valid Pop Warner endorsed, Spirit Coaches�
Education Training Program or or complete the online ASEP
Education and Testing course.
6. A squad is allotted a total of 4 student demonstrators/
coach trainees combined (i.e., 1 coach trainee and 3 student
demonstrators, 2 coach trainee and 2 student demonstrators,
4 student demonstrators and 0 coach trainee, etc.).
B. Coaches are to be selected by methods approved by League
rules and/or by-laws.
C. Each League shall establish its own rules regarding the placing
of coaches with sons, daughters or siblings within its own
boundaries. Further note: All participants and/or mascots
must be placed in an age appropriate division.
D. Coaches do not make squad or League policy, they carry it out.
However, the coaching staff is in complete charge and shall
not be interfered with except in cases of rules violations and
2011 Pop Warner Rule Book
66
any other conduct deemed by higher authority to be contrary
to the welfare of youth.
E. Reference Coaches Code of Conduct � Beginning of PWLS
Rulebook; Coaches shall not receive any payment, in cash or
in kind, for services as a coach in Pop Warner spirit. This
includes any coach, expert, consultant or choreographer,
regardless of his/her roster status.
F. Once approved for coaching, a coach is automatically
terminated at the close of each season. To coach the following
year, the same League approval is required. Any violation of
the rules committed by a coach during the season, even though
the hearing is not held until after the close of the season,
is still under the jurisdiction of the sponsoring association
and/or League.
FORMATION OF SQUADS
S1: The following requirements are taken from Part III, Article 7 as
follows: Tryouts of any kind within Pop Warner Spirit Squads are
the level whereby a participant is placed on a squad, including
assessments, evaluations, or any other method used to place a
participant in Pop Warner. Not more than 35 participants shall
be assigned to a spirit squad at the start of pre-conditioning on
August 1st or the later starting date of the association, whichever
S2-TYPES OF POP WARNER SPIRIT DIVISIONS,
TRADITIONAL AND YEAR-ROUND
A. TRADITIONAL SQUAD � Referenced from Part II, S3
Pop Warner Structure A team is the universal, basic unit
of organization. At minimum, a team consists of a group
of participants organized under the direction of a coaching
staff in a given Age/Weight division. Each football team may
have a maximum of three spirit squads. For all purposes, the
December 31st.
Situation: If a football team folds before October 1, can the
cheer/dance team continue? Yes, if all of the guidelines are
met that are referenced below under �cheer/dance without a
football team�.
Situation: If a football team folds after October 1, can the cheer/
dance team continue? Yes, with written approval from the
TRADITIONAL SQUAD OPTIONS:
1. PRIMARY CHEER SMALL
a)
to a squad roster. Mascots are not included in the total count
of twelve (12). (Competition Minimum 6 � Maximum 12)
Cheer Small Categories-Novice, Intermediate and
details..
2. PRIMARY CHEER MEDIUM
2011 Pop Warner Rule Book
67
a) Not more than twenty four (24) participants may be
total count of twenty four (24). (Minimum 13 � Maximum
24)
Cheer Medium Categories-Novice, Intermediate and
details.
3. PRIMARY CHEER LARGE
a)
to a squad roster. Mascots are not included in the total count
Cheer Large Categories-Novice, Intermediate and
details.
4. DANCE
a)
to a squad roster. Mascots are not included in the total count
5. DANCE AS THE PRIMARY SQUAD
a) A primary squad may elect in August to be a Dance squad
and be rostered as a Dance squad, and only dance during
games and halftimes. They cannot and will not perform any
stunts or any other activity limited to cheer squads with the
exception of crowd participation sidelines/chants.
to a squad roster. Mascots are not included in the total count
6. CHEER/DANCE SQUADS WITHOUT A FOOTBALL
TEAM
with a corresponding football team in any particular division
during the playing season, and has other cheer squads matched
with football teams within the same association, may form a
cheer or dance squad to be a traditional squad provided they
act as a traditional squad during the season with the following
requirements:
a) The squad must be age eligible for that division.
The cheer/dance squad must perform during the
association�s football games at another level�s assigned
games.
The cheer/dance squad must compete only in the
traditional league/region/national competitions.
Additional Insurance is required per participant.
e)
to a squad roster. Mascots are not included in the total count
Not more than twelve (12)
to a Small Cheer Squad roster. Mascots are not included in
the total count of twelve (12).
g) Not more than twenty-four (24) cheerleaders may be
2011 Pop Warner Rule Book
68
included in the total count of twenty-four (24).
h)
7. FLAG CHEER & DANCE
a)
B. YEAR-ROUND CHEER & DANCE SQUADS
Pop Warner Little Scholars, Inc. has two types of spirit squads
as follows: Traditional (August 1st to December 31st) and
Year-Round (January 1st to July 31st).
1. In this tenth year of the Year-Round program, August 1,
2010, the following will take place:
a) All Traditional and Year-Round squads will follow the
same procedures and calendar as the Traditional program
for registration, insurance and roster submission. (i.e.,
Year-Round Rosters are due by February1.
i) A Traditional squad continuing on to the Year Round
Program must have participated in the Pop Warner League,
Region and National Traditional Spirit Championships in
order to be approved for the Year Round Season.
ii) Year Round Head Cheer/Dance Coaches must attend a
Pop Warner Nationally Approved Clinic or complete the
online ASEP Education and Testing to be eligible to coach.
Head Cheer/Dance Coaches who fail to attend a Pop Warner
Nationally Approved Clinic or take the ASEP online course
will be immediately removed from coaching until successful
completion of such clinic. or online course.
iii) The Year Round Squad Declaration Form must be
approved in the same manner as the Traditional season
under the guidance of the League and Region Cheer/Dance
Roster.
Year-Round squads are only rostered from 1/1 to 7/31 of
each year. There will be no Year-Round squads during the
Traditional Pop Warner season.
Year-Round Participants must have participated in the
traditional season (8/1 to 12/31) in order to participate in the
Year Round program in the Junior Peewee, Peewee, Junior
Midget and Midget Divisions. Note: Tiny Mite and Mitey
Mite participants (from 8/1 to 12/31) are not permitted to
roster in the Year Round Program (from 1/1 to 7/31).
i) (Exception to c) If a Year Round Participant did not cheer
or dance in the previous Traditional season with Pop Warner,
and during that same time period the child did not cheer/
dance on a non-school or All Star cheer/dance squad, then
S4: prior to that squad submitting a Year Round roster to
Region/National.
ii) (Exception to c): A Mitey-Mite participant may register
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69on a Junior Peewee Year -Round Squad provided they are
old enough to be placed on that level. Upon returning to a
Traditional squad they are not permitted back to the Mitey-
Mite level for the next Traditional Season.
A Year-Round squad must compete in one competition
during the Year Round season, January 1 to July 31. Only
those squads that are rostered as Year-Round will be
permitted to compete in competitions from 1/1 to 7/31.
All Year-Round Spirit squads must follow the rules and
Warner competitions must adhere to the same guidelines and
age groups as Pop Warner Little Scholars, Inc.
i) The squad that is competing must submit a copy of the
competition guidelines (non-Pop Warner) to the League
Cheer Coordinator for review and approval by the Region
Cheer & Dance Coordinator.
ii) All Year-Round Squads must register and identify
themselves as a Pop Warner Squad in all non-Pop Warner
competitions/events. We also require that each squad
member wear the official Pop Warner patch for the
competition/event.
iii) The PWLS Squad must compete in a Youth/Recreation
or similar division in a non-Pop Warner competition.
e) All Year-Round participants must return to their respective
association spirit squads on 8/1 immediately following the
Year-Round season.
2. The PWLS Spirit Championships will consist of Traditional
Spirit Divisions only. There will not be a Year-Round division
in the Pop Warner National Championships in December.
CHEER/DANCE COACHES� RESPONSIBILITIES
A. The Head Coach, Assistant Coach(s) or Association
Coordinator must be 21 years or older in order to supervise
one rostered coach must be 21 years of age supervising at
practices games and functions.)
B.
emergency procedures. Coaches should develop an emergency
plan for dealing with injuries at practice/games. Participants
should be made aware of these procedures.
C. Coaches should remain up-to-date on all new techniques,
progressions and safety regulations by attending conferences/
clinics and rules meetings. The staff includes the head coach,
assistant coaches, coach trainees and a specialized, trained
physician, paramedic, specially trained volunteer/athletic
trainer).
D. The coach should approve all cheers, chants, posters, music
and other spirit activities of the squad. Inform squad that all
prior to performing them.
E. A coach must not permit a squad member to participate if in
the judgment of the coach, the participant does not conform
to PWLS rules.
F. All squad personnel including coaches, coach trainees and
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70
student demonstrators and any other staff adhere to the
same safety guidelines that the participants are held to (i.e.,
appropriate hair, nail length, etc.)
G. It is highly recommended that the rostered coaching staff
does not stunt with the squad or an individual member during
a game or performance. It is the squad�s time to shine and
enjoy working with each other as a group.
H. The coach cannot make it mandatory to participate in camp,
clinic, classes, etc.
I. The coach must establish a line of communication within the
association�s spirit squads, the football personnel and the
League Cheerleading/Dance Coordinator.
J.
actions, those of his/her assistant coaches, staff, squad
participants and parents.
K. CONSEQUENCES: It is recommended that the League create
a policy for their Pop Warner coaches that take a Pop Warner
squad and/or its participants to a competition or camp/clinic
without submitting prior written approval/Event Request
Form.
SPORTSMANSHIP/CONDUCT
A. All participants and coaches agree to conduct themselves in
a manner displaying good sportsmanship beginning August
1st and throughout the regular and post season events. The
head coach of each squad is responsible for proper conduct
of squad members, coaches, parents and any other persons
B. A participant, coach, substitute, trainer or other squad attendant
must not commit an unsporting act. This includes, but not
limited to, acts or conduct such as:
1.
competition judge or gesturing in such a manner as to indicate
resentment.
2. Using profane or inappropriate language or gestures.
3. Baiting or taunting an opponent intended to embarrass,
ridicule or demean others under any circumstances including
on the basis of race, religion, gender or national origin.
4. Using tobacco or smokeless tobacco.
AGE DIVISIONS
S1: The ages of all spirit participants in the program shall
correspond to the overall ages that the League is permitting for
players, unless League rules dictate that the ages of the spirit squad
shall correspond to the playing ages of the squad with which they
are associated.
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TACKLE AGE SCHEMATIC FLAG AGE SCHEMATIC
Division Name Ages Division Name Ages
TINY-MITE 5-6-7 CAT 5-6
MITEY MITE 7-8-9 CUB 5-6-7
JUNIOR PEEWEE 8-9-10-11* BOBCAT 8-9-10
PEEWEE 9-10-11-12* WILDCAT 11-12-13
JUNIOR MIDGET 10-11-12-13* PANTHER 14-15-16
MIDGET 11-12-13-14-15* CHALLENGER 5-18
JR. BANTAM 12-13-14-15*
BANTAM 13-14-15-16*
UNLIMITED 11-12-13-14**
*The asterisked (*) provisions in each division are for those leagues/
associations that carry �older but lighter� football players. The age
of the spirit participant may match the age of the football players in
that same division. (i.e., if the league permits a football player to
be a 13 year old, older-lighter junior midget, then the spirit squad
may also sign-up a 13 year old participant on the corresponding
cheer/dance squad.) The spirit participant is matched in age only,
weights do not apply.
**Football teams do not carry �older but lighter� participants in
the Unlimited Division.
S2: Only a League that requires the ages of the spirit squads
correspond to the playing ages of the team with which they
are associated shall be permitted to send spirit squads to any
competitions sanctioned by PWLS outside their League. Outside
Competition.
S3: A squad, regardless of the ages of its spirit participants, must
football team with which it is associated (e.g., it cannot cheer at
midget games and compete as a junior midget cheer squad). The
only exception to this rule is a squad registered as �Cheer/Dance
of Cheer/Dance without Football.
S4: The participant�s age on July 31st of the current year shall be
the participant�s age for the coming season (Traditional and Year
Round).
S5-MASCOTS
A. The use of mascots is at the discretion of the League.
B. However, within Leagues that permit mascots, the following
shall apply:
1. There shall be no tryouts for mascot.
2.
division of Tackle Football.
3.
any division of play in the League or Association, with the
�Cub� or tackle �Tiny-Mite Division, then the participant
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72
may only be rostered as a mascot in the lowest age division.)
Example, An 8 year old participant can only be rostered as
a �mascot� in the Peewee Division if the Association does
not have a Junior Peewee Division. Or, a 5 to 7 year old
participant may only be rostered as a �mascot� in the Junior
Peewee Division if the Association does not have a Cub or
Tiny Mite Division.
4.
participant status during the season.
5.
spirit squad.
6. The number of mascots permitted per squad shall be left to
the discretion of the League. However, a squad cannot consist
solely of mascots. A squad may not have more than 50% of
its members rostered as mascots.
7. A mascot cannot and will not perform any stunts or any other
activity limited to cheer and dance squads with the exception
of crowd participation sidelines/chants. The safety concern
caused by the variance in age, maturity and skill level between
the mascot and the rostered participants limits the mascot in
their activities. Crowd participation sidelines or chants are
small spirit segments (i.e., PWLS, Let�s Go! or P W L S, Yell
It, P W L S!) that entice the crowd to participate in supporting
the football team. A mascot can perform these segments of
cheer and dance on the sidelines or as part of the halftime
routine but cannot perform any stunts or other activity limited
to cheer and dance squads. In most instances, a mascot is a
participant at the beginner level of cheer/dance and needs to
learn the basics of spirit leading, safety and supporting the
team.
8.
squads.
S6-MANDATORY CUTS
For complete requirements for Mandatory Cuts, reference Part III,
Participants on Pop Warner Squads will be permitted to
simultaneously participate in Pop Warner and school programs
administered and coached by School District employees.
PRACTICE
S1: The following practice requirements are taken from Part III,
Article 15 as follows:
A. To prevent possible bending of the rules and as a protection
spirit participants, without minimum number, in the presence
of at least one (1) coach, where one or more of the following
activities take place:
2. Group conditioning
3. Individual skills sessions
4. Group skills sessions
5. Cheers, sidelines, chants, dance, music, etc.
6. Stunting, Jumps, Gymnastics, etc.
7. Camps/Clinics
As can be seen, a so-called �party� at a coach�s home, where
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73
talked about, can be deemed a practice session, as can a �party�
at a parent�s home where one or more coaches are present.
of a �practice session.� Each League is directed to establish a
competitions and the viewing thereof.
Pop Warner strongly recommends that Leagues/Associations
discourage �parties/practice sessions� at coaches� homes. All
the activities/practice sessions that are referenced in S1 above,
must include a minimum of (2) two coaches in attendance the
entire session.
B. Pre-season practice shall not begin until August 1st (or later).
The actual date will be determined in accordance with climate
and other factors determined by the League in establishing a
common starting date for all squads within its jurisdiction.
C. All practices must be attended by one person holding a
equivalent, if not by a volunteer physician or EMT (such as a
parent of one of the participants).
D. BEFORE LABOR DAY: No team or squad may schedule
more than 10 hours of practice per week before Labor Day.
hours of practice may be scheduled on any one day. Note:
Practice is up to 10 hours per week. It is not mandatory for a
squad to practice the full 10 allotted hours. (Year-Round Cheer
squads should follow these hours of practice rules �Before
Labor Day� from 1/1 to 7/31.)
E. AFTER LABOR DAY: Practices after Labor Day weekend
Sunday. Practices after Labor Day weekend are not to exceed
2 hours per day. Note: Practice is up to 6 hours per week. It is
not mandatory for a squad to practice the full 6 allotted hours.
F. BREAKS: Break time is not counted against the ten (10) or
six (6) hours per week or 2-1/2 or 2 hours of allowed practice
time. Water breaks should be given as needed and when
requested by participants.
G. CONDITIONING:
for conditioning, and after the second week of practice (10
hours) for conditioning, performer readiness evaluation and/or
camp/clinic the squad may engage in regular practice sessions
and/or pre-season games. (The Second Week may include
basics in Warm-Ups, Conditioning for Jumps & Tumbling,
Arm Motion Drills, Progressions in Novice Stunting,
Conditioning, etc.)
So as to avoid any misinterpretation, 20 hours of �practice� is
required for all Pop Warner Spirit squads before the squad may
engage in regular practice sessions and/or pre-season games.
H. Any spirit participant added after a squad has formed and/or
after the season has started must be subject to the initial 20
hours of conditioning/practice as mentioned in this article.
I. All spirit squads should develop a conditioning and strength-
building program.
J. WARM-UP & WARM-DOWN: At least 10 minutes of warm-
up exercises (to stretch and to limber-up) shall be included
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prior to spirit practice, with a maximum of 30 minute warm-
up period prior to games and competitions. Warm-up and
stretching should precede and conclude all practices, games,
performances and competitions.
K. No additional practice for post-season play shall be authorized
beyond the hours of practice per week currently authorized
by these rules.
L. No practice, or participation at games/competitions, shall be
Cheer/Dance Staff Requirements.
M. All practice sessions should be held in a location suitable for
the activities of cheerleaders/dancers, i.e., use of tumbling
mats is highly recommended, away from excessive noise
and distractions, free from obstruction, etc. Stunts (mounts,
the performing surface/area. The spirit surface, location, and
weather conditions should be taken into consideration before
engaging in physical activity.
N. Advisors/coaches must recognize the entire squad�s particular
ability and limit the squad�s activities accordingly.
O. Accessories, apparel, and hair-style should be conducive to
safe practices and performances.
P. Participants are not permitted to chew gum or have candy in
their mouths during practices and performances.
Q. Participants may individually enroll in non-Pop Warner
cheer and dance squad participation is not permitted during
the Pop Warner season.
EMERGENCY PLAN
S1: An emergency plan is a necessary tool in preparing your spirit
squads for the upcoming season. All Head Coaches are required
to submit a general emergency plan in writing to their staff. The
Head Coach should then discuss and review these procedures
with assistant coaches, participants, volunteers and parents. The
following are a few suggestions:
A. An Emergency Medical Authorization Form should be on hand
for each participant at all times.
B. Prepare a list of local emergency numbers in addition to
calling 911: Rescue Unit/Ambulance, Fire Department, Police
Department, Hospital, etc.
C.
volunteers in case of emergency. The following are a few
emergency duty suggestions: Assess the injury, remove the
remaining squad, secure the area, contact emergency numbers
and parents, assist emergency personnel in preparation of
transportation to medical facility, travel to facility with patient,
prepare an incident report, etc.
D. Practice your plan at the beginning of the season and review
periodically. (i.e. Location of exits, location of readily available
emergency phones, directions to the nearest hospital, etc.)
E. Injured player: Once removed by reason of injury, a player
shall not re-enter the game without the approval of
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licsened athletic trainer or medical professional who is not a
parent/guardian of the player.
CAMPS
S1: Please refer to Part III, Article 16.
GAMEDAY, SUPER BOWL & BOWL GAMES
RULES & REGULATIONS FOR SPIRIT SQUADS
A. It is highly recommended that football squads competing be
accompanied by the corresponding spirit squads at all games,
except when the region/national spirit championships are being
held at the same time.
B. Tiny-Mites, Mitey-Mites, Flag Cheer and Mascots can
participate with their spirit squad at League, Region and
National Football Games.
C. Twisting (mounts/dismounts and transitions) and basket tosses
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CHEER & DANCE
GENERAL SAFETY GUIDELINES
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77
POP WARNER GENERAL SAFETY GUIDELINES
Please review the sample skills category breakdown for skill limitations in
in the safety sections listed in this section, Pop Warner Safety. (Note:
Please reference the Spirit Glossary in the last section for all Bolded/
Underlined Words.) All skills permitted for a particular level include the
skills permitted in the preceding level.
PARTICIPANT APPAREL
Cheer and Dance Apparel
of any kind (i.e., post earrings, friendship bracelet, watch,
necklaces, rings, pins, body piercing, etc.) will not be worn at
practices, games or competitions, except religious or medical medals,
which must be secured to the body (without a chain) with tape under
the apparel.
1. Cheer participants are not permitted to wear ornaments/decorations
on their shoes/sneakers that would hinder the safety of a stunting
squad (i.e., yarn pom-poms, ribbons/bows, bells, etc.)
2. Situations: A participant is wearing (a) jewelry in the naval (b) a
(c) tape over earrings (d) jewelry or stickers adhered to the faces.
RULING: All are illegal.
B. Fingernails
appropriate for safe participation. The appropriate length for
all members of a stunting squad means the nails are not visible
Further note: Nail polish is not permitted at practices, games and
competitions.
1. It is highly recommended that all rostered staff members who
participate in instruction and spotting of partner stunts should follow
C. For stunting squads, all squad members shall wear their hair pulled
back and away from the face.
1. Hair, for cheer and dance squads, must be worn in a manner to
minimize risk for the participants. Hair devices, if worn, must be
secure and appropriate for the activity.
2. For stunting squads, Hair Ribbons/Bows must also be pulled back
and away from the face.
3. Hair Beads are not permitted for spirit participants. The beads may
interfere with the safety of other squad members while performing
in practice, games and competitions.
4. Bobby Pins are permitted.
D. (i.e., plastic, vinyl, metallic, etc.) are an optional
item of the basic cheer/dance uniform.
1. USE OF POMS- The use of poms is not permitted during tumbling,
partner stunt/pyramid building, transitions which require the use of
hands and all dismounting. Mounting and/or dismounting with poms
in hand is not permitted. A person up in a stunt may be handed poms,
but they must be discarded before dismounting.
2. When discarding poms, the participants must gently toss or place
props so that they are under control. (i.e. throwing a pom across the
to a participant on the ground or drop the poms where it will not
interfere with your dismount or other participants. The poms should
be placed far enough away so as not to interfere with subsequent
portions of the performance.
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E. Signs
1. The use of hand signs is permitted in sideline/half-time
cheers in game situations. The signs must be placed outside
of the football playing area (i.e., bench area, coaches� box,
25-25 yard lines). The use of signs creates crowd participation
and enthusiasm.
2. The use of signs is not permitted during tumbling, partner
stunt/pyramid building and transitions that require the use of
Mounting and/or dismounting with signs in hand is not
permitted. A person up in a stunt may be handed signs, but
they must be safely discarded before dismounting.
a sign once secure at Prep Level, after mounting, and then the
would be considered a transition without the use of hands and
permitted. The sign must be discarded prior to the dismount.
is transitioned to a Straddle Sit with sign in place, no use of
hands during the transition, that would be permitted, as long
as the sign was discarded prior to dismount.
handed a sign once secure at Prep Level, after mounting, and
is then transitioned to a Thigh Stand, without the use of hands,
sign in hand, that would be permitted as long as the sign was
discarded prior to dismount.
3. When discarding props (signs, etc.) that are made of solid
material or have sharp edges/corners, team members must
gently toss or place the props so that they are under control.
issue.) You can also hand the sign down to a participant on
the ground who should then lay the sign back on the ground
or drop the sign where it will not interfere with the dismount
or other participants.
1. Participants shall wear apparel (uniform, costume, shoes,
etc.) that is appropriate for the activity involved. Uniforms
undergarments should be worn at all times. Please use
discretion in judgment in selection of uniforms.
When standing at attention, cheer and dance apparel must
cover the midriff. The midriff is considered the middle section
of the bodice, front and back. Also, note that nude bodysuits
are not acceptable; the intent of the rule must be obvious to
everyone.
a) MALE CHEERLEADER / DANCER*:
i) Top- Sweater, Shell, T-shirt, Polo, Etc.
ii) Bottom- Short, Pant, Dance Pant*, Sweat Pant
iii) Sneakers, Soft-Soled Shoes*, Socks
iv) Megaphone
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i) Top- Sweater, Shell, Dance Wear*, T-shirt, Polo, Etc.
ii) Bottom- Skirt, Short, Dance Pant*, Sweat Pant
iii) Bloomers, Tights*
iv) Poms
v) Sneakers, Soft-Soled Shoes*, Socks
vi) Bow/Ribbon
Sequin letters on a uniform must be securely placed on
the uniform. They must be used as the squad letters (i.e.
PWLS or striping by all squad members and not used as a
prop in competitions
Dancers must wear soft soled dance shoes (jazz boots,
jazz shoes, etc.)
e) Megaphones are considered a prop and therefore, not
permitted in competition.
Gloves may be worn at games and/or practices provided
no stunting is involved.
g) Knee socks are not permitted for stunting squads.
h) Squads are permitted to place a mascot on the briefs/
bloomers/tights as long as everyone on the team has the
same item (same paw print etc.), it is uniform and more
importantly age appropriate. The squad or individual should
not display the mascot rather it should only be visible from
natural movement in stunting or tumbling.
2. � Required Equipment (Reference Article
20 � Part III)
a) A spirit participant must have a Pop Warner patch on the
cheer or dance uniform in order to participate in football
games and League, Region and National Championships. A
patch must also be displayed on the uniform for all events,
Pop Warner and Non-Pop Warner events, and approved on
the Pop Warner Event Request Form.
(i) If the patch placement is on the top/shirt/sweater/shell,
then it should be 2� from bottom of top towards the left
front.
(ii) If the patch placement is on the skirt, then it should be
2� from the bottom centered on the middle of the left leg.
(iii) If the patch placement is on the pant, short, etc. then
it should be 2� below the belt on the front left side or 2�
below the belt on the left side.
(iv) For dance squads only, if the above patch placements
do not display the patch due to costuming, please contact
your Region Cheer & Dance Coordinator for more options.
PWLS Spirit patches may be sewn, ironed, glued or
attached with Velcro. They may not be stapled or pinned
to the uniform.
3. - Coaches should not permit
loose, slick, baggy clothes, nylon hose/tights which are not
appropriate for stunting squads.
4. Glitter is not permitted for cheer and dance squads. Glitter/
Shimmer to hair, face, body, costume and uniform is not
permitted. Glitter may be used on signs and props if laminated
or sealed. Participants must cover any visible body art/body
tattoos (i.e., band-aide).
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5. Tattoos, face paint, hair mascara, etc. are not permitted for
cheer squads. However, a Team Mascot painted on the face
or a transferable Mascot Tattoo is permitted during games for
cheer squads. It is not permitted during cheer competitions.
i. Note that a dance squad may wear a mascot print painted
on the face or a transferable mascot tattoo for games and/
or competitions. These items should also be listed on the
Prop Approval Form for competition.
6. is permitted. It is the responsibility of the Head
Coach to advise the participants on appropriate use of make-
up for a youth squad.
7. etc. which are hard and unyielding or
have rough edges or surfaces shall be appropriately covered.
A participant wearing a cast (excluding a properly covered air
This rule was referenced from the NFHS Football Rules Book
and should be adhered to for spirit participants as follows:
Hard, abrasive unyielding substances on the hand, wrist,
forearm or elbow of any participant must be covered on all
exterior sides and edges with closed cell, slow recovery foam
padding. NFHS Football rules require no less than (1/2) inch
foam padding or an alternative material. Padded knee and
ankle braces which are unaltered from the manufacturer�s
original design/production do not require any additional
padding. The rationale is to protect the other members of the
squad from being accidentally struck by an uncovered hard
cast. Any questions regarding casts should be referred to the
Region Cheer and Dance Coordinator in writing.
8. MUST be secured by a sport band while
performing to ensure safety (i.e., Eyeglasses shall be secured
to the head and under the hair with a sport band). Note: Eye
glass bands must not be knotted or have beads on it.
9. It is highly recommended that wrist tape, tumbling wraps,
wrist supports, etc., should be approved by and maintained
under the direct supervision of a trainer, doctor and/or medical
staff. The primary use of wrist aides is to provide support or
assist in the healing process of an injury. A wrist aide is not
to be used as a uniform accessory for effect.
10. All of the above items pertain to all events Pop Warner
and Non-Pop Warner events (i.e., football games, jamborees,
performances, competitions, etc.)
PARTNER STUNTS & PYRAMIDS
A. All mounts and/or are limited to
high, meaning the top person receives primary support from
a base(s) who is in direct, weight-bearing contact with the
performing surface.
B. A pyramid is a grouping of connected stunts,
individuals standing at ground level may be incorporated
into the grouping.
C. Partner Stunts, pyramids and individuals may not pass over,
under or through other partner stunts, pyramids or individuals.
1. Exception when the individual is actively involved in the
skill being performed (i.e., Leap Frog Stunt)
2. Exception: An individual can walk under the arms of
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another participant (as in a chorus line) as long as all members
have two feet on the ground. This is usually performed in
a portion of dance or cheer choreography and not a safety
concern.
a. Not Permitted: An individual crawling under the legs
of another participant standing on the ground.
Not Permitted: An individual kicks a leg over another
individual on the ground.
D. Hanging mounts are not permitted.
E. Suspended Splits - Split mounts are not permitted. Single
and Multi-Based suspended splits are not permitted (i.e., split
catch). See Advanced Category, Partner Stunts for Exceptions.
1. A spirit participant in a split position must not support any
additional weight.
2. A spirit participant shall not be held in a split position off
F.
SPOTTING
A. A spotter must be in the proper location with the appropriate
B. A spotter shall not provide primary support; meaning the
mount or pyramid would remain stable without the spotter(s).
C. The spotter must have hands up and maintain constant visual
contact at all times with the Top Person/Flyer
other stunt personnel.
D. A spotter�s torso cannot be under a stunt.
E. A person is not considered a spotter if the hand position
includes:
1. Grabbing the sole of the foot of the partner (see exception
below)
2. Grabbing the hand(s) of the base(s) beneath the top person�s
foot.
F.
the wrists of the bases. Exception: A spotter may grab the sole
of the foot as long as the other hand is on the ankle. A spotter
necessary for the arms to be completely straight but they must
be in a ready position.
G. Spotters are required until a stunt, mount, pyramid and
before progression at all times including practices, games and
competition.)
H. Required spotters for all levels must be your own squad�s
members.
I. A spotter is required for a Swedish Falls and Triple Based
Straddle Lift. Spotter must be positioned to protect the head/
DISMOUNTS
A. All dismounts from shoulder height or above (extension prep
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is considered shoulder height) must have assisted landings.
B. No skill (toe touch, twist, etc.) without constant hand to
hand contact shall be performed prior to landing on the
performing surface (i.e., A toe touch dismount is permitted
when performed to a cradle; it may not be performed to the
performing surface.).
C. Dismounts from multi and single based stunts to a cradle must
have an additional catcher/spotter under the head and shoulder
D. Non-extended stunts and extended stunts (single and multi-
based) may dismount directly to the cheering surface with
at least one spotter (can be original base(s)) assisting on the
landing, must be hands on.
E. may only be performed on a
matted area.
F. Dismounts passing through an inverted position are not
permitted. Forward Face Down dismounts are not permitted.
Exception: Advanced Category Forward Suspended Rolls.
G.
not permitted.
DROPS/MOVING TO THE GROUND � FOR CHEER AND
DANCE SQUADS
A. Knee, seat, thigh/jazz, front, back or splits onto the performing
borne on the hands/feet, or is controlled to absorb the impact
of the drop.
B. Knee, seat, thigh/jazz, front, back or splits onto the performing
surface from an airborne position are not permitted.
C. Practicing/performing controlled impact (listed in A) to the
surface should be performed on a mat to avoid repeated/
overuse on hard unyielding surfaces.
D.
E. Front drops from an airborne position are not permitted
F. Tension Drops are not pemitted.
PENDULUMS & FLATBACKS
A. Pendulums are permitted, provided:
1. It is performed from shoulder height or below; a pendulum
may not begin in an extended position;
2. It doesn�t pass through an extended overhead position;
Pendulums must progress to the upright position.
3. The top is caught in a face-up or face-down position; Head
stays in alignment with body, no inversion/arch.
4. There are at least four catchers (on each side of a full
pendulum);
5. The catchers remain in original positions;
6. No one is between the bases and catchers;
7. The base(s) have constant visual contact with the catchers
(full pendulum & half pendulums require two bases);
8. The bases remain stationary.
B. Only the top person in a pendulum may turn.
C. A pendulum may end in an extension.
D. A Half Pendulum requires two bases and a separate spotter
on the opposite side of the bases from the catchers in order to
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have constant visual contact with the catchers.
E. Side Pendulums are not permitted.
F. is a horizontal, face-up or face down position of a
provided:
1.
to a horizontal straight body position between two original
bases.
2. At least two additional catchers catch the upper body of
3. References categories for permitted flatback stunt
variations.
4. Head stays in alignment with the body, no inversions/arch.
5. Flatback position is a stunt that transitions from/into another
stunt.
G. Dead Man Lift is a stunt that requires two bases and a spotter
from below prep level and does not transition into or from
another stunt.
TOSSES
A.
at the Intermediate and Advanced Levels.
1. and similar multi-base tosses,
are prohibited on surfaces other than a mat.
a) All tosses must be performed from ground level bases.
Basket tosses must not involve more than four tossers,
including the person who may set or �load� the top person.
i)
toss.
ii)
tossers and have a separate head and shoulders spotter who
was one of the original tossers.
In all tosses:
i. The top person must be directed vertically.
ii. Participants must not pass over or under other
participants.
iii. The catchers and spotter must remain in their original
positions unless making adjustments for safety purposes.
during the toss, no intentional traveling tosses.
iv.
Tosses into stunts are permitted (i.e., toss to hands, toss
to extension, toss to chair, etc.) in the Intermediate and
the height of the intended stunt.
e)
to the performance surface.
Tosses through a prop are not permitted.
g) Toe and thigh pitches to a jump or tumbling skill
(including a suspended roll) are not permitted.
h) Tosses to a split or straddle position are not permitted.
i) A twist that occurs during a toss must not involve
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more than two complete rotations. Reference Category
Descriptions for further details..
j) Swan Dives are not permitted.
of alignment with the torso (where eyes are not looking
forward). (No arch back permitted.)
TUMBLING
appropriate to the performing surface, area or situation. Proper
matting should be used when needed (or appropriate).
A. Tumbling with poms is
B. All gymnastic stunts must originate from ground level. The
person performing a gymnastic stunt(s) may rebound (without
hip over head rotation) from his/her feet into a cradle.
C. Participants may not tumble over or under individuals or over,
under or through partner stunts or pyramids.
D. Spotted or assisted tumbling is
E. Toe pitches and leg pitches are
F. Participants may not land in a partner stunt or in a catching
a tumbling pass into a cradle is not permitted; however,
rebounding from a back handspring into a cradle is permitted.)
a. A participant cannot be tossed from a cradle to a round-off,
as all gymnastic skills must originate from ground level. The
partner can be released/set down from the cradle to two feet
and then start the tumbling pass
G.
H. The use of springboards and mini-tramps is
I. Dive rolls are
J. s are A double cartwheel
is a stunt where two partners perform cartwheel(s) while
holding each other�s thighs, waist, etc. (i.e., Head Over Heels
Rotation)
CHEER CATEGORIES DEFINED
There are three categories for Traditional Cheer Squads, Novice,
Intermediate and Advanced in the Junior Peewee, Peewee, Junior
Midget, Midget, Junior Bantam, Bantam and Unlimited Divisions.
It is the responsibility of the Head Coach to declare their squad�s
category through the League Cheer Coordinator to the Region
Cheer & Dance Coordinator by the deadline, September 15. The
Head Coach decides the level based on the category description
listed in this rulebook, ability of their squad and past championship
performances.
Tiny-Mite, Flag (Cub/Cat), Mitey-Mite and Challenger Cheer
Divisions are permitted to follow the Novice Category Only.
discretion of the Region. The Region will confer with the National
The squad will perform in
this designated category until the close of the season.
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NOVICE CATEGORY
A. NOVICE STANDING TUMBLING
1. Skills must involve constant physical contact with the
performing surface. (Exception:
2. All tumbling must originate from and land on the performing
3. Front and back handsprings are not permitted. Dive rolls
are not permitted.
a)
Forward/Backward Roll, Handstand, Cartwheel, Roundoff,
Front/Back Walkover, One arm cartwheel (near and far
hand), Timing Cartwheel (legs close at top of cartwheel and
open again), Switch Leg Cartwheels, All combinations/series
of these skills are permitted.
B. NOVICE RUNNING TUMBLING
1. Skills must involve constant physical contact with the
performing surface. (Exception: Block Cartwheels/Round-
offs)
2. Forward and backward rolls, front and back walkovers,
handstands, cartwheels and round-offs are permitted.
3. Front and Back Handsprings and Dive Rolls are not
permitted.
a) :
Forward/Backward Roll, Handstand, Cartwheel, Roundoff,
Front/Back Walkover, One arm cartwheel (near and far
hand), Timing Cartwheel (legs close at top of cartwheel and
open again), Switch Leg Cartwheels, All combinations/series
of these skills are permitted.
C. NOVICE PARTNER STUNTS
1. A spotter is required from shoulder height and above
(Exception: Shoulder Sit and Prep Level Straddle Sit).
2. Multi-Based Two Leg Extended Stunts are permitted. (Single
Based Two Leg Extended stunt(s) are not permitted.)
3. Multi Based One Leg Stunts are permitted at Shoulder (Prep)
Level. A single leg stunt may not be held at or pass through
a position above prep-level. If it is obvious to a safety judge
that the intent of the stunt was to gain a competitive advantage
by passing through an extended position, then it is a violation
of the rule and a deduction. Taking the top person above the
head of the bases would not be permitted. (Single Based One
Leg Prep Level Stunts are not permitted.)
4. Transitional stunts may not involve changing bases. Physical
contact must be maintained between the top person and the
base(s).
5. Twisting Stunts and Transitions are permitted up to a ¼ twist
by the top person at prep level and/or below.
6. Base(s) cannot turn during mounting while top is in upward
or downward motion. Bases can move after building is
completed. Bases can move in sponge position.
a) Permitted: Basic, required positioning in order to perform
a novice stunt correctly.
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Not Permitted: Traveling Show and Go, bases move
Permitted: Pony to Prep
Permitted: Prep Level Liberty transitions to Prep Level
to transition to Scorpion.
e)
ground position max 1/2 turn. Flyer may not be transitioned
from/into a stunt or load position to another skill.
7. Flatback Stunt is a horizontal, face-up or face down position
stunt is permitted provided:
a)
prep level and is transitioned to a horizontal straight body
position between two original bases at prep/shoulder level
At least two additional catchers catch the upper body
8. Inversions (head over heels) during stunts, pyramids are not
permitted. (Further, a participant is not permitted to connect a
back bend, headstand or handstand position to an individual,
partner stunt or pyramid).
9. See Novice Pyramids for further restrictions and/or
exceptions.
10. Sample Novice Partner Stunts
a) Pony
Mount/Sit, L/V Sit, Thigh Stand, Shoulder Sit, Shoulder
Stand, Prep Level Straddle Sit, Extended Straddle Sit, Prep
(Extension Prep), Extension, Retake, Reload from Cradle,
Triple Based Dead Man Lift , Swedish Falls, Chair,
Transitional Stunts (Same Bases) Table Top to Prep Level;
Pony to Prep Level; Shoulder Sit to Prep Level; Double
Based Thigh Stand to Prep Level Straddle Lift; Pendulum;
Floor to Prep Level Flatback; Cradle to Prep Level Flatback;
Prep Level Flatback-Reload to Prep; etc.
D. NOVICE DISMOUNTS
1. Only straight pop downs and basic straight cradles are
permitted. Cradles are permitted from Two Legged Extended
Stunts.
2. Backward and cradle dismounts (see glossary) to different
3. ¼ turns are permitted. All other positions (i.e., toe touch,
pike, tuck, etc.) are not permitted.
a) Basic
Cradle, Cradle Reloads, Pop to Performance Floor
E. NOVICE RELEASE MOVES
1. No release moves allowed other than those permitted at
Novice Level in Dismounts.
a) Release moves/cradles may not land in a prone position
(Reference Novice Level Dismounts). Release moves must
return to original bases.
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F. NOVICE PYRAMIDS
Pyramids must follow partner stunts and dismounts rules
and are permitted up to two (2) high with the following
exception:
1. Extended two leg stunts may not brace another extended
stunt.
2. Single Leg stunts (extended) in a pyramid must be braced
on both sides by prep level or lower stunts with hand/arm
connection only. The connection must be prior to executing
an extended single leg stunt and must be made at or below
prep level. Extended single leg stunts in a pyramid are not
permitted to cradle above prep level.
a) Single leg Stunts (extended) in a pyramid once braced
on both sides by prep level or lower stunts with hand/arm
connection are then permitted to brace the foot. This is only
permitted after the hand/arm connection has been made and
maintained throughout the pyramid.
A below, prep level hitch is permitted in the Novice Level.
the lower back of a base (standing on the ground) would be
thigh stand level) are on bases that are on the ground.
3. Transitional pyramids may not involve changing bases.
Physical contact must be maintained between the top person
and the base(s).
a)
Center Extension with side Extension Preps (any variation
of these types of stunts), Three two-leg Preps Connected,
Connected Totem Pole (Basic Variation)
4. Inversions (head over heels) during stunts, pyramids are not
permitted. Further, a participant is not permitted to connect to
a back bend, head stand or handstand position to an individual,
partner stunt or pyramid.
G. NOVICE TOSSES
1. No basket, sponge, squishy, scrunches tosses permitted.
2. Helicopter tosses are not permitted.
INTERMEDIATE CATEGORY
A. INTERMEDIATE STANDING TUMBLING
1.
2. Airborne skills must involve hand support with both hands
when passing through the inverted position.
3. Series front and back handsprings are permitted.
4. No twisting while airborne. (Exception: Round offs)
a)
to): Forward/Backward Roll, Handstand, Cartwheel,
Round off, Front/Back Walkover Standing Back/Front
Handspring; Toe Touch Backhandspring; Standing Front
Handspring Walkout All combinations/series of these skills
are permitted.
B. INTERMEDIATE RUNNING TUMBLING
1. Series front and back handsprings are permitted.
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a) Sample Intermediate Running Tumbling (Not limited to):
Skills mentioned above in Novice Running Tumbling plus
Cartwheel, Backhandspring; Round off Backhandspring; Front
Handspring series; Front Handspring Walkout, Cartwheel,
Backhandspring; Front Handspring Walkout, Round off Back
Handspring(s); All combinations/series of these skills are
permitted.
2. Airborne skills must involve hand support with at least one
hand when passing through the inverted position.
a.) Exception: Flips may only be performed in a tuck position
from a round off or round off, one back handspring. In all
preceded by either a Roundoff or a Roundoff, One Back
Handspring. You may perform other Novice, Intermediate
skills prior to the Roundoff, Tuck or Roundoff, One Back
Handspring, Tuck as long as the skill leading into the tuck is
the Roundoff or Roundoff, One Back Handspring. A tucked
No twisting while airborne. (Exception: Round offs)
C. INTERMEDIATE PARTNER STUNTS
1. Single leg extended stunts are permitted.
2. Single Based Two legged Extended Stunts are permitted.
3. Twisting mounts and transitions are permitted up to one
twist by the top person. Full twisting transitions must land
or originate from prep level or below only. (i.e., full up to
an extended stunt would not be permitted.), (i.e., ¾ up to an
extended stunt or down from an extended stunt is permitted.)
a
from bases) and land back in a sponge position to transition
to the next move in the Intermediate Division.
4. In transitional stunts, at least one base must remain in contact
with the top person.
a) When the transitional stunt involves changing bases,
the new bases must be to the side or in front of the person
moving the stunt except when the top person remains upright
(vertical) throughout the transition to the new bases with the
person moving the stunt making no more than a half turn to
face the new bases. Spotters may also be counted as a base
in some cases (i.e., transitional stunts).
5. Flatback is a horizontal, face-up or face down position of
stunt is permitted provided:
a)
prep level and is transitioned to a horizontal straight body
reload to prep).
At least two additional catchers catch the upper body
6. Inversions (head over heels) during stunts, pyramids and
basket tosses are not permitted. (Further, a participant is not
permitted to connect a back bend, headstand or handstand
position to an individual, partner stunt or pyramid).
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7. A Vault is a stunt in which the hands of the top person are used
to assist forward in clearing a base(s). Vaults that involve head
over heels rotation are not permitted. A vault must progress
forward from one set of stationery bases to a new set of
stationery bases in place prior to the transition. The base/post
must have two feet on the ground. (i.e., A Leap Frog Vault to
New Stationery Bases, Permitted in the Intermediate Category)
a)
Skills mentioned above in Novice / Intermediate Partner
Stunts, Extension; Ground Up Extension; Awesome; Liberty;
Arabesque; Scale; Hitch; Heel Stretch; Pull �Through; Bow
& Arrow; Show-N-Go; Show-N-Go Bottle Rocket;
Stepping Stone Pyramid
Single Based: All Girl, Extension, Extension Prep; Co-ed
Toss Chair; Co-ed Toss Hands/Prep
Transitional Stunts: Show-N-Go Bottle Rocket to Extension,
Hands/Prep Level to Extension; Chair to Hands/Prep Level
Stone Transition, Vault to new bases.
D. INTERMEDIATE DISMOUNTS
1. Only straight pop downs, basic straight cradles and quarter
turns are permitted from extended stunts. Exception:
Reference Backward and Cradle Dismounts.
a) Backward and cradle dismounts (see glossary) to different
a partner may dismount to a new set of bases if caught by
two additional stationary bases and an additional spotter at
the head and neck. Top person may not lose contact with
original bases throughout dismount to new bases. (Original
2. Up to one twisting rotation, dismount to cradle, is permitted
from an extended two legged stunt. Up to one and one quarter
twisting rotation, dismount to cradle, is permitted from a
one legged prep level stunt. Twisting mounts may only be
performed on a matted area.
a)
Basic Cradle Only from One Leg Full Extended Stunt; Pop
to Performance Floor; Basic Cradle, Straight Ride Cradles
from one leg and two legged stunts; Arabesque (1/4 turn)
Cradle Dismount (Side facing one legged stunt)
E. INTERMEDIATE RELEASE MOVES
No release moves are permitted other than those permitted at
the Intermediate Level in Dismounts and Tosses.
a) Release moves/cradles may not land in a prone position
(Reference Intermediate Level Dismounts). Release moves
must return to original bases.
F. INTERMEDIATE PYRAMIDS
1. Pyramids must follow Stunts and Dismounts rules and are
permitted up to two (2) high.
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2. Top persons must maintain contact with a base at all times.
3. Top person in Two (2) Leg Extended Stunts may brace
another two legged extended stunt limited to 3 max connected.
4. Extended single leg stunts may not brace or be braced by
any other extended stunt. Single leg stunts in a pyramid may
be braced hand/arm or hand/foot connection as long as the
5. Transition in a Braced Pyramid to a face up position (i.e.,
Flatback, Ball-up, Seat) or any variation (Face Down positions
from a vertical position to a �face up� horizontal position and
back to a vertical position between two original bases has at
least two additional catchers to catch the upper body of the
stunts and cannot be released from original bases. A release of
a)
Three Two Legged Extensions Connected; Inside Single
Leg Stunt Hitch connected on one side to bracer, by foot, on
the other side to bracer by hand/arm connection; Connected
Totem Pole; Prep Level Stunt connected to two outside Prep
foot or hand/arm connection.
6. Inversions (head over heels) during stunts, pyramids are not
permitted. Further, a participant is not permitted to connect to
a back bend, head stand or handstand position to an individual,
partner stunt or pyramid.
G. INTERMEDIATE TOSSES
1. Up to one skill/trick/body position (i.e., toe touch, ball,
pike open, pretty girl, kick, etc.) permitted during a toss. No
twisting tosses permitted.
a) Exception to Intermediate Tosses: Log Roll/Barrel Roll
is permitted, reference Spirit Glossary.
2.
of alignment with the torso (eyes are not looking forward).
Arch back dismounts to a cradle are considered inverted and
not permitted.
3. All types of tosses (i.e., basket, squishy, scrunch and/or
sponge) are permitted.
4. Helicopter tosses are not permitted.
a)
Toe Touch Basket or Sponge Toss
ADVANCED CATEGORY
A. ADVANCED STANDING TUMBLING
1.
one twisting rotation.
2.
twisting rotation are not permitted (Double backs or double
full twists are not permitted).
a)
Skills mentioned above in both Novice and Intermediate
Categories. Standing Back Tuck; Standing Back Handspring
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Back Tuck; Standing X-Out; Standing Arabian; Standing
Back Full; Standing Toe Touch Back Handspring(s) Back
Tuck; Standing Toe Touch Back Tuck;
B. ADVANCED RUNNING TUMBLING
twisting rotation. (Double Backs and Double Twists are not
permitted).
a)
Skills mentioned above in both Novice and Intermediate
Categories, Round off Back Tuck; Round off Back
Half Twist; Punch Front Flip Walkout Round off Back
Handspring(s) Back Half (can walkout of any back half and
connect to a round off.) Round off, Back Full; Round off
Back Handspring, Back Full; Punch Front Flip Walkout
Round off, Back Handspring, Back Full (can tumble out of
any back full and connect to a round off.)
position according to the level description, the following
positions would also be permitted: X-Out, Pike, Layout,
Layout Walkout, etc.
C. ADVANCED PARTNER STUNTS
1. Single leg extended stunts are allowed.
2.
partner is centered directly over the base. You must have one
spotter and it must cradle to the single base person and the
be positioned (either beside or directly behind the stunt) to
3. Twisting load-in skills limited to one twist.
4.
transitioned from a vertical position to a horizontal position
between two original bases is permitted. At least two
5. Leap Frog Stunt-A braced top person is transitioned from
one set of bases to another or back to the original bases by
going through the arms of the brace. The top person remains
upright and stays in continuous contact with the brace while
transitioning. The brace/post must have two feet on the
ground throughout the transition. Leap Frog is permitted in
the Advanced Category Only.
6.
except for the following:
a) When beginning a stunt from an inverted position on the
performing surface, which goes directly to a non-inverted
position shoulder height or below. This stunt must include
a base or spotter who protects the head/neck/shoulder area
longer inverted.
Permitted: Handstand on the ground to a non-inverted stunt
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Double Based suspended forward rolls where the top person has
continuous hand-to�hand contact with two primary bases or with
two posts that are controlling the top person are allowed to a cradle
or the performing surface. They may not land in a loading position
for a stunt. The top person cannot have contact with one base and
one post. The top person begins from the performing surface or
from a stunt shoulder height or below. (Bkwd rolls not permitted)
Not Permitted: Going from a cradle to a handstand or from a prone
position to a forward roll.
Not Permitted: Handspring into a stunt. A participant cannot
rebound from an inverted tumbling position into a stunt, two feet
Skills mentioned above in both Novice and Intermediate, Leap Frog
(see glossary), Half to Extension, Full Twist Up to Extension, Cupie
7. A Suspended split originating at shoulder level or below and ending
at any level is legal provided all the following conditions are met:
a) There are at least two bases.
extended position.
8. Suspended splits not involving bracer(s) that originate from above
shoulder height and drop to any level are legal provided all the
following conditions are met:
a)
reaches the full split position and
thighs and legs prior to reaching the full split position or
In forward facing splits, four bases slow the momentum of the
the full split positions
D. ADVANCED DISMOUNTS
1. Cradles from all stunts are limited to two and one quarter (2 ¼ )
twists by the top person.
2. Flips are not permitted.
3. Backward and cradle dismounts (see glossary) to different bases
dismount to a new set of bases if caught by two additional stationary
bases and an additional spotter at the head and neck. Top person
may not lose contact with original bases throughout dismount to new
bases. (Original Bases may not travel, you may turn to dismount the
Skills mentioned above in both Novice and Intermediate
Single or Double Twist Dismounts
E. ADVANCED RELEASE MOVES
1. Release moves are permitted but must not exceed more than
eighteen inches above extended arm level. (A release is a stunt free
of contact or surface. A transition may be a release.)
2. Release moves may not land in a prone position.
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3. Release moves must return to original bases.
a) Sample Advanced Release Moves
Tick-Tocks; 360 Up (Not Connected to Base); Show-and-Go
Extension, Release at Top, Sponge Down;
F. ADVANCED PYRAMIDS
1. Pyramids must follow partner stunt and cradling rules and
are permitted up to two (2) high.
2. Top person in Two (2) Leg Extended Stunts may brace
another two legged extended stunt limited to 3 max connected.
3. Extended single leg stunts may not brace or be braced by
any other extended stunt.
4. In transitional pyramid, physical contact must be maintained
between the top person and the base(s). Exception when all of
the following conditions are met in the Advanced Category
only:
a)
least one bracer during the entire loss of contact with his/
her base(s). is braced.
helps to provide stability to a Top Person/Flyer without
having weight-bearing contact.)
e) The loss of contact is continuous up and down movement
that is not supported by the bracer(s) and does not stall at
the top.
g)
h) The bracers do not intentionally increase the height of
5. Transition in a Braced Pyramid to a face up position (i.e.,
Flatback, Ball-up, Seat) or any variation (Face Down positions
from a vertical position to a �face up� horizontal position and
back to a vertical position between two original bases has at
least two additional catchers to catch the upper body of the
to a catch in a layout position is not permitted
6. Suspended splits involving bracer(s) that originate at any
height and drop to any level are legal provided all the following
conditions are met
a)
EXCEPTION: Bracers in shoulder sits or thigh stands.
e)
bases the bracer(s) must maintain hand/arm contact with the
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bases the release must be continuous vertical up and down
the entire loss of contact with the bases.
G. ADVANCED TOSSES
1. Tosses, basket or sponge that exceeds eighteen inches above
extended arm level must be caught in a cradle. Partner/Flyer
must be caught by original bases.
2.
of alignment with the torso (eyes are not looking forward).
Arch back dismounts to a cradle are considered inverted and
not permitted.
3. ½ Helicopters (180 degrees) are permitted given the
following:
a)
There are at least four bases who serve as tossers and
catchers.
At least one tosser/catcher must be in position to support
the head and neck area.
4. Flipping (front or back) and traveling tosses are not
permitted.
5. Triple twists are not permitted.
Skills mentioned above in
both Novice and Intermediate Categories.
Basic or Sponge Toss Dismounts: Arch/Ball Out, Toe Touch,
Pike, Bottle Rocket, Pretty Girl Scissor, Full Up Toe Touch;
Log Roll with Single or Double Twist; ½ Helicopters (Face
Up), Double Twist Dismounts, (Twisting up into a Basket
Toss is permitted � It will be considered a portion of the
Total Twist Count to a Max of Two Twists.) Kick Double
Twist Toss;
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CHEER & DANCE
CHAMPIONSHIP SECTION
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COMPETITIONS
S1: Pop Warner Spirit Squads may enter competitions ONLY as
follows:
A. A competition or event sponsored by a Pop Warner
organization, a group of Pop Warner Leagues or a Pop Warner
Bowl/Festival, which occurs during the accepted Pop Warner
season and follows all Pop Warner safety rules.
B. A competition or event sponsored by a non-Pop Warner
organization if it follows all Pop Warner safety rules, occurs
during the accepted Pop Warner season, and if permission to
participate is granted in writing, in advance, by the League, the
Region, and the National Cheer & Dance Commissioner.
1. A squad must participate in the Pop Warner League, Region
and National Spirit Championships in order to be approved
for a non-Pop Warner event or competition. Any events after
January 1, the squad must participate in the Pop Warner Year
Round Program.
S2: There shall be no individual competitions.
S3: Competition among squads shall be limited to squads from the
same division of play competing against one another.
S4: There shall be no cutting from the regular season roster for
competition, nor shall substitutions be permitted, unless there is a
written medical reason. In addition, note that the Drops and Adds,
Article #12 applies, no spirit participant may be added to any roster
no substitutions may take place after October 1st.
S5: No squad shall engage in more than one (1) competition per
week; said competition shall count as one practice or as the game
for that week.
S6: The sponsoring organization of an open competition may
not limit the size of the squads invited to said competition. Note:
organization for an unlimited number of spirit participants.
S7: Pop Warner Spirit Squads may accept a squad award for their
achievement in a competition.
REGION / NATIONAL SPIRIT CHAMPIONSHIP
RULES & REGULATIONS
S1: The squads performing in the Pop Warner Regional and/or
National Championship Program(s) must abide by the following
guidelines.
A.
as outlined in Regional/National Championships General
Information listed below.
B.
C
D.
roster must accompany said squad.
E. The Cheerleading and Dance Championships will consist
of the following divisions: Junior Peewee, Peewee, Junior
Midget, Midget, Junior Bantam and Bantam. In addition, the
Cheerleading Championships will consist of a Small, Medium
2011 Pop Warner Rule Book
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and Large category in each division. The categories are further
subdivided into Novice, Intermediate and Advanced.
F. Only registered cheer squads may qualify and compete
in cheer, and only registered dance/auxiliary squads may
qualify for the dance championship. All participants must be
Warner squad. Absentee Forms must be processed prior to the
competition. PWLS reserves the right to penalize or disqualify
of participation from its spirit leaders.
G. Spirit squads participating must have at least six (6)
members.
H.
Monday in October. Please note that the number of actual
cheerleaders determines �Large Squad� versus �Small Squad�.
Since mascots cannot participate in competitions, they do not
count on the squad numbers (even though listed on the roster
for registration and insurance purposes.)
I. Tiny-Mites, Mitey-Mites, Flag Cheer and Mascots are not
eligible to compete in League, Region or National Cheer
& Dance Competitions with their squad that is being
scored. They can participate in an exhibition performance
at the League and Region Championships within their age
appropriate category (i.e., exhibition with a squad of mascots,
exhibition with a Mitey-Mite Squad).
J. Rostered Cheerleading Squads with more than 2 male
participants (3 or more) will be placed in a Co-ed Category
within their age division for Pop Warner Competitions,
League/Region and National.
K. Safety - In concentrated efforts to reduce the risk of injury
to participants, every regional/national event will use every
possible means to obtain performance mats for safety, as well
as to secure professional spotters.
a) The use of mini-tramps, spring boards or any apparatus
used to propel a participant is not permitted.
L. All fees (Regional & National) must be paid prior to
participating in post season. Failure to do so may result in
M.
documents may result in forfeit of player and or team.
S2-REGIONAL/NATIONAL CHAMPIONSHIPS GENERAL
INFORMATION
A. Proper roster, competition, and scholastic forms must be
submitted in accordance with national requirements in order
to participate.
B. Competition Forms include:
1. Championship Articles of Understanding (Head Coach
signs and sends to National Office prior to Region
Championship)
2. Prop Approval Form for Dance Squads �only� (Head Coach
sends to League/Region Cheer & Dance Coordinator prior to
Region Championship)
3. Event Request Form (Head Coach completes this form
for events other than the League/Region/National Playoff
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Competition System.
a) Permission to participate in an event (i.e., Tournament,
Bowl Game, Competition, Parade, NFL Halftime
participation, etc.) is granted only if it is in writing, in
advance, and approved by the League, Region and National
4. Pop Warner Score Sheet Package includes Score Sheets,
Point & Legality Deduction Sheets, distributed to Head Coach
immediately following the event.
5. Competition Report Forms � League Cheer & Dance
Wednesday immediately following the League Championship.
This form includes a list of Finalists and Advancing Squads.
6.
Dance Coordinator can refer to this form to assist in securing
championship judges.
C. LEAGUE CHAMPIONSHIP � CHEER DIVISION
The league championship/competition must be registered and
approved by PWLS.
1. Cheer Small Division � Min. 6 - Max. 12 participants
a) Each cheer small division will advance two squads to the
Region Championship in each category Novice, Intermediate
and Advanced.
The Third Place squad may advance to the Region
Championship if the First or Second Place squad chooses
league approval.
2. Cheer Medium Division � Min. 13 - Max. 24 participants
a) Each cheer medium division will advance two squads
to the Region Championship in each category Novice,
Intermediate and Advanced.
The Third Place squad may advance to the Region
Championship if the First or Second Place squad chooses
league approval.
3. Cheer Large Division � Min. 25 - Max. 35 participants
a) Each cheer large division will advance two squads to the
Region Championship in each category Novice, Intermediate
and Advanced.
The Third Place squad may advance to the Region
Championship if the First or Second Place squad chooses
league approval.
(Cheer squads from Alaska and Hawaii must send a video of
to the respective Region Championship for advancement to
the National Championship.)
B. LEAGUE CHAMPIONSHIP - DANCE DIVISION
The league championship/competition must be registered and
approved by PWLS.
1. Dance Divisions will advance two squads in each division
(Junior Peewee, Peewee, Junior Midget and Midget) to the
Region Championship.
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2. The Third Place squad may advance to the Region
Championship if the First or Second Place squad chooses
league approval.
(Dance squads from Alaska and Hawaii must send a video of
to the respective Region Championship for advancement to
the National Championship.)
C. REGION CHAMPIONSHIPS/QUALIFIERS - CHEER
AND DANCE
1. Cheer Small Division � Min. 6 - Max. 12 participants
a) Each cheer small division will advance two squads in
each category Novice, Intermediate and Advanced to the
National Championship.
2. Cheer Medium Division � Min. 13 - Max. 24 participants
a) Each cheer medium division will advance two squads
in each category Novice, Intermediate and Advanced to the
National Championship.
3. Cheer Large Division � Min. 25 - Max. 35 participants
a) Each cheer large division will advance two squads in
each category Novice, Intermediate and Advanced to the
National Championship.
3. Dance- Maximum 35 participants
a) Dance Divisions will advance two squads in each division
(Junior Peewee, Peewee, Junior Midget, Midget) to the
National Championship.
4. In the event that the First or Second Place squad in any
sub-division cannot attend the National Championship, the
invitation will be extended to the third place squad in that
sub-division.
5. Cheer squads are not permitted to compete in any of the
dance divisions. Dance squads are not permitted to compete
in any of the cheer divisions.
6.
program, as well as the national program, will be made
available as the season progresses.
EVENT GUIDELINES
A. ROUTINE TIMING
1. Each cheer squad will perform a choreographed routine not
to exceed (2:30) two minutes and thirty seconds; up to (90)
ninety seconds may be performed to music.
2. Each dance squad will perform a choreographed routine not
to exceed (2:30) two minutes and thirty seconds.
3.
sound of music or word by the squad after its name has been
called to perform. If a squad exceeds either time limit, a point
deduction will be assessed. We recommend that you time your
performance several times prior to attending the competition
and give yourself AT LEAST FIVE SECONDS of �cushion�
to allow for variations in sound equipment. There will be no
grace period allowance at the National Championship.
B. PERFORMANCE AND WARM-UP AREA
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1. The matted competition area for national competition will
be approximately 54� x 42� deep.
2. Any form of cheering, dancing, stunting, jumping and/or
tumbling on/off of the matted competition area during your
routine is a safety issue. It is important to choreograph your
routine for the safety of the participants due to over-rotation
of tumbling and uneven surfaces.
3. It is highly recommended that an auxiliary gym should be in
place to serve as the warm-up area just prior to performance.
This area is secured from non-participants and spectators, and
includes a matted surface for tumbling and/or stunt warm-up.
4. Stunting or tumbling on concrete surfaces or in other unsafe
environments (poor lighting, obstructions, etc.) is strictly
prohibited.
C. ENTRANCES AND EXITS
1. All introductions (i.e. formal entrances, chants, spell-outs,
silent building, etc.) are considered part of the routine and
timed as part of the performance. Formal entrances are not
recommended, starting a routine with a mount is permitted,
however the build starts the clock and is scored. Cheerleaders
must have at least one foot on performing surface when the
routine starts. Exception: Athletes may have their feet in the
hands of the base(s) if the base(s) hands are on the performing
surface.
2.
start of the routine that involve organized cheers or run-ons
with jumps, tumbling or stunts. Your routine entrance to the
walking, running, etc., to your starting line-up position (i.e.,
�Spirit On�, etc.). Squads should enter the performance area
in a timely fashion.
3. Exits are not included as part of the routine; therefore, there
should not be any organized exits or other activities after the
4. Any jumping (toe touch, pike, etc.), tumbling or stunting
permitted.
D. CHEER & DANCE ROUTINE
1. Coaches must recognize the entire squad�s particular ability
level and limit the squad�s activities accordingly.
2. Music selection should appeal to the audience to get them
involved in the performance. Routines must be appropriate
for family viewing and listening. Any vulgar or suggestive
movements (hip thrusting, inappropriate touching/slapping/
positioning to one another), words or music will result in
a 5 point deduction. Please note that removing improper
language and replacing it with sound effects still constitutes
inappropriate.
3.
integral part.
4. Squad names will be called three times: once as the team
begin the routine.
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5. Cheerleaders must have at least one foot on performing
surface when the routine starts. Exception: Athletes may have
their feet in the hands of the base(s) if the base(s) hands are
on the performing surface.
6. When competing, a squad may not use the name of another
squad�s town any time during the routine. Squads may use
generic mascot names (i.e., nicknames-Tigers, Rams, Bears,
etc.). Words in the routine shall not be aimed at other squads,
but an example of what gets positive crowd response at
games. A squad�s performance at competition shall be an
extension of what the squad does at games, supporting its
team and squad.
E. PARTICIPANT APPAREL
1. Please reference Participant Apparel in the Safety Section
for a complete list of guidelines.
2. Appropriate use of make-up and uniform selection or routine
movements for a youth squad (i.e., improper/revealing uniform
length of skirt, etc.) is the responsibility of the Head Coach.
Please use discretion in judgment in selection of uniforms.
Uniforms should be properly fitted to each participant.
Appropriate undergarments should be worn at all times
3. Hair, for cheer and dance squads, must be worn in a manner
to minimize risk for the participants. Hair devices, if worn,
must be secure and appropriate for the activity
4. Eyeglasses MUST be secured by a sport band while
performing to ensure safety (i.e., Eyeglasses shall be secured
to the head and under the hair with a sport band). Note: Eye
glass bands must not be knotted or have beads on it.
5. If a participant�s shoe falls/comes off on the performance
shoe on the foot prior to participating further. (Shoes must be
put the shoe back on, the Head Judge will decide if the safety
of the participant is at hand and may warrant a deduction. If
safety is the issue it would be a 5 point deduction. (General
then no stunting/jumping/tumbling, etc.)
6. A squad may use standard poms throughout the competition
with their poms, this is not a safety issue.) Hiding poms
anywhere on the body or uniform is a safety issue and
therefore, a point deduction.
a) When discarding poms, the participants must gently toss
or place props so that they are under control. (i.e., throwing
a pom across the mat would be a safety issue.) You can also
hand the poms down to a participant on the ground or drop
the poms where it will not interfere with your dismount or
other participants. The poms should be placed far enough
away so as not to interfere with subsequent portions of the
performance.
Poms may be partially touching out of bounds without
penalty. A participant may touch a pom that is partially out
of bounds as long as that person does not reach or touch
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out of bounds to retrieve or discard the prop. Stepping
on or touching the edge of the mat is not a deduction for a
participant.
Stepping on poms may interfere with the safety of the
performance and therefore, is a point deduction. A participant
may kick a pom out of the way or step over a pom as long
as they do not step or slip on the pom.
A competition spotter can move poms out of the way if
the spotter cannot safely reach/spot a stunt/pyramid. Prior
are the participants� responsibility.
e)
be utilized during the routine. There is not a minimum
or maximum number of pom-pons required for your
performance.
Glitter may be used on poms if laminated or sealed to keep
7. Competition Guidelines for Signs
a) The use of signs is permitted in all categories, Novice
Intermediate and Advanced in all local, regional and national
competitions.
i) The use of signs is not permitted during tumbling, partner
stunt/pyramid building and transitions that require the use of
Mounting and/or dismounting with signs in hand is not
permitted. A person up in a stunt may be handed signs, but
they must be safely discarded before dismounting.
a sign once secure at Prep Level, after mounting, and then
that would be considered a transition without the use of
hands and permitted. The sign must be discarded prior to
the dismount.
a sign once secure at Prep Level, after mounting, and the
use of hands during the transition, that would be permitted,
as long as the sign was discarded prior to dismount.
a sign once secure at Prep Level, after mounting, and is then
transitioned to a Thigh Stand, without the use of hands, sign
in hand, that would be permitted as long as the sign was
discarded prior to dismount.
ii) When discarding props (signs, etc.) that are made of solid
material or have sharp edges/corners, team members must
gently toss or place the props so that they are under control.
(i.e., throwing a sign across the mat would be a safety issue.)
You can also hand the sign down to a participant on the
ground who should then lay the sign back on the ground or
drop the sign where it will not interfere with the dismount
or other participants.
iii) The signs should be placed far enough away so as not
to interfere with subsequent portions of the performance.
If a participant steps or slips on a sign, it would be a safety
hazard and a deduction. Signs may be partially touching
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out of bounds without penalty. A participant may touch a
sign that is partially out of bounds as long as that person
does not reach or touch out of bounds to retrieve or discard
the prop. Stepping on or touching the edge of the mat is
not a deduction for a participant.
iv) Glitter may only be used on a sign only if it is laminated
or the participants.
v) Hiding Signs anywhere on the body or uniform is not
permitted.
Fans may be permitted by hosting/sponsoring organization
to hold or display signs. Refer to hosting league competition
rules for guidelines.
8. Cheer Apparel Situations
Hair Color
Situation 1: A squad wants to wear blue hair extensions
(clip in, bow type with blue hair). Since many squads wear
the wiglets (curly and/or straight pony tails) and as long as
everyone had them, would this be OK or considered a prop?
:The Blue Hair color for the entire squad would
be considered a prop. This type of accessory with hair color
is reserved for Dance Squad Costuming only.
Situation 2: A squad would like to wear colored hair buns
over their hair to hold in place.
Not permitted, would be used as an
enhancement.
Situation 3: Can a cheerleading squad wear a bow that opens
to a new color during the routine, as part of the routine?
Not permitted, this would be considered a prop
and reserved for dance teams.
Situation 4: Can a participant wear a medical alert tattoo?
A participant is permitted to wear a medical alert
tattoo for the added safety of the participant. The parent/
guardian should put in writing (to the Head Coach) that the
child will wear the tattoo and the location. This will insure that
the Head Coach knows how to handle properly and promptly
in case of emergency. For competition/championships, the
(LCDC, RCDC or NCDC) at book check, so that the Event
this is a tattoo for medical purposes and can aid the child, if
necessary.
F. ADDITIONAL DANCE SPECIFIC GUIDELINES
1. Dance Routines should incorporate a combination of styles
including Pom, Jazz, Kick, Hip Hop, etc. Dance Routines
must incorporate at least two of these styles. Squads may
incorporate costumes and a theme that is fully developed
throughout the dance, but are not required. Emphasis will be
on projection/showmanship, choreography, precision, and
execution/overall appeal.
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2. Soft-soled dance shoes (jazz boots, jazz shoes, sneakers,
tennis shoes, etc.) are required. All Dance Squads must wear
athletic shoes or appropriate dance shoes that cover the toes
and entire sole of the foot.
3. Costuming and accessories are permitted. All costuming,
costume make-up and accessories need to be approved by the
League, Region and National Cheer and Dance Commissioners
by completing a Prop Approval Form prior to competition.
a) Uniforms - Dance Squads with Glitter sealed in uniform
are permitted. Glitter that adheres to uniform and will not
come off; it is a part of the material.
Uniforms- rhinestones, beads or sequins, etc. on the
uniform. The listed items must be securely placed on the
uniform and should not come off (i.e., sewn on, punched
on, etc.). It is a part of the uniform, securely fastened and
permitted.
4. Wigs are considered as part of the costume for a dance
squad. Wigs must be pre-approved on the PWLS Prop
Approval Form.
5. Dance Apparel Situations:
Situation 1: A dance squad wears a plastic beaded necklace
that knots in the middle down the front of the uniform (below
the chest). Is this permitted?
Wearing �Hard� Jewelry is not permitted except
and will not interfere with the safe execution of a dance move.
Religious or medical medals that are taped to the body under
the apparel without a chain are permitted.
Earrings
Situation 2: A dance team would like to wear Rhinestone
earrings, is this permitted?
Situation 2A: Can a dance team wear post earrings (i.e., star
stud earrings)?
: No, Jewelry is not permitted. Rhinestones
adhered to the face are considered jewelry and not
permitted.
Situation 3: Can a dance team wear tattoos?
A dance squad can wear a mascot print painted
on the face or a transferrable mascot tattoo for games and/or
competitions.
Situation 4: Can a dance team wear drawn on tattoos (i.e.,
words, phrases, art)?
Words/ phrases and art are not permitted. Drawn
on Tattoos will be considered (i.e., stars as a part of costuming
theme) as each Prop Approval form is submitted and will be
shared with the dance regions.
Soft soled dance shoes are required. All dance squads must
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wear athletic shoes or appropriate dance shoes that cover the
toes and the entire sole of the foot.
Situation 5: A dance team would like to wear dance taps on
the bottom of the shoe, is this permitted? They would also
No, to both situations, a dance team is only
permitted to wear soft soled shoes. Further, a piece of wood
cause unsafe conditions for the participant(s) and would not
be approved; It would also be considered a stationery prop.
a) Dance squads may use props. Props that are stationery
(e.g., scenery), as well as those that may puncture the
performance surface are not permitted (i.e., chairs, ladders,
saw horses, hollow boxes, and other similar props with legs).
All props must be pre-approved by the National/Regional
Cheer & Dance Commissioner.
Hand held props are permitted.
All props must be utilized during the dance routine.
Stationary scenery is not permitted.
Coaches are not permitted to place props for the squad.
e) An individual may stand or sit on a prop.
i) When moving from one prop to another prop, the top
person must have visual contact with the new prop prior
to, beginning the transition.
ii) When moving from one prop to another prop on wheels,
rounded surfaces,
the new prop must be to the side or in front of the person
moving.
iii) When a prop used as a base has wheels, rounded
with fabric and is moving, a spotter is required.
Props may not be used to base a base person in a stunt.
g) Tumbling onto, under, over, through or off props is not
permitted. Headstands & handstands are not permitted on a
prop. Flips and rolls are not permitted as a dismount from
a prop.
a) LIFTS
which a dancer(s) is elevated from the performance surface
and set down.
i) A lifting dancer must maintain direct contact with the
performance surface at all times.
ii) At least one Lifting/Supporting Dancer must have
hand/arm/body contact to hand/arm/body contact with the
Elevated/Executing Dancer(s) at all times during the Lift,
Trick or Partnering Skill.
iii) A lifting dancer must maintain control of the
momentum, positioning, changes in position and return to
the performance surface of the lifted dancer(s).
.
PARTNERING
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action in which two dancers use support from one another
but are not elevated.
i) Partnering skills are permitted and must maintain body-
to-body contact throughout the duration of the skill. One
partner must maintain constant contact with the performance
surface.
DANCE LIFTS AND DANCE PARTNERING
GUIDELINES:
i) Jumping or Tossing from one dancer to another is not
permitted.
ii) Jumping or Tossing from one dancer to or from the
performance surface is not permitted.
iii) All cheer stunts and/or pyramids are prohibited
(exceptions: Pony sit, thigh stand, shoulder sit, back arch)
A Back Arch is permitted when abiding by the following
procedures: The lifting dancer(s), base(s) and/or spotter(s)
must maintain direct contact with the performance surface at
all times. The lifting dancer(s), base(s) and/or spotter must
maintain ultimate control over the momentum, positioning,
changes in position and return to the performance surface
of the lifted dancer(s) through hand/arm to body contact.
iv) Jumping, tumbling or leaping off another dancer while
sitting, standing or stepping on the dancer is not permitted.
Further, a dance cartwheel over another person or switch
kick on another dancer is not permitted.
v) An individual cannot pass over, under or through another
individual, dance lift or partnering skill.
vi) Swinging Lifts are not permitted.
vii) Hip over Head rotations of the lifted dancer(s) are not
permitted.
TUMBLING
Tumbling is allowed in all divisions as long as one hand, foot
or body part remains in constant contact with the performance
surface. These skills can be performed individually or in
combination. Airborne skills are not allowed when hip-over-
head rotation occurs.
i) Permitted Skills: Forward/Backward Rolls; Shoulder
Rolls; Cartwheel; Headstands; Handstands; Backbends;
Front/Back Walkovers; Stalls; Windmills; Kick up
ii) Skills Not Permitted: Dive Rolls; Roundoffs; Aerials;
Front or Back Handsprings; Front or Back Tucks; Side
Somi; Layout; Head Springs; Double Cartwheel.
iii) Skills Not Permitted: Tumbling while holding poms
or props is not permitted.
iv) Skills Not Permitted: Tumbling with gloves, non slip
or palm side, is not permitted.
JUDGING CRITERIA & PROCEDURES
S1:
impartial parties. If and when it becomes necessary to utilize as
a judge an individual from an organization participating in the
competition, it is imperative that judges be drawn from other
participating organizations as well, to discount as much as possible
any local (or regional) bias.
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S2: In a Pop Warner Bowl festival, as well as in any Pop Warner
�invitational� competition, particulars regarding judging (including
how performances will be evaluated, etc.) will be sent in writing by
the host to all participants not later than one month before the event.
S3: Pop Warner Judging Procedures
A. Judging Procedures:
1. The League/Region events have the option to utilize 3 to 5
Sheets.
2.
B. Following the guidelines set by the National Spirit Group
(NCA, NDA, Cheerleader & Danz), the scoring process for
the Pop Warner Championships will also be similar to that
points (i.e., 5.5, 9.2, etc.) These scores will be totaled and
then averaged. All point deductions and/or penalties will be
deducted from the averaged score to get a Final Score.
C. In addition, the necessary deductions for any safety violations
will be taken by the legalities judges. Every effort will be
Talking between judges will be limited to points of necessary
report to the National/Regional Cheer & Dance Commissioner
D. After penalty points are assessed, the squads� overall grand
total will be used to determine rankings and winners.
E. Judging Panels
1. Head Judge- The Head Judge is responsible for overseeing
the entire Judging Panel that consists of: Panel Judges, Legality
Judge and a Point Deduction Judge. The Head Judge will also
Judge�s scores will carry the same weight as a Panel Judge.
2. Panel Judges are responsible for scoring each squad�s
performance based on the PWLS score sheet. Each panel
within any particular division. Panel judges judge technical
ability and overall routine, but they do not determine or judge
deductions or safety violations. Decisions made by Panel
3. The Legality Judges are responsible for administering all
safety violations, time violations and boundary violations.
one Legality Judge per scoring panel.
4. Point Deduction Judge �The Point Deduction Judge is
responsible for assessing deductions in each routine for
obvious bobbles or falls from technical skills. Decisions made
Deduction Judge per scoring panel.
5. Verbal Critique Judge (Optional/at the discretion of the
Region/National Office) � This judge is responsible for
verbally critiquing squads as they perform. The Verbal
Critique Judge does not score the squad (exception at some
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championships). Squads will be provided with a cassette tape of
the recording.
F. CHEERLEADING SCORE SHEET
1. The judges will score the cheer squads according to the following
criteria:
CHEER SCORE SHEET:
Cheer Projection�����.......... (5 points)
Fundamentals ................................ (60 points)
Motion Technique
Jumps
Tumbling
Partner Stunts
Pyramids
Basket Tosses (Intermediate/Advanced)
Dance/Choreography.................................. (10 points)
Timing/Transitions.................................... (10 points)
Overall Performance.................................. (15 points)
2. FUNDAMENTALS CATEGORY - Judging Scale for
Cheerleading Squads
The lowest score a squad can receive in the fundamentals area, if they
do any type of skill in a certain category, is 5. This is done to keep a
team from dropping too low in one category. If a squad does not do
a skill (i.e., no tumbling) then they will receive a 0, but only if every
judge on the panel agrees that they did not see any of those skills.
A squad is judged on the skill that is performed A Novice level
squad should be scored for their skills between 5 and 7 points (i.e.,
stunts, pyramids and tumbling). An Intermediate level squad should
be scored for their skills in a range between 5 and 9 points. An
Advanced squad can score between 5 and 10 points; If an Advanced
squad performs novice skills in those categories then the max score
in that skill category would range between 5 and 7 points. (Example:
An Advanced Squads performs thigh stands, the score for that novice
level skill would fall between a 5 and 7 and not the squad�s category;
in this case Advanced.)
a)
i. Range of Scores 5-7 Points
Skill- Beginning-Intermediate Motions/Dance (i.e., executed at a
slow pace, low to average level of technique, lack of movement
during transitions, minimal variety of moves, motions and level
changes).
ii. Range of Scores 7-9 Points
Skill - Intermediate-Advanced motions/dance performed by the
majority of the squad (i.e., executed at an average pace, average
to good level of technique, moderate amount of foot and body
movement during transitions, moderate variety of moves, motions
and level changes).
iii. Range of Scores 9-10 Points
Skill- Advanced-Elite motions/dance performed by the majority of
the squad Jumps (i.e., executed at fast pace, strong level of technique,
moves, motions and level changes to enhance the visual effects of
the squad�s movements).
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i) Range of Scores 5-7 Points
Skill- Beginning-Intermediate Jumps (i.e., tuck, spread
eagle, herkie, double hook) performed by the squad, and/or
Intermediate-Advanced jumps executed with sub-standard
technique and perfection.
ii) Range of Scores 7-9 Points
Skill - Intermediate-Advanced Jumps (i.e., toe touch, side
hurdler, front hurdler) performed by the majority of the squad
with a high level of perfection, and/or Advanced-Elite jumps
executed with sub-standard technique and perfection.
iii) Range of Scores 9-10 Points
Skill- Advanced-Elite Jumps (i.e., toe touch, side hurdler, front
hurdler, pike, combination jumps) performed by the majority
of the squad with strong execution and variety.
i) Range of Scores 5-7 Points
Skill- Beginning-Intermediate Tumbling Skills (i.e., forward
rolls, cartwheels, round-offs, etc.) performed by the majority
of the squad, and/or Intermediate-Advanced tumbling skills
executed with sub-standard technique and perfection.
ii) Range of Scores 7-9 Points
Skill - Intermediate-Advanced Tumbling Skills (i.e., back
handspring, round-off back handspring, round-off back tuck,
standing back tuck) performed by the majority of the squad
with a high level of perfection, and/or Advanced-Elite tumbling
skills executed with sub-standard technique and perfection.
iii) Range of Scores 9-10 Points
Skill- Advanced-Elite Tumbling Skills (i.e., standing back,
standing back handspring back tuck, round-off back handspring
back tuck, etc.) performed by the majority of the squad with a
high level of perfection and numerous strong specialty passes
(layouts, whips, fulls, etc.) also executed with a high level of
perfection.
i.) Range of Scores 5-7 Points
Skill- Beginning-Intermediate partner stunt/pyramid/basket
toss skills (i.e., thigh stands, shoulder stands, extension preps,
pyramids primarily built by combinations of thigh stands,
shoulder stands, extension preps, etc. and/or basket tosses)
performed by the squad, and/or Intermediate-Advanced partner
stunt/pyramid/basket toss skills executed with sub-standard
technique and perfection.
ii) Range of Scores 7-9 Points
Skill - Intermediate-Advanced partner stunt/pyramid/basket toss
skills (i.e., extensions, full-downs from non-extended stunts,
pyramids built by combinations of extension preps, extensions,
full-down stunts, etc. and/or multiple basket tosses) performed
by the majority of the squad with a high level of perfection,
and/or Advanced-Elite partner stunt/pyramid/basket toss skills
executed with sub-standard technique and perfection.
iii) Range of Scores 9-10 Points
Skill- Advanced-Elite partner stunt/pyramid/basket toss skills
(i.e., extensions from liberty variations, pyramids primarily
built by combinations of extensions, liberty variations, full-
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downs from extended stunts, etc. and/or multiple specialty
basket tosses) performed by the majority of the squad with a
high level of execution and perfection.
G. DANCE SCORE SHEET
1. The judges will score the dance squads according to the
following criteria:
DANCE SCORE SHEET
Fundamentals ............................................ (30 points)
Motion Technique
Dance Style Execution
Dance/Choreography.................................... (20 points)
Visual Effect Originality, Variety
Flow of Routine, Level Changes, Floor Work
Squad Precision�����������. (30 points)
Uniformity of Style
Precision, Timing Syncronization
Formations, Spacing, Transitions
Overall Appeal���������.......... (20 points)
Overall Performance, Delivery
Showmanship, Spirit, Energy, Crowd Appeal
2. FUNDAMENTALS CATEGORY - Judging Scale for
Dance Squads
[Levels, Motions, Placement (jumps,
kicks)]
i) Range of Scores 5 -7 Points
Skill- Beginning-Intermediate Motions/Dance (i.e.,
executed at a slow pace, low to average level of technique,
lack of movement during transitions, minimal variety
of moves, motions and level changes). Beginning-
Intermediate technical skills (i.e., jumps, kicks, etc.)
performed by the squad and executed with sub-standard
technique; and very few Intermediate-Advanced technical
skills performed by the squad executed with good technique.
ii) Range of Scores 7-9 Points
Skill - Intermediate-Advanced technical skills performed
by the majority of the squad executed with good technique;
and/or very few Advanced-Elite technical skills performed
by less than the majority of the squad executed with strong
technique. (i.e., executed at an average pace, average to
good level of technique, moderate amount of foot and body
movement during transitions, moderate variety of moves,
motions and level changes).
iii) Range of Scores 9-10 Points
Skill- Advanced-Elite motions/dance performed by the
majority of the squad and executed with strong technique.
(i.e., executed at fast pace, strong level of technique,
use of moves, motions and level changes to enhance the
visual effects of the squad�s movements).
-Placement (leaps, turns), Extension
(legs, arms)
i) Range of Scores 5-7 Points
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Skill- Beginning-Intermediate Technical skills (i.e., leaps, tuck
jump, grand jete, turns, pirouettes, pique turns)
performed by the squad and executed with sub-standard technique;
and/or Intermediate-Advanced technical skills performed by the
squad and executed with good technique.
ii) Range of Scores 7-9 Points
Skill - Intermediate-Advanced technical skills (i.e., leaps- hitch
kick, saut de chat, switch leap/ turns- double triple pirouettes,
axle, etc.) performed by the majority of the squad executed with
good technique; and/or very few Advanced-Elite technical skills
performed by less than the majority of the squad executed with
strong technique.
iii) Range of Scores 9-10 Points
Skill- Advanced-Elite Technical skills (i.e., leaps-switch leap,
switch to second, switch tilt/ turns-fouettes, fouette a la seconde,
triple/quad pirouettes/kick) performed by the majority of the squad
and executed with strong technique.
Jazz, Pom, Funk/Hip-Hop, Kick
i) Range of Scores 5-7 Points
Skill- Beginning-Intermediate dance/choreography executed with
sub-standard technique. (i.e., executed at a slow pace and with
low stamina).
ii) Range of Scores 7-9 Points
Skill - Intermediate-Advanced dance/choreography performed
by the majority of the squad with good technique and performed
at an average pace. (i.e., crediting the performers� extension,
variety of styles, kick series, musical interpretation, uniformity,
visual effects/poms, level changes, body alignment, control, etc.)
iii) Range of Scores 9-10 Points
Skill- Advanced-Elite dance/choreography performed by the
majority of the squad executed with strong technique and
performed at an average/fast pace. (i.e., crediting the performers�
superior variety of visual effects, groundwork, level changes,
musical interpretation, control, extension and body alignment,
kick series, variety of styles, etc.)
H. POINT DEDUCTIONS
1. Pop Warner has adopted a new deduction system with the assistance
of the National Spirit Group (NCA/NDA/Cheerleader & Danz). We
plan to keep the current PWLS Cheer & Dance Scoresheets in place
for competition (100 point system). Our plan is to administer a fair
scoring system that applies technical deductions appropriate to the
violation (i.e., stunt missing a backspot vs. hair bow falling out).
2. A squad with a point deduction may advance to the next level of
competition. However, the head coach under the direction of the
& dance coordinator) is responsible for removing the technical
deduction from the routine prior to the next level of competition
(i.e., illegal stunt, pyramid, tumbling, etc.) after reviewing the
competition�s point deductions. The following scoring process was
taken directly from National Spirit Group�s Scoring System
a)
Minor errors during technical skills (i.e., hand(s) down on tumbling
(minimal weight bearing); obvious missed skills; shaky stunts/
pyramids, incomplete twisting cradles; obvious errors during dance
maneuvers; etc.) will result in a .5 deduction for each mistake.
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Reserved for OBVIOUS mistakes that would result in a fall if they
would not take evasive action. Balance checks are not reason for
deduction. In cradles, a full twisting dismount must OBVIOUSLY
land ON THEIR STOMACH in order to receive a deduction.
Major errors during technical skills (i.e., falls from individual stunts;
an individual stunt performs an error during a pyramid sequence)
will result in a 1point deduction for each mistake. Any body part
other than hands and feet hitting ground when transitioning warrants
a �major mistake�. (Example of an exception: A front spot hitting
their knee when helping support a fall will not result in a technical
deduction, although it could affect their overall technique score.)
Major falls during technical skills or other obvious severe mistakes
(i.e., multiple falls, in a single sequence/series by a single couple/
stunt group; pyramids that fall, collapse or that are severely missed;
tumblers hitting) during the performance will result in a 2 point
deduction. Before a deduction is given, confer with the Head Judge.
Each boundary violation will result in a .5 deduction per occurrence.
Deductions for boundary violations are given for stepping off (the
entire foot) or touching (the entire hand or other body part) outside
the performance area or an object outside the performance area.
Stepping on or touching the edge of the mat does not constitute
a violation. Props may be partly touching out of bounds without
penalty. A squad member may pick up or set down a prop that is
partially out of bounds. However, a squad member may not pick up
or set down a prop that is completely outside the performance area.
e) Time Limit Violations, 1, 3, 5
Competition timing is done by the Legality Judge for each panel.
Time limit violations (for both the music portion and/or the total
routine time) are as follows:
1-5 seconds overtime � 1 point deduction
6-10 seconds overtime � 3 point deduction
11 or more seconds overtime � 5 point deduction
will be given per occurrence for each
general competition guideline violation (i.e., 5 point penalty will
be assessed for jewelry, etc.). Safety violations are in effect until
be assessed, a majority of ½ + 1 of the legalities judges must agree
that the violation did occur.
A will be given for any skill performed that is
Beginner, Intermediate and
Advanced (i.e., a twist down performed from a cradle in the
Novice Category would receive a 5 point deduction). The
inappropriate skill would not be scored by the panel judges.
should appeal to the audience to get them involved
in the performance. Routines must be appropriate for family viewing
and listening. Any vulgar or suggestive movements (hip thrusting,
inappropriate touching/slapping/positioning to one another),
words or music will result in a 5 Point Deduction. Please note that
removing improper language and replacing it with sound effects
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still constitutes inappropriate.
A will be given if Participant Apparel becomes
unsecured and/or falls to the performance surface. However, if an
Apparel Item (i.e., ribbon, wiglet, eyeglasses, etc) becomes
will decide if the safety of the participant(s) is/are at hand and may
warrant a (i.e., Stepping on or slipping
on a device, etc.).
will be given to a squad/participant that
tumbles, jumps while entering (Entrance Area) or exiting (Exit
Area) the performance area.
g)
The warning box: The judge has the option to give a warning instead
of the violation. A warning should be given when:
i) The judge is UNSURE as to whether or not what you saw was
an infraction. If there is the slightest doubt in what they saw, the
Legality judge should only give a warning. Always rule in favor
of the PW squad when unsure.
ii) The skill was ALMOST illegal, and for some loop-hole reason
avoided being truly illegal
i. Legality Deduction vs. Infraction, a skill that is attempted
but performed incorrectly is not necessarily considered a safety
violation, rather a Minor Mistake (0.5 pts.) or Major Mistake (1.0
pts.).
1. Infraction: Hand/Arm Connection in a Pyramid, As long
as the attempt to connect hand/arm is in place, the deduction for
stunt. If there is no attempt to connect then there would be a safety
deduction.
2. Infraction: Swedish Falls � Flyers head falls, out of line,
below waist, error in performance not a safety deduction.
3. Infraction: Pendulum- Flyers head falls below waist,
considered an error in performance, not a safety deduction.
4. Infraction: Basket Toss- Kick Double Full Twist, head falls
below waist, considered an error in performance, not a safety
deduction.
I. INTERRUPTION OF PERFORMANCES
1.
facilities, or other factors attributable to the championship event
rather than the squad, the squad affected will be allowed to present its
routine at the end of the division. If there is an error in music caused
by the venue system, a squad is permitted to re-do the performance
and re-score from the point that the Head Judge stopped the routine.
2. In the event a squad�s routine is interrupted because of failure of the
squad�s own equipment, the squad must either continue the routine
or withdraw from the competition.
a)
perform an exhibition performance at the end of their division. The
original score will stand, they will not be re-scored.
3. In the event that an injury causes the squad�s routine to be
interrupted, the squad may either continue the routine or perform
at the end of the division at the discretion of the National/Regional
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the right to stop the routine due to injury, if it is deemed
necessary.
a) If a participant is bleeding, has an open wound or an
excessive amount of blood on the uniform, the participant
shall stop performing to receive proper treatment.
In accordance with Part III, Pop Warner Regulations
- All Programs, Article 17: Important Medical, S2 when
a participant is rendered unconscious or apparently
unconscious, that participant shall not be permitted to resume
participation until that participant has been evaluated by a
licensed medical professional trained in the evaluation and
management of concussions and receives written clearance
to return to play from that licensed practitioner.
J. COACHING
1. Coaching during the performance is not permitted (e.g.,
yelling instructions or motioning directions to squad
members). Spirited crowd response, however, is welcomed
from any and all fans, including members of the coaching
staffs.
K. DISQUALIFICATION
Any squad that does not adhere to the terms and procedures
of the competition�s �Articles of Understanding� may be
any right to any prizes or awards, and may also forfeit
the opportunity to participate in regional and/or national
championships.
L. HOW TO HANDLE PROCEDURAL QUESTIONS
Any questions concerning the rules or procedures of the
championship will be handled exclusively by the head
coach of the squad and will be directed to the competition
coordinator. (i.e., League / Regional / National Cheer & Dance
Commissioner)
M. FINALITY OF DECISIONS
1. By participating in a competition, each squad agrees that
be subject for review. Each squad acknowledges the necessity
in this competition and each squad therefore expressly waives
any legal, equitable, administrative or procedural review of
such decisions.
2. For Interpretations: The Rules Committee for competitions
will consist of the Event�s Cheer & Dance Commissioner
(League/Region or National), the Head Judge, and the safety
3. All decisions of judges, including mandatory safety judges
N. COACHES� TECHNICAL/STUNTING QUESTIONS
As a coach, it is important to be current on the PWLS Safety
Guidelines. If you have questions concerning any safety
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and/or dance skills, please follow these steps. This will insure that
you receive a timely and accurate response to your questions.
1. All questions must be in written form due to the differences in
interpretation and terminology. No phone calls will be accepted.
2. For Partner Stunt and/or pyramid approval, you must send a VHS
videotape/ DVD which includes the mounting and dismounting of
the stunt and/or pyramid in question.
3. The above requests must be sent directly to the League Cheer &
Dance Coordinator for review/approval to be forwarded to the Region
Cheer & Dance Coordinator. All requests must be received at least
two weeks prior to the event (PWLS League, Region and National
Championship) in order to be reviewed.
4. Please include your name, address and daytime contact number
on all requests.
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CHEER & DANCE GLOSSARY
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SPIRIT GLOSSARY
S1-CHEERLEADING TERMS
Aerial- A cartwheel or walkover executed without placing hands
on the ground.
To be free of contact with a person or performing
surface.
An aerial maneuver involving hip-
over-head rotation in which a participant uses their body and
the performing surface to propel himself/herself away from the
performing surface.
A arabesque stunt is a stunt in which the working leg
is extended behind (close to 90 degrees) while the supporting leg is
in the hands of the base(s). Partner and bases using body position
as in the liberty, turn to the side. Partner�s chest is up with legs
An arch is a position in which the back is curved.
An entrance skill into a stunt in which
the top person performs a hip-over-head rotation while in direct
physical contact with a base or top person when passing through
the inverted position.
Any form of physical assistance to an
individual performing a tumbling skill. This does not apply to
gymnastic oriented �stunts� permitted at each level.
Awesome- An extended stunt where the top person has both feet
tightly together in the bases� hand(s), also referred to as a �Cupie�.
A non-aerial tumbling skill where one moves
backward into an arched position, with hands making contact with
are in contact with the cheering surface and the hips are pushed
upward into an arched position.
The participant in the back of a stunt mainly responsible
controlled dismount or fall.
A non-aerial tumbling skill where one moves
backward into an arched position, with the hands making contact
on one foot/leg at a time.
The top person dismounts backwards, with
feet being held, to catchers who are not the original bases to the
performing surface from a stunt. Backward and cradle dismounts
the Intermediate and Advanced Categories. However, a partner
may dismount to a new set of bases if caught by two additional
stationary bases and an additional spotter at the head and neck.
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Top person may not lose contact with original bases throughout
dismount to new bases. (Original Bases may not travel, you may
A non-aerial tumbling skill where one rotates
backward into/or through an inverted position by lifting the hips
over the head and shoulders while curving the spine to create a
Ball-X- A body position (usually during a toss) where the top person
goes from a tucked position to a straddle/x-position.
Base- A participant that is in direct weight-bearing contact with
the performance surface and provides support for another person.
The participant that holds, lifts or tosses a top person into a stunt.
Main Base- When using two or three bases, the main base has the
� When using multiple bases, the Secondary
Base is the base across from the main base and will usually be on
the foot (single leg stunt) or have both of the feet (two-leg stunts).
New Bases- Bases not previously in direct contact with the top
person in a stunt.
A base shall not assume a back-bend, headstand or handstand
position.
A toss with no more than four bases, two of which
have their hands interlocked.
Bear Hug Dismount- The spotter stands to the side and slightly
in front of the person dismounting with their arms up in the air.
As the person dismounts the spotter makes contact above his/her
head and places the outside arm and shoulder in front of the person
dismounting and the head, other arm and shoulder behind the person
dismounting. The spotter�s arms wrap around the person like a bear
hug so as to cushion the impact of the person dismounting. The
A gymnastic term referring to increasing in
height created by using one�s hand(s) and upper body power to push
off the performing surface during a tumbling skill. The momentary
airborne position created by blocking (through the shoulders) is
legal in all levels.
A physical connection that helps to provide stability to a
Top Person without having weight-bearing contact.
A person who stabilizes a stunt by direct contact with a top
person. The stunt would remain stable without the bracer.
top person holds the extended foot with the opposite hand. The
extended knee/leg usually touches the ear.
Cartwheel- A non-aerial gymnastic skill where one supports the
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weight of the body with the arm(s) while rotating sideways through
an inverted position landing on one foot at a time.
One of the person(s) responsible for the safe landing of a
top person during stunt entry, transition and/or dismount.
Chair- A single based stunt in which the base places the right hand
in the center of the partner�s seat with arm locked. The base�s left
support. The Top Person/Flyer is in a sitting position on the hand
of the base. A Chair is a stunt where the bases arms are extended
overhead but are not considered an �extended stunt� since the height
of the body of the top person is similar to a shoulder/prep level
stunt. A spotter is recommended for all stunts at prep level but is
not required for the chair as an exception to the rule.
Chant- A short repetitive yell performed continually throughout
a football game. A chant is a short routine to encourage crowd
participation.
Cheer- A longer, spirited yell incorporating motions and stunting
cheer should also encourage crowd participation.
two other cheerleaders with locked arms and waist. A Chorus Line
Flip is not permitted.
A basic push-up performed on the ground
by individuals in a grouping (bowling ball formation). Participants
are face down on the ground with back straight, palms on the
them. Together the group begins to lift and lower their bodies by
pushing upward until arms are fully extended while toes/feet are
connected to the back/shoulder area of two participants behind
them. Permitted for cheer squads, not permitted for dance squads
as this is viewed as a weight bearing skill.
Physical contact between two or more
individuals performing tumbling skills simultaneously. Connected
Tumbling is not permitted under Pop Warner guidelines.
A release move in which catchers, with palms up, catch the
face up in a pike position. A cradle catch is considered the end of
a stunt. The movement from the cradle to the performing surface
is not considered to be a dismount.
A crunch is a stunt position where both of a partner�s feet
or legs are in the hands of a single base whose hand(s) are in front
of his/her body near the waist level.
is a stunt that requires two bases and a spotter at
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below prep level and does not transition into or from another stunt.
Dismount- The movement from a stunt or pyramid to a cradle or the
performing surface. The movement from a cradle to the performing
surface is not considered to be a dismount.
Dive Roll- An aerial forward roll where the hands and feet are off
of the performing surface simultaneously.
A tumbling skill with two consecutive backward
somersaults (tuck, pike, open, layout) done in the same skill
movement. This is not permitted in Pop Warner skills.
A partnered or paired cartwheel where two
partners perform cartwheel(s) while holding each other�s hand/
ankle or arm thigh connection. This stunt is not permitted in Pop
Warner.
A gymnastic tumbling skill consisting of a single
layout salto with two twists, also called a Double Twist. This is
not permitted in Pop Warner skills.
A stunt or pyramid in which an inverted
top person�s center of gravity is moving toward the performing
surface. This downward inversion is not permitted in Pop Warner.
The movement of one�s center of gravity
towards the performing surface.
Dropping to the knee, seat, front, back, thigh/jazz sit or split
position onto the performing surface from an airborne position or
hands/feet which breaks the impact of the drop.
the hands/feet, or is controlled to absorb the impact of the drop.
surface from an airborne position are not permitted.
surface should be performed on a mat to avoid repeated/overuse
on hard unyielding surfaces.
The maximum
distance allowed between the highest point of a base�s extended
arm, and the lowest point of a top person�s body during a release
move in Intermediate and Advanced only.
The beginning or mounting phase of a tumbling
skill or stunt.
The distance from the performing surface
to the highest point of a base�s arm(s) when standing upright with
the arm(s) fully extended over the head. Extended arms do not
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The supporting arm(s) of the base(s) is/are
fully extended above the head. Note: The spotter must have hands
up and maintain constant visual contact at all times with the Top
Person/Flyer (from shoulder height and above) except when it is
Extension- A stunt in which the supporting arm(s) of the base(s)
is/are fully extended above the head and the top person is standing
with both feet in the hand(s) of the base(s). Each foot of the extended
partner must be supported by at least one hand that is not supporting
the other foot. All extensions require a spotter.
level by the base(s), a non-extended stunt position.
Not Permitted, A pyramid where top persons/
give the appearance of a fan-effect.
Situation: Double Based (two bases) Table Top (on the
effect) and become weight bearing on two individuals standing
on the ground (to the side of the bases) while bracing the inside
A base is a participant in direct weight
bearing contact with the performance surface and provides support
for another. Further, a brace may not share/hold the majority of the
top person�s weight. In this situation, the weight of the two outside
creating a safety issue. Although this pyramid appears easy to
perform, it does not fall within PW basic guidelines.
A horizontal, face up or face down position of a top
person between two or more bases. Flatback position is a stunt
that transitions from/into another stunt.
a horizontal straight body position between two original bases.
2. At least two additional catchers catch the upper body of the
4. Head stays in alignment with the body, no inversions/arch.
without contact with the performing surface as the body passes
through the inverted position.
A person who receives primary
support from another person anytime during a stunt, a person who
A basket toss or multi-based toss with a
is not permitted per PWLS guidelines.
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A basket toss or multi-based toss that travels and
is cradled by a new set of bases. This toss is not permitted per
PWLS guidelines.
A non-aerial tumbling shill where one rotates
forward through an inverted position by lifting the hips over the
head and shoulders while curving the spine to create a motion
A non-aerial tumbling skill where one rotates
forward through an inverted position to a non-inverted position by
arching the legs and hips over the head and down to the performing
surface landing on both feet/legs at the same time.
A person positioned in front of a stunt that may also
add additional support or height to that stunt.
A tumbling skill in which the tumbler generates
�punch front�.
A non-aerial tumbling skill where one rotates
forward through an inverted position to a non-inverted position by
arching the legs and hips over the head and down to the performing
surface landing on one foot/leg at a time.
Full Twist- A full is a 360 degree twisting rotation.
a dismount or toss) in which one performs a 360 degree turn before
executing a toe touch.
To be at the height of or supported by the
performing surface.
The physical contact between two or
more individuals using the hand(s)/arm(s).
The physical contact between two or
more individuals using hand(s), foot/feet, arm(s).
The partner and the base interlock hands as if
they were shaking hands.
A springing off the hands by putting the weight on
the arms and using a strong push from the shoulders; can be done
either forward or backward.
An inverted, straight body position where the arms
are extended straight by the head and ears (the hips are over the
head and shoulders).
A pyramid in which one or more persons are
suspended off the performing surface by one or more top persons.
Hanging pyramids are not permitted in Pop Warner.
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Situation: Hanging �T�, Ground Level Is a hanging �T� where
up with extended arms in a T position. If yes, can they move
A Hanging/Suspended Position is not permitted in Pop
at all times so that the top person is never considered suspended,
then it is permitted. It gives the illusion of being suspended when
in fact the weight of the top person is on a third base. The back
It also has to be quite clear / visible that the back person is in
place and holding on (so as to appear in an up and down motion
rather than suspended).
holds the leg in an extended position while the other leg remains in
the hands of the base(s). Partner pulls body to a �High V� position.
Proper spotting is required.
A stunt where a top person in a horizontal position
is tossed to rotate around a vertical axis (like helicopter blades)
before being caught by original bases.
are in hands of the bases. A prep level hitch is permitted in the
A below, prep level hitch is also permitted in the Novice Level
lower back of a base (standing on the ground) would be viewed
level) are on bases that are on the ground.
A position in which the person�s head/shoulders
are below his/her waist. An inverted stunt is not permitted see
exception in Advanced category only. (Examples: Chorus Line Flip,
Assisted Back Handspring, Assisted Back Tuck, not permitted.)
An airborne position not involving hip-over-head rotation
created by using one�s own feet and lower body power to push off
Glossary.
Skill, typically in a toss that involves a kick and a 360
degree twisting rotation. A quarter turn performed by the Top
Person/Flyer during the kick portion is customary and permitted
to initiate the twist.
A layout is a position where the partner is in a face-up
A braced top person is transitioned from one set of
bases to another or back to the original bases by going through the
arms of the brace. The top person remains upright and stays in
continuous contact with the brace while transitioning. The base/
post must have two feet on the ground. Leap Frog is permitted in
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the Advanced Category Only.
as much of the foot as possible while controlling the front to back
motion of the partner�s foot. The side base should grab underneath
the foot with the right hand, on top of the foot with the other hand
and control the side-to-side motion of the partner�s foot. The back
spot needs to hold the partner�s ankle and seat of the partner with
should push off the bases� shoulders and step up into a liberty
position while locking her leg and lifting to a high V.
A position where the top person is off the ground
in continuous movement that puts the bases and top in a position
to end the movement in a stunt.
Log Roll (Barrel Roll)- A top person cradled in a horizontal
position is tossed, rotates parallel (twists) to the performing surface
before being caught by the original bases. A log roll /(barrel roll) is
permitted in the Intermediate & Advanced Category the top person
is not in contact with a person in another stunt. (no more than one
rotation Intermediate, no more than two rotations Advanced)
i) In a single based log roll, the top person
a. Must initiate the rotation toward the base.
b. Must begin and end in a face-up, pike-cradle position.
ii) In multi-base log rolls
a. With fewer than four catchers, the top person must begin and
end in a face-up, pike-cradle position:
b. With four catchers, the top person may be caught in a face-up,
face-down position, and/or in a pike-cradle or layout position.
This is an exception to the swan dive and dismount rules.
iii) A Log Roll (Barrel Roll) performed by an individual on the
ground in a straight body position is permitted. This may be
performed as long as another individual does not go over (jump,
hop, tumble, walk, etc.) the individual rolling on the ground per
the under/over rule.
Mount- Any skill in which one or more persons are supported by
one or more persons.
A stunt having 2 or more bases, not including
the back spot.
New Base-
of a stunt(s).
Starting from a Back Handspring position after pushing
off, the tumbler performs a ½ twist to the hands, ending the skill
as a front handspring step out.
Original Bases-
during the initiation of the stunt.
A stunt in which the top person in a layout position
falls forward and/or backward away from the bases to the required
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number of catchers while maintaining constant hands-to-feet/legs
contact with the bases. It is not a dismount.
Body bent forward at the hips while the legs are kept straight.
A controlled pushing motion upward by a base(s) to increase
the height of the top person or release the top to a cradle catch.
Post- A person on the performing surface who may assist a top
person during a stunt or transition.
Power Press- A stunt where bases bring the top person from an
extended position, down to a prep level or below, and then re-
extend.
The height of the bases hands and at least one foot of
the top person are at shoulder �level (also known as shoulder-height
or half/approximately at chest height). Note: The spotter must have
hands up and maintain constant visual contact at all times with the
Top Person/Flyer (from shoulder height and above) except when
Supporting a majority of the weight of the
top person.
Prone Position- A position where the partner is supported by bases
An object that can be manipulated.
A pyramid is a grouping of connected stunts, individuals
standing at ground level may be incorporated into the grouping.
A gymnastic term referring to an airborne position not
involving hip-over-head rotation created by using one�s own feet
and lower body power to bounce off the performance surface from
a tumbling skill. Sometimes referred to as a �Punch�.
A re-grab is landing from a multi-based toss in a new
toss, stunt or any other position other than a dismount.
Release Move- When the base(s) and the top person become free
of contact with each other and the top person comes back to the
original set of bases. A single base toss to a stunt from the ground
is neither considered a release move nor a toss. If a release move
exceeds the maximum height permitted, the skill is considered a
�toss� and must adhere to �toss� level guidelines.
Returning to a loading position with both feet of the top
person in the hands of the bases.
the ground prior to reloading.
one leg straight up in a kick position while the other foot remains
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in constant contact with the bases. The proper spotting techniques for
shoulder height and above must be followed. A spotter is required on stunts
in which the supporting arms of the bases are fully extended.
The tumbler, with a push-off on one leg, plants hand(s) on
snap down together landing at the same time to the performing surface.
Tumbling that is performed with a running start
and/or involves a punch, cartwheel, roundoff, roundoff handspring, etc.,
used to gain momentum as an entry to another skill. Any type of forward
as �running tumbling�.
A sailor roll is permitted in the Intermediate
and Advanced Divsions and requires an additional head-and-shoulders
spotter.
over the leg in the bases� hands. Flyer/partner places hands on hips. Proper
spotting is required.
ankle and pulls it up.
From a liberty position, turned to the side, partner reaches
Multiple front and/or back
handsprings performed consecutively by an individual.
A stunt in which the partner sits on the shoulders of a base.
All dismounts from shoulder height or above shall have assisted landings.
No skill without constant hand-to-hand contact shall be performed prior
to the landing on the performing surface.
A stunt in which the partner stands on the shoulders
the knee, pulling down and pulling elbows forward. Dismounts from a
single based stunt to a single-based cradle shall have a separate head-and-
shoulder spotter. All dismounts from shoulder height or above shall have
assisted landings. No skill without constant hand-to-hand contact shall be
performed prior to the landing on the performing surface.
A transitional stunt where a stunt passes through an
extended level and lands into a loading position or non-extended stunt.
A stunt in which the top person�s hips are at
the same height they would be if in a shoulder stand. The height of the
known as prep-level.)
A stunt using a single base for support.
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A stunt from an elevator and/or an extension where
in the starting position.
The spirit participant drops forcefully to the surface
from a jump or a stand, landing with legs extended at right angles
weight on the hands to break the impact of the drop. A split drop
is not permitted.
thrown into the air by his/her feet. Also known as �Squishy� and
�Scrunch�.
A Spotter is a person who is in direct contact with the performing
surface and may help control the building of, or dismounting from,
a mount.
A tumbling skill (series of skills) performed
from a standing position without any previous forward momentum.
Any number of steps backward prior to execution of tumbling
The stepping stone is viewed as a
transitional stunt where at least one base stays in contact with the
as constant contact is maintained. It is an Intermediate Level stunt.
(sometimes called a V-Sit) can be double based
or triple based at prep level (i.e., double based prep level = 2
bases and one spotter, triple based prep level = 3 bases and one
spotter.). Extended Straddle Lifts must be triple based and have
an additional spotter for the head and shoulder of the top person
(i.e. Triple Based Extended Lift = 3 bases and one spotter). The
into a sitting straddle position with legs open in front (Knees facing
up). A spotter is required on stunts in which the supporting arms
of the bases are fully extended (similar position to a Double Based
Elevator/Extension Prep.)
Situation: A participant is transitioned from a cradle-catch
to a triple-based, fully-extended straddle sit with a separate
spotter; legal if constant contact is maintained. Spotter should
be positioned directly behind the stunt to insure safety for head/
A release move from a stunt to a catching position
where no skill (i.e., turn, kick, twist, etc.) is performed.
The body position of a top person performing a
toss that doesn�t involve any trick in the air. It is a straight line
position that teaches the top to reach and to obtain maximum
height on the toss.
Stunt- Any tumbling skill, tosses, mount or pyramid. Any skill in
or more persons, also referred to as a mount. A stunt is determined
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to be �Single� or �Double� leg by the number of legs that the top person
has being primarily supported by a base(s).
Swan Dive- An aerial stunt in which the top person is caught in a prone
(face down) position. This is not permitted in PWLS.
position, generally supporting his/her own upper body on a base, while
being supported on her lower body by a base(s) with extended arms. One
position, generally supporting his/her own upper body on a base, while
being supported on her lower body by a base(s) with extended arms. One
A stunt in which the partner is standing on the back of the
the back of the k Table Top � A stunt in which the partner is standing on
the back of the base(s) who is leaning forward. (i.e., Base Kneeling on
stands on the back of the kneeling base is permitted. Although at least
one foot of the base is not on the ground, the base position has support
evenly distributed on the ground.)
The bases start in a lunge position with the
bent knee directly over the ankle and the back leg is straight. The bases�
partner starts with each hand on the bases shoulders and steps up into
outside hands of each base while the bases place their hands underneath
always recommended for safety purposes.
A move within a stunt in which the partner is in an extended
liberty variation and simultaneously switches (or hops) to the opposite
supporting leg she is standing.
A single or multi-based toss in which the base(s)
push upward on a single foot or leg of the partner to increase the partner�s
height. Toe and thigh pitches to a jump or tumbling skill are not permitted.
The person(s) on top of a stunt or toss. Also referred to as
the Flyer or Partner.
the lower part of her body turned to one side while the upper part of the
Torch held at prep/chest level is a stunt where the bases arms are extended
overhead but are not considered to be an �extended stunt� since the height
of the body of the top person is similar to a shoulder/prep level stunt.
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Toss- An airborne stunt where the bases execute a throwing motion
from waist level to increase height of the top person. Top person
becomes free from all bases. Top person is free from the performing
surface when the toss is initiated (i.e., basket toss or sponge toss)
Note- Toss to hands, toss to extended stunts and toss chair
(Generally Co-ed Stunts) are not included in this category.
Totem Pole- A multi-based stunt which creates a tiered appearance
by connecting stunts of increasing height, one behind the other.
Totem Poles are permitted provided that each person leaning
forward is stabilized / supported by the stunt directly in front,
and that no extended stunt stabilizes/supports another top person.
Appropriate spotting must be in place for shoulder height and
above stunts.
A top person moving from one stunt to
another. The transition may involve changing bases, however at
least one person at prep level or below must maintain constant
contact with the top person.
Transitional Stunt- Top person(s) moving from one stunt to
Any gymnastic or acrobatic skill executed on the
performing surface.
Twist- A twist is a release involving rotation around the body�s
a 180 degree twist before executing a toe touch.
Twisting Mount- Mounts that begin with a twisting motion of the
top person within the vertical axis (can be as few as ¼ twist up
to two twisting rotations) that end up either in a prep level stunt,
in a loading position prior to the execution of a stunt or in a fully
extended stunt.
Twisting Toss- Any type of toss that involves the top person rotating
at least ¼ rotation around the vertical axis of the body.
All top persons in the pyramid / mount who are
not in contact with the performing surface(top) must be primarily
supported by one or more individuals who are in direct weight-
bearing contact with the performing surface(base).
Extended stunts that are above prep
level in which the top person is bearing weight on both feet and
both feet are in the hands of the base(s).
Vault- A vault is a stunt in which the hands of the top person are
used to assist in clearing a base(s). Vaults that involve head over
heels rotation are not permitted. A vault must progress from one set
of stationery bases to a new set of stationery bases in place prior
to the transition. The base/post must have two feet on the ground.
(i.e., A Leap Frog Vault to New Stationery Bases, Permitted in the
Intermediate Category)
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partners holds the leg straight out to the front, leaning back just a little.
Weight Bearing- Supporting a majority of the top person�s weight. If a
person in a partner stunt or pyramid is used as a brace for an extended
stunt,that brace must not be supporting a majority of the top person�s
weight. (To demonstrate this, the foot of the top person�s braced leg must
be at or above the knee of their supporting leg.)
Flip or somersault, with feet coming up over the head and the
body rotating around the axis of the weight, while the body remains in an
arched position (not tucked or layout position). A whip has the look of a
back handspring without the hands contacting the ground.
X-Out- Flip or somersault skill performed that involves spreading the
S2-JUMPS
Banana� A jump in which you arch your back and reach upwards.
A jump where the arms and legs are in the same nine
position. Bring legs to arms and keep your head up.
A jump where one knee is bent facing down and other leg is
straight facing forward.
A hurdler is a jump where the bent knee faces the crowd and
you sit in a hurdler position. There are three positions, Front, Right Side
and Left Side Hurdlers.
A jump where you bring the legs to the arms in a pike position
while keeping the head up.
This jump is a straddle in the air but you do not need to
rotate your hips. Keep the knees forward and a straight body in the air
without piking.
A jump where you keep the head and chest up, pull legs to
arms and reach for the arch of the foot.
A jump where your arms hit a high �v� while your legs tuck
up to the chest, not behind. Be careful not to drop the chest to the legs.
S3-PARTNER STUNT PROGRESSIONS (RECOMMENDATIONS
FOR PROGRESSIONS)
1. These progressions are general in nature, and do not attempt to list
every skill. All spirit stunts should be learned according to accepted
progressions, which means lower to higher and from easy to more
complex.
2. Proper progression and spotting techniques shall be used until
stunts are mastered. It is highly recommended that matting be used
until stunts are mastered
3. All spirit participants should receive proper training before
attempting any form of cheerleading partner stunts, pyramids or
dance moves. Training in proper spotting techniques should be
mandatory for all squads.
4. Recommendation: Every stunt should be done to a count so that
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everyone in the stunt has the same timing. Every position in the stunt
(Flyer, Bases, Spotters) should understand their responsibilities in
the stunt prior to building/mounting to include mounting, spotting,
arm motions/movements and dismounting.
5. Partner Stunt Progressions
Step-up Drills
Double Base Thigh Stand
Double Base Shoulder Stand
Single Base Shoulder Stand
Extension Prep, Step Off Dismount
Cradle Drills
Extension Prep, Cradle Dismount
Press Extension, Return to Shoulders, Cradle Dismount
Press Extension, Cradle Dismount
Full Extension
Step-Up Liberty, Ground-Up Liberty
Skills to Cradles (i.e., toe touches, twists, etc.)
Basket Toss Drills
Basket Toss Skill Execution (i.e., toe touches, twists, etc.)
6. Dismount Progressions
Step Off Drill
Shove Rap/Bear Hug
Cradle Drills (i.e., Fall Back, Rebound into Cradle Catches,
Extension Prep Cradles, Prep Twist Cradles, Extended Twist Cradles,
etc.)
Full Twist Drill
Front Spot Assisted Full Down
Full Down (Single Twist)
7. Prior to attempting a full twist cradle, it is highly recommended that
a stunt group master a pop cradle from an elevator (prep position)
and an extension.
S4-DANCE STYLES
A dance which utilizes intricate rhythms, and the latest
in progressive, street dance styles.
Jazz- A dance that incorporates technical dance moves along with use of
formations and traveling steps.
Military style is primarily made of continual formation changes
and marching with military style. Sharp and precise arm and head motions
are the key.
A creative dance that acts out the music style. It usually
incorporates props and costumes.
Pom- The squad uses poms throughout their performance. A pom squad
may incorporate funk or kick sections but does not regularly perform
dance styles other than pom.
A dance that uses a hand held accessory to enhance motions.
S5-DANCE TERMS
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To be free of contact with a person and/or the performing
surface.
A position in which the working leg is extended behind while
balancing on the supporting leg; can be executed as a turn.
A position in which the working leg is extended in front, to the
side, or behind with a bent knee while balancing on the supporting leg;
can be executed as a turn.
Axle- A turn in which the working leg rond de jambes to passé as the
supporting leg lifts off the ground and tucks under the body after rotation
in the air, landing on the original supporting leg.
Ball Change- A ball change is a shifting of weight from the ball of one
- A non-airborne tumbling skill where one moves
backward in an arched position, with hands making contact with the ground
and then rotates the hips over the head and lands one foot/leg at a time.
Battement- A battement is a kick in which the working leg is brushed or
raised from the hip, with a straight knee, into the air and brought down
again.
Cartwheel- A non-airborne gymnastic skill where one supports the weight
of the body with the arm(s) while rotating sideways through an inverted
position landing one foot at a time.
Chaine- A chain or a series of linked turns; Step Right, together with the
Left, step Right and then together with the Left. The turn is complete as
the Left pulls in.
Chasse- Chasse means to chase or called step-together-step.
The repetition of a movement from one person to
the next.
Jewelry that enhances the costume and is worn by all
members of the team.
A coupe means to cut or cutting, when one foot quickly takes
the place of the other.
Any skill in which one or more dancers supports another
dancers body weight away from the surface.
Demi Point- A dance position on the balls of the feet.
(To develop) A skill that draws the working leg up to the
supporting leg to passé, then extending the working leg to an open position.
Dig- The ball of one foot is next to instep of other foot.
Dropping to the knee, thigh, seat, front, back or split position onto
the performing surface from a jump, stand or inverted position
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the impact of the drop
Extension- A term used to describe the ability of the dancer to raise and
hold the extended leg in the air.
Fouette Saute- The term means whipped jump. A jump where you lift
the working leg front and keep the supporting leg straight as lifting off
direction of the supporting leg so that when landing on the supporting
leg, the working leg is now in back.
A non-airborne tumbling skill where one rotates forward
through an inverted position to a non-inverted position. Arch the legs
and hips over head and down to performing surface landing one foot/
leg at a time.
A split leap where you brush the Right leg front as you push
off with Left leg. The landing is on the Right leg in a plie.
Items that are used by performing squad as an
extension of the arm/hand, that are easily carried by one person. Hand
held props include, but are not limited to, boas, scarves, to phats, derby
hats, chairs, stools, or canes.
A straight body inverted position where the arms are extended
straight by the head and ears.
A hip hop technique in which the dancer spins on his/her head
and hands to aid in speed. The head can be held in a variety of positions.
To extend past the correct position.
Isolation- A movement separating one part of the body from the other
parts.
Movement taking off and landing on the same foot or both feet.
A leap is a movement in dance when taking off from one foot and
landing on the other foot. The use of a plie when leaping will achieve
height and emphasis is on proper form. (i.e., upper body lifted, arm
placement, extension, height, tight legs, pointed toes)
An action in which the partner is elevated to any height and set down.
Line- The outline presented by a dancer while executing steps and poses,
with emphasis on the arrangement of the head, body, legs and arms in
the movement.
Partnering- Any type of trick that uses two individuals, one uses the
other for support.
A stepping back-side-front, also called back ball change.
It is three steps executed in releve, releve and plie.
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�Cat�s Steps� the step owes its name to the likeness of the
movement.
Passe- The foot of the working leg touches the knee of the supporting leg,
toe to knee. This can be executed either turned out or parallel.
A turn executed with the working leg held straight and next
to the supporting leg.
The pique term means stepping directly onto a straight leg in releve.
A turn usually done toward the supporting leg, step on the
straight/working leg, bring the supporting leg to passe.
Pirouette- A turn done on the supporting leg as the other leg pulls to passe.
Pivot- A movement step used to change direction; working leg steps
forward assuming weight of body, body changes direction, support leg
reassumes weight of body; can b executed front to back, side to side.
Plie- A plie is a bending of both knees or of the supporting leg, opening
except second.
Releve- A releve is raised on the balls of the feet.
This is a round movement of the leg on the ground or
in the air.
Russian- A russian is a Grand jete to the side.
Saut de Chat is also termed a cat�s jump. This is performed
similarly to the grand jete except instead of brushing a straight working
leg, it is developed from a bent to straight leg as the supporting leg is
pushing off.
Sauté- A dance term that means jumping and landing on the same foot,
toes should be pointed in the air.
A forward or backward roll starting from a squatting or
tucked position, where the back of the shoulder is the contact with the
Sousus-
The leg that supports the weight of the body.
Switch Leap- A leap that swings one leg forward and then back, lifting
into a split leap.
Hitch kick; battement one left, switch it with other leg
in the air, can be executed to the front, side or back.
Stretched, used to describe the straightened working leg. A tendu
is to stretch, pushing the foot away from the supporting leg while keeping
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This is a turn performed with three steps;
step to Right side, cross over with Left as body faces the back wall, step
back around to the front with the Right.
Toe Roll- Executed on releve and hinged; body arches back arms in high
movement, hands catch body weight.
Tombe means to fall or step down. The working leg falls into
plie, usually done to build momentum.
Turn Out- A position in which the legs are rotated outward from the
hip joints so that the thighs, knees, and toes face away from the center
of the body.
Twist- A twist is a release involving rotation around the body�s vertical
axis.
The leg that moves, stretches and/or extends, the leg that
is performing is the working leg.
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2011
COMPLETE SET OF
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