Exciting 1.5 to 2 hour competition held in an arena.
Head to head competition that is exciting, fast paced, and audience friendly.
Use of half-time to engage in concessions, school mascot and video highlights from the season.
Two to four teams compete per meet. The typical duration is roughly 1.5 hours. Teams are constructed of up to 28 athletes on their game-day roster.
Six events are competed: Compulsory, Acro, Pyramid, Toss, Tumbling, and Team Event. Each team competes and is evaluated in each event. Competition is in team rotation throughout and the order is predetermined by the head official prior to the meet.
Game Day Overview Order of Events
Event 1 Compulsory
Event 2 Acro
Event 3 Pyramid
Fifteen (15) minutes Halftime
Event 4 Toss
Event 5 Tumbling
Event 6 Team
EVENT 1: Compulsory (40 possible points)
Four heats construct the Compulsory Event: acro, pyramid, toss, and tumbling. During each heat teams perform the exact same skills, allowing officials to compare technique and execution of each team. No athlete crossover rules apply from the Compulsories to other events.
Acro Heat (10 possible points): one preset sequence performed by two groups from each team
Pyramid Heat (10 possible points): one preset pyramid performed by one group from each team
Toss Heat (10 Points): preset toss performed by two groups from each team
Tumbling Heat (10 Points): four preset skills performed by eight athletes from each team
EVENT 2: Acro Event (30 possible points)
Three heats construct the Acro Event where each team sends a maximum of four athletes to compete a 45-second acro sequence to counts. Athletes may compete in two heats, with no more than two athletes crossing over from one heat to another. Timing begins with first movement, and exceeding the 45 seconds will result in a time deduction. In each heat, teams must attempt all required number of elements in addition to the required skill. The required skill counts as an element.
EVENT 3: Pyramid Event (30 possible points)
Three heats construct the Pyramid Event. In each heat, teams perform one 2.5 high structure, each of which include entry, 2.5 high structure, and a dismount. A maximum of 24 athletes may participate in each heat.
EVENT 4: Toss Event (30 possible points) Three heats construct the Toss Event each with required elements. A maximum of four athletes may toss. A basing group member (two bases and a back) or a top person may only compete in two heats, of which one must be the synchronized toss. Athletes may crossover and compete in two heats, one of which must be the synchronized toss.
EVENT 5: Tumbling Event (60 possible points) Six heats construct the Tumbling Event. Athletes may compete in both the synchronized portion and in one single pass, but they can only tumble a maximum of two times.
EVENT 6: Team Event (110 possible points) One heat constructs the Team Event. Athletes perform synchronized choreographed skills in a 2.5m routine set to music. Routine has a minimum of 18 athletes, and a maximum of 24 athletes. Routine contains required skills and optional skills.
Highest combined score after all events wins the meet.
The maximum score in each meet is 300 points.