2011 Pop Warner Rule Book

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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

Transcript of 2011 Pop Warner Rule Book

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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

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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.

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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

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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

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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.

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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.

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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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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.

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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.

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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

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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

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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.

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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

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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.

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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

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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

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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.

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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

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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

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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

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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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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

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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.

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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)

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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.

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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

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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

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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

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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.

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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)

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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

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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,

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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

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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.

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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,

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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.

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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

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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.

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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.

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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

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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.

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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

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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.

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50

POP WARNER

CHALLENGER & FLAG FOOTBALL

RULES AND REGULATIONS(PAGES 50 - 61)

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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

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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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53

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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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

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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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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

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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)

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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

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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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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

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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

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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

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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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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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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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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

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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

OFFICIAL RULES

81

Endorsed by

National Football League Players

81

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