UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 1
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
NDA COMPETITION RULE BOOK
FOR SCHOOL TEAMS
NDA NATIONAL CHAMPIONSHIP
March 6-8, 2020
|
Orlando, Florida
UPDATED AS OF 07/25/191 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
CODE OF CONDUCT
ELIGIBILITY POLICY
HOW TO QUALIFY FOR THE 2020 NDA NATIONAL CHAMPIONSHIP
GENERAL COMPETITION INFORMATION
PERFORMANCE AREA
VIDEO MEDIA POLICY
LOGO USAGE
EXCLUSIVITY POLICY
ROUTINE REQUIREMENTS
GENERAL ROUTINE REQUIREMENTS
CHOREOGRAPHY
MUSIC
COSTUMING
PROPS
SCHOOL DANCE DIVISIONS
LEGALITY & SAFETY
SAFETY RULES & GUIDELINES
INTERRUPTION OF PERFORMANCE
DEDUCTIONS
INTERPRETATIONS/RULINGS
LEGALITY VERIFICATION
SCHOOL SAFETY/GENERAL DEDUCTIONS SCORE SHEET SAMPLE
SCORING
JUDGING PANELS
CATEGORY DESCRIPTIONS
KICK RULES CLARIFICATIONS
JUDGING SCALE FOR DANCE FUNDAMENTALS
2019 - 2020 NDA SCHOOL DANCE SCORE SHEET SAMPLES
GAME DAY
TEAM GUIDELINES
NDA GAME DAY FORMAT
SCORING, COSTUME/PROP GUIDELINES, TIME LIMIT, QUALIFICATION, JUDGING & SAFETY RULES
GAME DAY FORMAT DESCRIPTIONS
GAME DAY JUDGING SCALE
GAME DAY DIVISION FAQ’S
GAME DAY DIVISION SCORE SHEETS
GLOSSARY
NDA GLOSSARY OF TERMS
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*See NDA Soloist & Small Group Rule Book for divisions and rules concerning Solos, Duets, Ensembles and Officer Lines.
*All updates/changes are displayed in RED font.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 2
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
CODE OF CONDUCT
To ensure the most positive experience for all attendees, NDA asks that the following Code of Conduct be adhered to during
all NDA Championships:
Any questions or concerns that affect a team’s performance or experience must be communicated by the coach to the
NDA Information Table. The appropriate NDA Official will then be called to discuss the situation with the coach.
Participants, coaches and spectators are prohibited from making contact with the judges during the competition.
Judges’ rulings are final related to deductions, final team placements and legalities.
Any unruly, aggressive or belligerent behavior by participants, coaches or spectators toward any other attendee or NDA
Event Staff will result in potential team disqualification, removal from the event and/or barred participation from future
NDA Events with the possibility of suspension for following years.
Varsity Spirit reserves the right to remove any persons from a competition for unsafe or unsportsmanlike conduct. NDA
fervently encourages and supports sportsmanship, integrity and fairness among participants and coaches in all facets
of dance including, but not limited to team/squad practice and performance. We strive to uphold the highest standards
and promote this to the best of our abilities, and believe that coaches are instrumental in promoting and instilling this
among their respective team members.
ELIGIBILITY POLICY
In fairness to all, NDA strictly enforces its age requirements for each division. NDA reserves the right to assess a penalty,
disqualify, reclaim any and all awards and/or remove television appearance for any team found to be in violation of the
eligibility policy, whether before, during or after the Event.
A Team Roster Form will be sent to all coaches participating in an NDA Championship. One roster must be completed per
team, and should include each participant’s name, age and birth date. This form must be signed and given to NDA during
the Event Check-In. A school representative must sign and date this form. These forms must also be notarized by school
administration. The Team Roster Form will be reconciled against the Medical Release Form to ensure all members are
accounted for.
UPDATED AS OF 07/25/193 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
HOW TO QUALIFY FOR THE
2020 NDA NATIONAL CHAMPIONSHIP
CAMP QUALIFICATION
Teams can qualify for the 2020 NDA National Championship at all NDA Camps by participating in the Home Routine and/or
Team Dance Evaluation (taught at camp). Performances should highlight the team’s best performance ability in all areas of
dance, and will be scored against a national standardized scale. Routines must adhere to the NDA Rule Book.
When qualifying with Home Routine at camp option, please visit www.varsity.com/nda/school/coaches for a
full listing of the Music Guidelines for Home Routines.
VIDEO QUALIFICATION
Videos may be mailed to:
NDA Video Qualification
640 Shiloh Road
Building 2, Suite 200
Plano, TX 75074
Videos may be e-mailed to:
A video entry form should accompany each video entry. Download at nda.varsity.com
Videos may not exceed 10MB and should be in either Windows Media Player or Quicktime formats. Alternatively, videos
may be submitted via YouTube, DropBox, Fileshare, Hightail, etc.
Teams should perform a routine displaying their best performance ability.
Any of the following categories may be used: Pom/Hip Hop/Kick/Jazz/Team Performance.
The routine must adhere to the NDA Rules.
Each team will be judged by the same criteria as those teams that competed in the Home Routine Evaluation at Summer Camp.
Videos submitted for qualification will not be viewed for legalities. A separate video must be sent for this purpose, at
least three (3) weeks prior to competition.
Videos must be postmarked no later than December 2, 2019.
For Nationals questions, email John Calitri at jcalitri@varsity.com.
REGIONAL CHAMPIONSHIPS OR CLASSIC CHAMPIONSHIPS
Teams may qualify for the 2020 NDA National Championship at an NDA Championship by January 19, 2020, by placing
in the top three in their division or scoring a 7.0 or above (teams attending later competitions are responsible for payment
deadlines). Refer to each specific Championship for complete details on performance and payment requirements. The
routine must adhere to the NDA Safety Rules.
Note: Classic and Regional Championships are open to all teams, no qualification required.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 4
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
GENERAL COMPETITION INFORMATION
PERFORMANCE AREA
Generally, at Classic and National Championships, teams will perform on a Marley dance floor. Strips are typically 38’ long
and 4’ 11” wide running from front to back. Performance surfaces and dimensions may vary by championship based on
venue size and restrictions, divisions offered and other factors. Please refer to the specific championship for which you are
attending and make note of the Performance Area Information.
Generally, at Regional Championships, teams will perform on a standard gym floor. Please refer to the specific
championship for which you are attending and make note of the Performance Area Information, or call 877.NDA.2WIN
(877.632.2946) for more information.
VIDEO MEDIA POLICY
No commercial recording (audio or visual) or commercial live streaming is allowed in the event venue or other event-related
venues (including, but not limited to, hotels and restaurants) or on the grounds of any such venues (collectively, “Event
Locations”). In the event a team authorizes the commercial recording or streaming in any Event Location, the team will
be automatically disqualified. In addition, the personal, non-commercial use of live streaming apps (such as Periscope,
Facebook Live, etc.) to capture all or any part of a performance during the event is not permitted. By attending/purchasing
admission to the event, each attendee grants permission to Varsity Spirit, LLC and its affiliates, designees, agents,
licensees, and invitees to use the image, likeness, actions and statements of the attendee in any live or recorded audio,
video, film, or photographic display or other transmission, exhibition, publication, or reproduction made of, or at, the event
in any medium, whether now known or hereafter created, or context for any purpose, including commercial or promotional
purposes, without further authorization or compensation.
LOGO USAGE
Teams will not be allowed to use any Varsity Spirit Brand logo including: banners, rings, bows, t-shirts, etc. without prior
approval from the Varsity Spirit office. The use of the brand letters will be allowed.
EXCLUSIVITY POLICY
Teams participating in the NDA National Championship will not knowingly and willingly participate in any other dance event
promoted as a “national championship” or “international championship” for the 2019-2020 school year. (Exception: USA
National Championship). Teams who do not adhere will be ineligible to participate in the 2021 NDA National Championship.
UPDATED AS OF 07/25/195 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
GENERAL ROUTINE REQUIREMENTS
1. Teams must have at least five (5) members. Any person on the performance floor is considered a team member.
2. Teams competing in the Team Performance Division will perform a choreographed routine not to exceed 2 minutes and
15 seconds (2:15) to demonstrate their style and expertise. Teams competing in the Jazz, Pom, Hip Hop and Kick
Divisions will perform a choreographed routine not to exceed 2 minutes (2:00) to demonstrate their style
and expertise. Teams competing in the Game Day Division will perform a set of 3 choreographed routines not to exceed
3 minutes (3:00), including transitioning between sections. Timing will begin with the first choreographed movement or
note of the music. Timing will end with the last choreographed movement or note of the music, whichever comes last.
Teams must exit the performance area immediately following the Routine.
3. Formal entrances which involve dance or technical skills are not permitted. Dancers should enter the performance area
in a timely fashion. Entrances/exits will not be judged as part of the routine.
4. All performers (unless injured) must remain within the perfromance area throughout the entire performance. Dancers can
only enter and exit the performance area through the designated entry and exit points.
5. Substitutions may be made in the event of any injury or other serious circumstance. Substitutes must also abide by the
age restrictions in all divisions in which they compete.
6. Any team proven to be in violation of the age restrictions will be automatically disqualified from the event.
7. All staging, backdrops, special effects, costumes, or any items that may damage or otherwise alter the performance
floor or environment, including backstage and practice area, are prohibited, including but not limited to water, baby
powder, sliding oil, fire, feathers, etc.
8. The team’s name will be called twice: once as the team is on deck and once as the performing team.
CHOREOGRAPHY
• Deductions will be given for vulgar or suggestive choreography, which includes but is not limited to, movements such as
hip thrusting and inappropriate touching, gestures, hand/arm movements and signals, slapping, positioning of body parts
and positioning to one another. Deductions will be given for music or words unsuitable for family listening, which includes,
but is not limited to: swearwords and connotations of any type of sexual act or behavior, drugs, mention of specific parts
of the body and/or violent acts or behavior. Removing improper language or words from a song and replacing with sound
effects or other words constitutes inappropriate, and deductions will be made accordingly.
• Routines must be appropriate for family viewing. Suggestive, offensive, or vulgar choreography and/or music is
inappropriate for family audiences and therefore lacks audience appeal. Any vulgar or suggestive movements (hip
thrusting, inappropriate touching/slapping/positioning to one another, etc.), words, costuming or music will result in a .5
deduction per violation.
• Routine choreography should be appropriate and entertaining for all audience members. Vulgar or suggestive material
is defined as any movement or choreography implying something improper or indecent, appearing offensive or sexual in
content and/or relaying lewd or profane gestures or implications. Inappropriate choreography, costuming and/or music
may affect the judges’ overall impression and/or score of the routine.
• All choreography should be age appropriate.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 6
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
MUSIC
NDA will follow the Varsity Spirit Music Guidelines for all competitions. Please visit varsity.com/music for the most up-to-date
guidelines and latest resources.
Music should be on a digital music player/iPod. CD Players will not be available at Nationals or Classics. NDA will provide an
auxiliary cord. Depending on the type of phone, please make sure you have all necessary adapters to plug into the auxiliary
cord. Be sure to follow these steps below prior to your performance:
• Set up a playlist for each routine
• Turn OFF any equalizer, sound check and/or volume limit
• Turn your volume up to 100%
• Turn off all notifications
• If using a phone, make sure it is in airplane mode to avoid incoming calls during performance
NDA requires that you have (2) forms of music available. For Nationals and Classics, CD’s and Jump/flash drives will not be
acceptable forms of music. For Regionals, jump/flash drives will not be an acceptable form of music.
In the event a technical error causes a team’s music to be interrupted, the coach will have the opportunity to stop the
performance and begin again immediately. It is recommended that coaches have a backup iPod with them at the music
table.
Judging and timing will resume from the point at which the malfunction occurred as determined by the Judges.
CHALLENGE PROCESS
If there are concerns regarding a certain team’s use of music, a Challenge Form must be completed immediately following
the team’s performance. A challenge can only be made by the official coach, advisor, director or gym owner of a team
competing at the event at which the challenge is being made.
All music challenges must be submitted in writing to the event director immediately following the team’s performance.
There will be $100 fee to request a music challenge and must be in the form of a check made out to St Jude Children’s
Research Hospital.
Challenges will be reviewed and finalized within 48 hours of the event.
If the challenge is correct, fees collected will be voided. If the challenge is incorrect, fees will be donated to St. Jude.
UPDATED AS OF 07/25/197 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
COSTUMING
NDA supports the NFHS ruling which states: “when standing at attention, apparel must cover the midriff.” If a school team
is found to be in violation of this rule, the team will receive a .5 deduction in the 2019 - 2020 NDA Championship season.
All costuming and makeup should be age appropriate and acceptable for family viewing.
Non-marking shoes or bare feet are acceptable when competing. Dance paws are acceptable. Wearing “socks only”
and/or “footed tights only” is prohibited. Shoes with wheels are not allowed (i.e. roller skates, roller blades, heelys, etc.)
Jewelry as a part of a costume is allowed. Acceptable jewelry includes: small post stud earrings (in ear lobes only),
chokers without dangling pendants, and hair accessories. Jewelry such as necklaces, hoop/dangling earrings, any
piercings in any area other than the ear (belly, tongue and nose rings, etc.) is prohibited and will result in a .5
deduction per occurrence. Prohibited jewelry must be removed and may not be taped over or otherwise covered.
UNIFORM DISTRACTIONS
The Legality Official, Head Judge or NDA Official reserves the right to stop a routine, assess a deduction, and/or disqualify
a team for a uniform distraction (i.e. garment not being securely fastened/attached, straps break, pants split, etc.). Each
performer is required to take the necessary steps to avoid inappropriate exposure prior to the performance. If a judge stops
the routine or a performer leaves the floor to adjust a uniform, a penalty or disqualification may result. The team may or may
not be given an opportunity to return to complete their performance.
PROPS
Poms, hand held props and costuming may be used. Wearable and handheld items are allowed in all categories and can
be removed and discarded from the body in a safe and controlled manner. If taken off and danced with, it becomes a prop.
Standing items such as chairs, stools, ladders, etc. are not allowed. If you are unsure if your prop falls within the given
definition, please contact the NDA Office. Props may not be “stored” in the offstage wings of the performance space.
Refer to pages 28-31 section for prop use in Game Day Division.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 8
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
SCHOOL DANCE DIVISIONS
DIVISIONS AGE / PARTICIPANT #’s CATEGORIES MINIMUM MAXIMUM
TIME LIMIT TIME LIMIT
Elementary School 6th grade & below Pom, Hip Hop, Jazz
(5 - 40 members) no minimum 2 minutes*
Junior High/ 9th grade & below Pom, Hip Hop, Jazz,
Middle School** (5 - 40 members) Kick, GMD*** no minimum 2 minutes */***
Junior Varsity 12th grade & below Pom, Hip Hop, Jazz,
(5 - 40 members) Kick, GMD*** no minimum 2 minutes */***
Small Varsity 12th grade & below Pom, Hip Hop, Jazz,
(5 - 10 members) Kick, TP* no minimum 2 minutes*
Medium Varsity 12th grade & below Pom, Hip Hop, Jazz,
(11 - 14 members) Kick, TP* no minimum 2 minutes*
Large Varsity 12th grade & below Pom, Hip Hop, Jazz,
(15 - 40 members) Kick, TP* no minimum 2 minutes*
Varsity 12th grade & below
(5 - 40 members) GMD*** no minimum 3 minutes***
International 12th grade & below
(5 - 40 members) Pom, TP* no minimum 2 minutes*
TP = Team Performance *All Team Performance Category time limits are 2 minutes 15 seconds (2:15)
GMD = Game Day ***All Game Day Division time limits are 3 minutes (3:00)
**Teams made up of only 9th grade members may not compete in the Junior High/Middle School division.
Generally, High School/Junior High dance teams are made up of members from the same High School and/or Junior High or whose
members are recognized by the High School/Junior High School district administration as being the official dance team of that High
School/Junior High. High School/Junior High dance teams perform for particular organized sports at their school. Every team must
consist exclusively of members that have not graduated from high school. Divisions are determined by the grade of the participants
at the time of the competition, regardless of the participants’ current ages. Every member of a team representing a school must be
officially recognized by the competing school’s administration as a member of the competing school’s dance team. Junior Varsity teams
may not be the primary competitive dance team or the only dance team at their school.
NDA strongly recommends that you have an alternate, not associated with another team, who is prepared to substitute in the event
of injury, probation, etc. Once a team checks into the Championship, the team will not be allowed to change Divisions due to an
injury (exception: if an injury reduces the number of participants on the team to below the Division requirement prior to their first
performance).
All NDA Divisions are open to females and/or males. Teams are required to have a minimum of five members, and a .5 general rule
deduction will be given for below the minimum participant number. Any participant on the performance floor is considered as a member.
At the NDA National Championship, and at the discretion of NDA, Divisions may be split/combined based on the number of dancers per
team in each Division. Participants may not compete in multiple Divisions of the same Category at the same Competition (i.e. a dancer
may not compete in Small Varsity Jazz and Large Varsity Jazz at the same Competition). Dancers and teams may perform in varying
Divisions based on the numbers of participants in each Category or style (i.e. a team may enter Large Varsity Pom and Small
Varsity Jazz).
Note: Please see NDA Soloist & Small Group Rule Book for divisions and rules concerning Solos, Duets, Ensembles and Officer Lines.
Note: Not all Divisions will be offered at NDA Nationals. Please see nda.varsity.com for the most up-to-date info on NDA Nationals.
UPDATED AS OF 07/25/199 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
GENERAL SAFETY RULES & GUIDELINES
1. All teams must be supervised during all official functions by a qualified coach.
2. Coaches must require proficiency before skill progression. Coaches must consider the dancer and team skill level with
regard to proper performance placement.
3. All participants agree to conduct themselves in a manner displaying good sportsmanship throughout the event. The coach
of each team is responsible for seeing that team members, coaches, parents and any other person affiliated with the team
conduct themselves accordingly.
4. All programs should have, and review, an emergency action plan in the event of an injury.
5. No technical skills should be performed when a coach is not present or providing direct supervision.
6. All practice sessions should be held in a location suitable for the activities of dance and away from noise and distractions.
7. Warm-up and stretching should precede and conclude all practice sessions, pep rallies, games, competitions, performances,
and other physical activities.
8. The performance surface should be taken into consideration before engaging in any technical aspect of dance. The
performing area should be reasonably free of obstructions. Dancers should not perform technical skills on:
concrete, asphalt, or any other hard, uncovered surface
wet surfaces
uneven surfaces
surfaces with obstructions
9. The dance team coach or other knowledgeable designated school representative should be in attendance at all practices,
functions, and games.
TUMBLING & AERIAL STREET STYLE SKILLS
(EXECUTED BY INDIVIDUALS)
1. Hip over head airborne skills without hand support are not allowed (Exception: Aerial cartwheels not connected to any
other hip over head rotation skill are allowed.)
2. Tumbling skills with hip over head rotation:
a. Airborne skills with hand support may not be airborne in approach, but may be airborne in descent if the approach is
non-airborne (clarification: a round off is allowed – hands touch the ground before the foot leaves the ground).
b. Are limited to 3 connected skills (i.e. 3 consecutive Headsprings are allowed; 4 are not allowed).
3. Drops (see glossary) to the knee, thigh, back, front or head, onto the performance surface are not allowed unless the
dancer first bears weight on hand(s) or foot/feet.
a. Only drops to the shoulder or seat are permitted provided the height of the airborne dancer does not exceed knee
level of a standing dancer.
4. Landing in a push-up position onto the performance surface is allowed from a standing or kneeling position or from a
jump with forward momentum. All variations of a Shushunova (see glossary) are not allowed.
5. Airborne skills without hip over head rotation may not jump from a standing or squatting position with backward
momentum landing onto the neck, shoulders and hands.
a. Any kip up (see glossary) motion must initiate from the back/shoulder area touching the ground. (Note: This rule
refers specifically and only to the “kip up”/”rubber band” skill.)
b. Kip ups are not allowed while holding poms or props. The proper use of hands-free poms for kip ups is allowed.
6. Hip over head rotation skills with hand support are not allowed while holding poms or props in supporting hand
(Exception: Forward Rolls and Backward Rolls are allowed). The proper use of hands-free poms for hip over head
rotation skills is allowed. (See Glossary)
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 10
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
DANCE LIFTS & PARTNERING
(EXECUTED BY GROUPS OR PAIRS)
1. The Executing Dancer must receive support from a Supporting Dancer who is in direct contact with the performance
surface at all times (exception: Kick Line Leaps).
2. At least one Supporting Dancer must maintain contact with Executing Dancer(s) throughout the entire skill.
a. Lifting with poms is allowed.
b. Extensions (see glossary) are not allowed.
3. Hip over head rotation of the Executing Dancer(s) may occur as long as a Supporting Dancer maintains contact until the
Executing Dancer returns to the performance surface or is returning to the upright position.
4. Vertical Inversions may occur as long as ALL of the following apply:
a. The Supporting Dancer(s) maintains contact until the Executing Dancer returns to the performance surface or returns
to the upright position.
b. When the height of the Executing Dancer’s shoulders exceed shoulder level there is at least one additional dancer to
spot who does not bear weight. (Exception: When there are 3 or more Supporting Dancers, an additional spot is not
required.)
UNASSISTED DISMOUNTS TO THE PERFORMANCE SURFACE
1. An Executing Dancer may jump, leap, step or push off a Supporting Dancer if:
a. The highest point of the released skill does not elevate the Executing Dancer’s hips above head level.
b. The Executing Dancer may not pass through the prone or inverted position after the release.
c. Toe Pitches are not allowed.
2. The Supporting Dancer(s) may toss an Executing Dancer if:
a. The highest point of the toss does not elevate the Executing Dancer’s hips above head level.
b. The Executing Dancer is not supine or inverted when released.
c. The Executing Dancer does not pass through a prone or inverted position after release.
d. Toe Pitches are not allowed.
INTERRUPTION OF PERFORMANCE
INJURY
The Legality Official, Head Judge, coach or NDA Official reserves the right to stop a routine due to an obvious injury. In
the event that an injury causes the team’s routine to be interrupted during a Nationals Preliminary Competition or a U.S.
Championship Competition, the team will have 30 minutes to regroup before performing their routine again from the
beginning. Judging will resume from the point at which the injury/interruption occurred as determined by the Judges. All
point deductions accumulated to that point will carry over. If a team prefers not to re-work the routine, then at the coach’s
discretion, they may take the score they have received up to that point. If a skill has not been performed, or all elements of
the score sheet have not been performed, a “0” will be given in the category. In the event that an injury causes the team’s
routine to be interrupted during Final Competition (Nationals), the judges will determine if there is sufficient time and
feasibility for the team to complete their performance. If not, scores will be based on the performance prior to the injury.
UPDATED AS OF 07/25/1911 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
DEDUCTIONS
Scores for each caption will range from 0-10, including tenths of points (i.e. 5.5, 9.2, etc.). The maximum number of points
on each score sheet does not total 100, so the scores will be entered into a computer that will add the raw totals, average
them, and then convert the average score into a 100 point scale. All penalties will be deducted from the converted 100 point
scale score to get the FINAL SCORE.
MAJOR FALLS
Serious falls incurred by one or more dancers that could result in injury or falls from a lift to the performance surface will
result in a .5 deduction for each incident. Note: these falls are typically a result of a dancer(s) performing skills beyond
their proficiency.
TIME LIMIT VIOLATIONS
TEAM PERFORMANCE: 2 MINUTES 15 SECONDS (2:15)
JAZZ, POM, HIP HOP AND KICK: 2 MINUTES (2:00)
GAME DAY: 3 MINUTES (3:00)
Judges will time each routine with a stopwatch or similar device. Their time will be considered the official time of the
routine. Due to speed variations on different sound systems, the judges will not give a deduction until their clock shows
three seconds over the time limit.
Time limit violations (for both the music portion and/or total Routine time) are as follows:
3 - 5 seconds over time will result in a .5 deduction
6 - 10 seconds over time will result in a 1.5 deduction
11 or more seconds over time will result in a 2.5 deduction
SAFETY VIOLATIONS / GENERAL COMPETITION RULES
A deduction will be given for EACH safety/general competition rule violation. The point value of this deduction will range
from .5 to 2.5, depending upon the severity of the violation (i.e. a .5 penalty will be assessed for non-costume jewelry).
Safety Violations are in effect until the team leaves the performance floor. Please read and study the
appropriate NDA Safety Rules section to ensure your team does not have any safety violations. NDA reserves the right to
make decisions on any violations not covered in this book and interpretation of rules covered.
Deductions and/or penalties are assessed at the sole discretion of the judges based on the criteria set forth in this book.
All judges’ decisions are final. Ties will not be broken. Tying teams will share the title and/or ranking.
NDA has the authority to make a decision on any issue, protest, penalty or rule that is unclear or not specifically addressed
in this book. NDA will render a judgment in an effort to ensure that the Competition is conducted in a manner consistent
with the general spirit of the Competition and NDA.
QUESTIONS AND DISPUTE RESOLUTIONS
At an Event, questions or concerns regarding score sheets, legalities and other issues should be addressed exclusively
by the coach. Please direct such inquiries to the Event Information Booth. The appropriate competition official will be
contacted to discuss any questions or concerns.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 12
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
LEGALITY VERIFICATION
As a coach, it is important to be current on the NDA Safety Rules. If you have questions concerning any safety rules or
questions regarding specific performance elements, please follow these steps. This will ensure that you receive a timely
and accurate response to your video inquiry.
All questions must be in written form.
Due to the differences in interpretation and terminology, no phone calls will be accepted.
Due to variance in camera angles/perspective, rulings on videos are not guaranteed.
Do not rely on prior rulings from NDA Championships.
Costume approval must be submitted in photograph format with at least one (1) athlete wearing the costume in
question. Front and back views of costume must be shown. Official approval cannot be given to sketches or drawings.
Music approval must be submitted in either MP3 or WAV format.
For all legality questions, you must send a video that contains the skill in question (each skill in question should be sent
as a separate video clip).
A separate video must be submitted for each competition to ensure legality.
Video must include the following:
1. Front, side and back view of skill.
2. Name of the Championship where you will be performing skill and the Division you will be performing in.
3. Include your name, team name, email and phone number with your video.
4. Do not send the entire Routine, only the skill(s) in question. Your video will be kept on file at NDA.
VIDEOS THAT ARE NOT IN THE ABOVE FORMAT WILL NOT BE VIEWED.
VIDEOS MUST BE RECEIVED IN THE NDA OFFICE at least THREE WEEKS PRIOR to the Championship date.
Videos not received in the NDA office three weeks prior to the championship date will NOT be reviewed.
You may mail your videos to:
NDA Legality Verification
640 Shiloh Road
Building 2, Suite 200
Plano, TX 75074
Or you may email your videos to:
DO NOT DEPEND ON YOUR CHOREOGRAPHER OR COACH
TO DETERMINE IF SOMETHING IS LEGAL.
IF YOU FEEL THAT SOMETHING MAY BE ILLEGAL,
SEND A VIDEO TO THE NDA OFFICE.
UPDATED AS OF 08/13/1813 • SCHOOL DANCE RULE BOOK
SCHOOL SAFETY / GENERAL DEDUCTIONS
OFFICIAL
JUDGE
JAZZ DIVISION
Time Limit 2:00
KICK DIVISION
Time Limit 2:00
POM DIVISION
Time Limit 2:00
LEGEND
TEAM PERFORMANCE DIVISION
Time Limit 2:15
OPEN DIVISION
Time Limit 2:00
HIP HOP DIVISION
Time Limit 2:00
GAME DAY DIVISION
Time Limit 3:00
nda.varsity.com
TIME OF MAJOR FALL DESCRIPTION
MAJOR FALL - TOTAL
NUMBER OF PARTICIPANTS
TOTAL RULE INFRACTION DEDUCTION(S)
TOTAL OVER TIME DEDUCTION
TOTAL MAJOR FALL DEDUCTION(S)
TOTAL DEDUCTION
RULE INFRACTION WARNING
PAGE #
x
x =
x =
OVER TIME
TIME OF ROUTINE
3 - 5 SECONDS (.5) =
6 - 10 SECONDS (1.5) =
11
+
SECONDS (2.5) =
=
x .5 =
# OF DEDUCTIONS
x =
SAMPLE
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 14
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
JUDGING PANELS
HEAD JUDGE
The Head Judge is responsible for overseeing Panel Judges. Each Head Judge fills out his/her own score sheet for each
performance. At select events, Head Judges will be non-scoring. Decisions made by Head Judges are final.
PANEL JUDGES
Panel Judges are responsible for scoring each team’s performance based on the NDA score sheet. Each Panel Judge fills
out his/her own score sheet for each performance. Panel Judges do not determine or judge deductions or safety violations.
Decisions made by Panel Judges are reviewed by the Head Judge and deemed final.
LEGALITY OFFICIAL
The Legality Official is responsible for administering all safety/general competition rule violations. Decisions made by the
Legality Official are final.
CATEGORY DESCRIPTIONS
TEAM PERFORMANCE
Routines must clearly encompass a minimum of 30 CONSECUTIVE seconds of all four styles: Jazz, Pom, Kick, and Hip Hop.
Each style will be judged. See jazz, pom, hip hop and kick category descriptions below for additional details. Poms, hand
held props and costuming may be used in this category, but are not required. Traditional kick lines may be used, but are
not required. Dance teams competing in the Team Performance category at the 2020 NDA National Championship and/
or NDA U.S. Championships, will be required to submit a Routine Outline for their Team Performance routine at check-in.
The Routine Outline will consist of a breakdown in minutes/seconds of the style of dance being performed at that time. A
Routine Outline Form will be included in the Confirmation Packet sent prior to the Championship. While a team is competing,
the Legality Official will reference the team’s outline to determine that routine requirements have been met. If the Legality
Official, as well as the Judging Panel, does not think the routine meets the above requirements, a .5 score deduction may
occur. Judges’ decisions are final. See score sheet and range of scores for more information.
JAZZ
Routines may incorporate stylized dance movement and combinations. Emphasis is placed on proper movement execution,
extension, control, body placement and team uniformity. Leaps, turns, and all other technical elements will be scored in the
Technical Elements caption on the score sheet. See score sheet and range of scores for more information.
POM
Routines must use pom pons in 80% of the routine (Males are not required to use poms). Characteristics of a pom routine
include synchronization, visual effects and clean/precise motions. Visual effects include level changes, group work,
opposing motions, formation changes, etc. See score sheet and range of scores for more information.
HIP HOP
Routines may incorporate street style movements, such as: breaking, popping, locking, krumping, etc. Emphasis should be
placed on an authentic stylized technique, a grounded approach and attention to backbeat while incorporating technical
elements, musicality, creativity, flow, control, and overall quality of movement. See score sheet and range of scores for more
information.
SCHOOL SAFETY / GENERAL DEDUCTIONS
OFFICIAL
JUDGE
JAZZ DIVISION
Time Limit 2:00
KICK DIVISION
Time Limit 2:00
POM DIVISION
Time Limit 2:00
LEGEND
TEAM PERFORMANCE DIVISION
Time Limit 2:15
OPEN DIVISION
Time Limit 2:00
HIP HOP DIVISION
Time Limit 2:00
GAME DAY DIVISION
Time Limit 3:00
nda.varsity.com
TIME OF MAJOR FALL DESCRIPTION
MAJOR FALL - TOTAL
NUMBER OF PARTICIPANTS
TOTAL RULE INFRACTION DEDUCTION(S)
TOTAL OVER TIME DEDUCTION
TOTAL MAJOR FALL DEDUCTION(S)
TOTAL DEDUCTION
RULE INFRACTION WARNING
PAGE #
x
x =
x =
OVER TIME
TIME OF ROUTINE
3 - 5 SECONDS (.5) =
6 - 10 SECONDS (1.5) =
11
+
SECONDS (2.5) =
=
x .5 =
# OF DEDUCTIONS
x =
SAMPLE
UPDATED AS OF 07/25/1915 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
KICK
Routines must display a variety of kick/kick combinations, the use of staging and visual effects. Visual Effects include the
use of kick, level changes, opposition, group work, etc. Emphasis should be placed on proper kick technique crediting the
dancers’ control, extension, stamina, timing and height of kicks and overall uniformity. Each routine must have at least
45 kicks, performed by a majority of the team. NDA suggests your routine have more than 45 kicks to ensure meeting the
minimum requirements. A kick is defined as one foot remaining on the floor while the other foot lifts with force off of the
ground. Any time the leg extends at or above 90 degrees, contracts and extends again at or above 90 degrees, it will be
defined as separate kicks. See score sheet and range of scores for more information.
KICK RULES CLARIFICATIONS:
Majority is defined as 50% of the team members. Teams with odd numbers will have the allowance of 1 less. Example:
A team has 17 members. Both 9 dancers executing a kick AND 8 dancers executing a kick will count as “majority.”
Tick-tock kick lines: Each set of the tick-tock will count as one kick, as long as a majority of the team executes the tick-
tock sequence.
Example 1: A team has a total of 20 dancers. They perform 5 sets of tick-tock kicks. Five (5) kicks will count toward the
required minimum, as a majority (20) was executing the tick-tock sequence.
Example 2: A team has a total of 20 dancers. Three groups of 3 dancers (9 total) execute lifts while a line of 11 dancers
executes 3 sets of tick-tock kicks. Three (3) kicks will count towards the required minimum.
Example 3: A team has a total of 20 dancers. Twelve dancers perform a turn sequence center stage while 2 sets of 4
dancers (8 dancers total) perform 6 sets of tick-tock kicks. No kicks will count towards the required minimum, as there
was never a majority of team members executing kicks.
Leg Holds: As long as the leg hold is lifted off the ground with force at or above 90 degrees and is performed by a
majority of the team, it is considered a kick that counts towards the requirement.
Contracted/Can-can kicks: See the 4th sentence in the Kick Category Description on page 14…as long as it happens
above 90 degrees, whether held or not held by an arm, all will count as separate kicks.
Ripples/contagions: When a kick is performed in a ripple or contagion by a majority of the team, it will count as one (1)
total kick toward the required minimum. Chasing ripples will count as one (1) kick however many times it is completed
by a majority. Example: A chasing ripple of 3 high kicks goes down the line of an entire team, and all 3 kicks are
performed by all dancers. This will count a 3 kicks total towards the minimum requirement.
Kicks while kneeling or sitting: See the 3rd sentence in the Kick Category Description on page 14… these do not count
towards the required minimum, as the dancer does not have one foot on the floor.
Each Kick team will now have to submit the total number of majority kicks in their routine before or at check-in. Our
hope is that this will create more awareness and will give the Legality Officials a reference, just like we do with the
Team Performance Routine Outline.
NOTE: The 45 minimum required kick rule does NOT apply to the Kick section of the Team Performance Category.
GAME DAY
See Game Day Division details on pages 28 - 32 of this Rule Book.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 16
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
JUDGING SCALE FOR DANCE FUNDAMENTALS
Total points received per caption consider overall quality and quantity of movement (both variety of elements and
number of members performing element) throughout the routine. Appropriate difficulty level is considered for every
caption, with the exception of Performance Impression. Specific elements performed that are not listed in one of the
following captions will be placed in corresponding captions at the discretion of the judges.
Zero points will be given in a caption if elements for that particular caption are not executed.
PERFORMANCE IMPRESSION
This score reflects overall appeal as well as each individual judge’s overall impression of the routine. Elements factored
into this score at each judge’s discretion are genuine showmanship (face/full body), projection and appropriateness of
costuming, music and choreography.
UNIFORMITY
This score reflects spacing, timing and how well the team dances together as a group, rather than the team’s execution of
technique.
RANGE OF SCORES
LOW Beginning, or substandard, timing and synchronization of style. Memory mistakes as well as
placement causing the routine to appear less cohesive. Spacing is substandard.
MEDIUM Intermediate, or average, timing and synchronization of style. Few memory mistakes; good
placement. Spacing is average, but not precise.
HIGH Advanced, or strong, timing and synchronization of style. Very precise placement. Spacing is precise.
QUALITY OF MOVEMENT - JAZZ
RANGE OF SCORES
LOW Beginning jazz movement executed with substandard technique (in this case “technique” refers
to the movement itself, not to skills). Style is inconsistent lacking posture, control, and body
placement. Below average extension, contraction/release, core control, spatial awareness,
musicality and command of movement. Team Performance score sheet: Technical elements are
executed with below average technique.
MEDIUM Intermediate jazz movement executed with good technique (in this case “technique” refers to the
movement itself, not to skills). Style is mostly consistent working on emphasis on posture, control,
and body placement. Average extension, contraction/release, core control, spatial awareness,
musicality and command of movement. Team Performance score sheet:
Technical elements are executed with average technique.
HIGH Advanced jazz movement executed with strong technique (in this case “technique” refers to
the movement itself, not to skills). Style is consistent, with emphasis on posture, control, and
body placement. Crediting superior extension, contraction/release, core control, spatial awareness,
musicality and command of movement. Team Performance score sheet: Technical elements are
executed with strong technique.
UPDATED AS OF 07/25/1917 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
QUALITY OF MOVEMENT - POM
RANGE OF SCORES
LOW Beginning pom motions performed at a slow pace, executed with substandard placement and
precision, lacking cohesive connection between upper and lower body pom movement. Lacking
dynamics, control (motions may be hyper-extended), support of upper body and core control.
Motions may be incomplete and unfinished. Below average ability to maintain accuracy, clarity and
control when performing motions. Technical elements are executed with below average technique.
MEDIUM Intermediate pom motions performed at an average pace, executed with good placement and
precision with average cohesive connection between upper and lower body pom movement.
Average use of dynamics, control, support of upper body and core control. Average ability to
maintain accuracy, clarity and control when performing motions. Technical elements are executed
with average technique.
HIGH Advanced pom motions performed at an up tempo pace, executed with exact placement and
precision with cohesive connection between upper and lower body pom movement. Strong
dynamic motions supported by upper body strength and core control. Crediting ability to maintain
accuracy, clarity and control when performing motions. Technical elements are executed with
strong technique.
QUALITY OF MOVEMENT - HIP HOP
RANGE OF SCORES
LOW Beginning hip hop movement executed with substandard technique. Style is inconsistent, needing
to work on grounded movement and musicality, flow and control. Below average quality of execution,
stabilization, momentum, isolations and rhythm variations. Technical elements are executed with
below average technique.
MEDIUM Intermediate hip hop movement executed with good technique. Style is mostly consistent, working
on emphasis of grounded movement and musicality with flow and control. Average quality of
execution, stabilization, momentum, isolations and rhythm variations. Technical elements are
executed with average technique.
HIGH Advanced hip hop movement executed with strong technique. Style is consistent with emphasis on
grounded movement and has exceptional musicality, flow and control. Crediting superior quality of
execution, stabilization, momentum, isolations and the body’s ability to execute rhythm variations.
Technical elements are executed with strong technique.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 18
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
QUALITY OF MOVEMENT - KICK
RANGE OF SCORES
LOW Beginning level kicks/combinations executed with substandard technique lacking in control,
extension, stamina, and uniformity in timing and height of kicks. Kick elements are executed with
below average skill including maintenance of lines, elevated focus, lifted posture, alignment of hips
and spine, and arm connection. Technique is not maintained during formations/direction changes.
Substandard incorporation of technical elements providing minimal visual impact.
MEDIUM Intermediate level kicks/combinations executed with good technique noting control, extension,
stamina, and uniformity in timing and height of kicks. Kick elements are executed with average skill
including maintenance of lines, elevated focus, lifted posture, alignment of hips and spine, and arm
connection. Good technique is maintained through formations/direction changes. Average
incorporation of technical elements providing visual impact.
HIGH Advanced level kicks/combinations executed with strong technique crediting superior control,
extension, stamina, and uniformity in timing and height of kicks. Kick elements are executed with
superior skill including maintenance of lines, elevated focus, lifted posture, correct alignment of hips
and spine, and arm connection. Strong technique is maintained through formations/direction changes.
Well-balanced incorporation of technical elements providing exceptional visual impact.
QUALITY OF MOVEMENT - OPEN
RANGE OF SCORES
LOW Beginning level of movement executed with substandard control. Extension, spatial awareness, and
musicality are minimal. Strength of movement is lacking and style is somewhat inconsistent. Below
average lines, flow, and continuity. Technical elements are executed with below average technique.
MEDIUM Intermediate movement executed with good control. Nice extension, spatial awareness and
musicality, but somewhat relaxed in execution of movement. Style is mostly consistent with average
lines, flow, and continuity. Technical elements are executed with average technique.
HIGH Advanced movement executed with strong control. Crediting superior extension, spatial awareness,
musicality, and strength of movement. Style is consistent with emphasis on strong lines, flow, and
continuity. Technical elements are properly executed with strong technique.
TECHNICAL ELEMENTS
RANGE OF SCORES
LOW Beginning level style specific elements such as, but not limited to, turns, leaps, jumps, lifts,
partnering, etc., executed with substandard technique.
MEDIUM Intermediate level style specific elements such as, but not limited to, turns, leaps, jumps, lifts,
partnering, etc., executed with good technique.
HIGH Advanced level style specific elements such as, but not limited to, turns, leaps, jumps, lifts,
partnering, etc., properly executed with strong technique. Appropriate utilization of the team’s ability
level.
UPDATED AS OF 07/25/1919 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
VISUAL EFFECTS
RANGE OF SCORES
LOW Overall incorporation of beginning level style specific visuals such as, but not limited to, group/
partner work, level changes, ground work, opposing motions, contagions, etc. Visual effects are
accomplished at a slower pace with obvious execution.
MEDIUM Overall incorporation of intermediate level style specific visuals such as, but not limited to, group/
partner work, level changes, ground work, opposing motions, contagions, etc. Visual effects are
accomplished at an average pace with good execution.
HIGH Overall incorporation of advanced level style specific visuals such as, but not limited to, creative
use of kicks, group/partner work, level changes, ground work, opposing motions, contagions, etc.
Visual effects are accomplished at a fast pace with seamless execution.
AUTHENTICITY
RANGE OF SCORES
LOW Basic or substandard understanding of the chosen style(s). Movement is uneven and does not
easily flow from moment to moment. The overall groove is minimal with much more development
needed.
MEDIUM General understanding of the chosen style(s). Movement flows, but may have uneven moments.
The overall groove is good, but may need more development.
HIGH Display of deep understanding of the small nuances that are specific to the chosen style(s).
Movement flows with ease from beginning to end, and the overall groove of the routine is
compelling.
CHOREOGRAPHY - JAZZ
This score reflects what the choreographer created, rather than how the team executed the routine/movement.
RANGE OF SCORES
LOW Beginning level routine with basic foot work, minimal musical interpretation, dynamics, direction
changes, levels and group work. Routine is lacking in overall creativity and originality.
MEDIUM Intermediate level routine with average use of foot work, musical interpretation, dynamics,
direction changes, levels and group work. Routine showcases creative and original moments but is
missing its full potential.
HIGH Advanced level routine with strong use of intricate, complete, full body movement and strong use
of musical interpretation, dynamics, direction changes, levels and group work. Creating a
complete thought with the movement. Routine illustrates an abundance of creative and original ideas
throughout. Appropriate utilization of the team’s ability level with well-balanced elements not
dominating piece; use of team member variety versus utilizing the same feature dancers.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 20
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
CHOREOGRAPHY - POM
This score reflects what the choreographer created, rather than how the team executed the routine/movement.
RANGE OF SCORES
LOW Beginning level routine with basic foot work, minimal musical interpretation, dynamics, direction
changes, levels and group work. Substandard incorporation of innovative and creative variations
and motion variety. Routine is lacking in overall creativity and originality.
MEDIUM Intermediate level routine with average use of foot work, musical interpretation, dynamics,
direction changes, levels and group work. Average incorporation of innovative and creative
variations and motion variety. Routine showcases creative and original moments but is missing its
full potential.
HIGH Advanced level routine with strong use of intricate, complete, full body movement and strong
use of musical interpretation, dynamics, direction changes, levels and group work. Incorporates
innovative and creative variations and motion variety. Creating a complete thought with the
movement. Routine illustrates an abundance of creative and original ideas throughout. Appropriate
utilization of the team’s ability level.
CHOREOGRAPHY - HIP HOP
This score reflects what the choreographer created, rather than how the team executed the routine/movement.
RANGE OF SCORES
LOW Beginning level routine with basic foot work, minimal musical interpretation, dynamics, direction
changes, levels and group work. Visual effects are accomplished at a slower pace with obvious
execution. Routine is lacking in overall creativity and originality.
MEDIUM Intermediate level routine with average use of foot work, musical interpretation, dynamics,
direction changes, levels and group work. Visual effects are accomplished at an average pace with
good execution. Routine showcases creative and original moments but is missing its full potential.
HIGH Advanced level routine with strong use of intricate, complete, full body movement and strong
use of musical interpretation, dynamics, direction changes, levels and group work. Visual effects
are accomplished at a fast pace with seamless execution. Creating a complete thought with the
movement. Routine illustrates an abundance of creative and original ideas throughout. Appropriate
utilization of the team’s ability level with well-balanced and effective incorporation of technical elements.
CHOREOGRAPHY - KICK
This score reflects what the choreographer created, rather than how the team executed the routine/movement.
RANGE OF SCORES
LOW Beginning level routine with basic foot work, minimal musical interpretation, dynamics, direction
changes, levels, and group work with an inadequate number and low variety of kicks/combinations.
Routine is lacking in overall creativity and originality.
MEDIUM Intermediate level routine with average use of foot work, musical interpretation, dynamics,
direction changes, levels and group work with an adequate number and modest variety of kicks/
combinations. Routine showcases creative and original moments but is missing its full potential.
HIGH Advanced level routine with strong use of intricate, complete, full body movement and strong use
of musical interpretation, dynamics, direction changes, levels and group work with a substantial
number and exceptional variety of kicks/combinations. Creating a complete thought with the
movement. Routine illustrates an abundance of creative and original ideas throughout. Appropriate
utilization of the team’s ability level.
UPDATED AS OF 07/25/1921 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
CHOREOGRAPHY - OPEN
This score reflects what the choreographer created, rather than how the team executed the routine/movement.
RANGE OF SCORES
LOW Beginning level routine with basic foot work, minimal musical interpretation, dynamics, direction
changes, levels and group work. Visual effects are accomplished at a slower pace with obvious
execution. Routine is lacking in overall creativity and originality.
MEDIUM Intermediate level routine with average use of foot work, musical interpretation, dynamics,
direction changes, levels and group work. Visual effects are accomplished at an average pace with
good execution. Routine showcases creative and original moments but is missing its full potential.
HIGH Advanced level routine with strong use of intricate, complete, full body movement and strong use of
musical interpretation, dynamics, direction changes, levels and group work. Visual effects are
accomplished at a fast pace with seamless execution. Creating a complete thought with the
movement. Routine illustrates an abundance of creative and original ideas throughout. Appropriate
utilization of the team’s ability level with well-balanced and effective incorporation of technical
elements.
STAGING
RANGE OF SCORES
LOW Beginning use of the performance space. Routine utilizes minimal formations and formation
changes. Transitions are simple and lack continuity within the routine, i.e. walking transitions rather
than dancing through to next formation seamlessly.
MEDIUM Intermediate use of the performance space. May incorporate more interesting formations and
formation changes, but still lacking in transition creativity.
HIGH Advanced use of the performance space. Routine utilizes a variety of well-thought out formations
and formation changes. Transitions are exciting and seamless. Team Performance Score Sheet:
Bridges the gaps between styles seamlessly.
SAMPLE
SCHOOL TEAM PERFORMANCE DIVISION
COMMENTS
10
10
10
10
10
10
10
10
10
10
STAGING
Difficulty, Formations, Transitions, Bridges Gap between Styles
UNIFORMITY
Difficulty, Team Timing, Synchronization, Spacing
PERFORMANCE IMPRESSION
Projection, Expression, Appeal, Appropriateness
10
TOTAL
MAXIMUM
VALUE
TEAM
SCORE
nda.varsity.com
OFFICIAL
JUDGE
JAZZPOMHIP HOPKICK
QUALITY OF MOVEMENT
Difficulty, Execution of Jazz Style, Extension, Control,
Musicality, Proper Execution of Elements
CHOREOGRAPHY
Difficulty, Creativity, Originality, Musical Interpretation
QUALITY OF MOVEMENT
Difficulty, Motion Placement, Control, Strength, Proper
Execution of Elements
CHOREOGRAPHY
Difficulty, Creativity, Originality, Musical
Interpretation, Motion Variety
QUALITY OF MOVEMENT
Difficulty, Control, Approach, Musicality,
Proper Execution of Elements
CHOREOGRAPHY
Difficulty, Creativity, Originality, Visual Effects,
Musical Interpretation
QUALITY OF MOVEMENT
Difficulty, Kick Control, Placement, Extension,
Alignment, Proper Execution of Elements
CHOREOGRAPHY
Difficulty, Creativity, Originality, Musical
Interpretation, Kick Quantity and Variety
SAMPLE
SCHOOL JAZZ DIVISION
COMMENTS
QUALITY OF MOVEMENT
Difficulty, Execution of Jazz Style, Extension,
Control, Musicality
10
TECHNICAL ELEMENTS
Appropriate Difficulty, Proper Execution of
Technical Elements, Majority
10
STAGING
Difficulty, Formations, Transitions
10
UNIFORMITY
Difficulty, Team Timing, Synchronization, Spacing
10
CHOREOGRAPHY
Difficulty, Creativity, Originality, Musical
Interpretation, Balance of Elements
10
PERFORMANCE IMPRESSION
Projection, Expression, Appeal, Appropriateness
10
TOTAL
MAXIMUM
VALUE
TEAM
SCORE
nda.varsity.com
OFFICIAL
JUDGE
SAMPLE
SCHOOL POM DIVISION
COMMENTS
QUALITY OF MOVEMENT
Difficulty, Motion Placement, Control, Strength,
Proper Execution of Elements
10
VISUAL EFFECTS
Difficulty, Clarity, Ground Work, Level Changes, Opposing
Motions, Pom Tricks
10
STAGING
Difficulty, Formations, Transitions
10
UNIFORMITY
Difficulty, Team Timing, Synchronization, Spacing
10
CHOREOGRAPHY
Difficulty, Creativity, Originality, Musical
Interpretation, Motion Variety
10
PERFORMANCE IMPRESSION
Projection, Expression, Appeal, Appropriateness
10
TOTAL
MAXIMUM
VALUE
TEAM
SCORE
nda.varsity.com
OFFICIAL
JUDGE
SAMPLE
SCHOOL KICK DIVISION
COMMENTS
QUALITY OF MOVEMENT
Kick Control, Placement, Extension, Alignment
10
VISUAL EFFECTS
Difficulty, Use of Kick, Levels, Opposition Groups, Clarity
10
STAGING
Formations, Transitions
10
UNIFORMITY
Team Timing, Synchronization, Spacing
10
CHOREOGRAPHY
Creativity, Originality, Musical Interpretation,
Kick Quantity and Variety
10
PERFORMANCE IMPRESSION
Projection, Expression, Appeal, Appropriateness
10
TOTAL
MAXIMUM
VALUE
TEAM
SCORE
nda.varsity.com
OFFICIAL
JUDGE
SAMPLE
COMMENTS
QUALITY OF MOVEMENT
Difficulty, Control, Approach, Musicality,
Proper Execution of Elements
10
AUTHENTICITY
Understanding of Chosen Style(s), Flow, Groove
10
STAGING
Difficulty, Formations, Transitions
10
10
CHOREOGRAPHY
Difficulty, Creativity, Originality, Visual Effects,
Musical Interpretation
10
10
TOTAL
MAXIMUM
VALUE
TEAM
SCORE
nda.varsity.com
OFFICIAL
JUDGE
UNIFORMITY
Difficulty, Team Timing, Synchronization, Spacing
PERFORMANCE IMPRESSION
Projection, Expression, Appeal, Appropriateness
SCHOOL HIP HOP DIVISION
SAMPLE
SCHOOL KICK DIVISION
COMMENTS
QUALITY OF MOVEMENT
Kick Control, Placement, Extension, Alignment
10
VISUAL EFFECTS
Difficulty, Use of Kick, Levels, Opposition Groups, Clarity
10
STAGING
Formations, Transitions
10
UNIFORMITY
Team Timing, Synchronization, Spacing
10
CHOREOGRAPHY
Creativity, Originality, Musical Interpretation,
Kick Quantity and Variety
10
PERFORMANCE IMPRESSION
Projection, Expression, Appeal, Appropriateness
10
TOTAL
MAXIMUM
VALUE
TEAM
SCORE
nda.varsity.com
OFFICIAL
JUDGE
SAMPLE
SCHOOL OPEN DIVISION
COMMENTS
QUALITY OF MOVEMENT
Difficulty, Control, Musicality, Style,
Proper Execution of Technical Elements
10
10
UNIFORMITY
Difficulty, Team Timing, Synchronization, Spacing
CHOREOGRAPHY
Difficulty, Creativity, Originality, Musical Interpretation,
Variety, Visual Effects
10
10
PERFORMANCE IMPRESSION
Projection, Expression, Appeal, Appropriateness
STAGING
Difficulty, Formations, Transitions
10
TOTAL
MAXIMUM
VALUE
TEAM
SCORE
nda.varsity.com
OFFICIAL
JUDGE
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 28
GAME DAY DIVISION
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
TEAM GUIDELINES
1. The competition is open to all Junior High/Middle School, Junior Varsity, and Varsity dance teams.
2. Teams must have a minimum of five (5) dancers; maximum allowed is forty (40).
3. Individuals may not represent more than one team at the National Championship.
4. There are THREE separate NDA Game Day divisions:
a. Junior High/Middle School Game Day – 9th grade & below
i. Teams made up of only 9th grade members may not compete in the Junior High/Middle School division.
b. Junior Varsity Game Day – 12th grade & below
i. Junior Varsity teams may not be the primary or the only dance team at their school.
c. Varsity Game Day – 12th grade & below
d. If enrollment warrants, divisions will split into Small (5-14) & Large (15-40) at NDAs discretion.
e. Generally, High School/Junior High dance teams are made up of members from the same High School and/or Junior
High or whose members are recognized by the High School/Junior High School district administration as being the
official dance team of that High School/Junior High. High School/Junior High dance teams perform for particular
organized sports at their school. Every team must consist exclusively of members that have not graduated from high
school. Divisions are determined by the grade of the participants at the time of the competition, regardless of the
participants’ current ages. Every member of a team representing a school must be officially recognized by the
competing school’s administration as a member of the competing school’s dance team.
5. Individuals are NOT permitted to compete in two divisions within the same school in the Game Day category. (Example:
A dancer is not allowed to compete with both a JV Game Day and a Varsity Game Day team). Individuals are also NOT
permitted to compete on two different school teams. (Example: A dancer is not allowed to compete with ABC Junior
High and XYZ High School or ABC High School and XYZ High School).
6. Dance teams competing in the Game Day category at the 2020 NDA National Championship and/or NDA U.S. Championships,
will be required to submit a Routine Outline for their Game Day routine at check-in. The Routine Outline will consist of a
breakdown in minutes/seconds of the 3 sections and what incorporated in the Spirit Raising portion. A Routine Outline Form
will be included in the Confirmation Packet sent prior to the Championship. While a team is competing, the Legality Official will
reference the team’s outline to determine that routine requirements have been met. If the Legality Official, as well as the Judging
Panel, does not think the routine meets the above requirements, a .5 score deduction may occur. Judges’ decisions are final.
NDA GAME DAY FORMAT
1. Fight Song
a. Skills and choreography should represent a traditional Fight Song that your team performs at games and community events.
b. Recorded band music must be used and offstage musical instruments may also be utilized.
c. Scoring in this section is based on the ability of the performers to effectively and accurately perform a traditional
school fight song displaying high energy and solid performance techniques.
2. Spirit Raising Performance
a. Teams will choose to perform ONE of the following:
i. Sideline Routine
ii. Stand Routine
iii. Drum Cadence
iv. Band Chant
b. The performance of your choice should have an emphasis on crowd appeal.
c. Scoring in this section is based on the ability of the performers to promote crowd interaction and participation as
well as display excitement and genuine school spirit.
3. Performance Routine
a. A routine (hip hop, jazz, kick, or pom) that is designed for crowd entertainment.
b. This is the best time to showcase your team’s energy and connection to the crowd.
c. Scoring in this section is based on the ability of the performers to entertain and connect to the crowd.
UPDATED AS OF 07/25/1929 • SCHOOL DANCE RULE BOOK
GAME DAY DIVISION
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
SCORING, COSTUME/PROP GUIDELINES, TIME LIMIT,
QUALIFICATION, JUDGING & SAFETY RULES
1. Teams will be evaluated and scored on each section of the Game Day Format. Within each section, performances will be
scored on synchronization, execution of motion/skills and overall effect. In addition, other components that pertain
specifically to each section will be judged.
a. Each component should have a beginning and an ending.
2. The performance will follow this order: Fight Song, Spirit Raising Performance, Performance Routine
a. Dance teams competing in the Game Day category will be required to submit a Routine Outline for their Game Day
routine at check-in.
3. Teams are required to wear a traditional uniform typically worn when representing your school. These should be in
school colors.
4. Teams may use poms, but they are not required. No other props or signs are allowed.
a. Mascot uniforms are allowed and must remain in the performance area throughout the entire performance.
5. The entire Game Day performance should not exceed 3:00 total, including transitioning from section to section.
6. Teams only entering the Game Day division do not require qualification before registration.
7. There will be one Final Round for Game Day divisions; no preliminary rounds.
8. For the NDA National Championship, judges scoring the Game Day Division will be their own separate panel.
9. Teams will follow the same Safety Rules as all other NDA Divisions. See the Safety Rules in the NDA Competition
Rule Book for School Teams, found at https://nda.varsity.com/Competitions/Rules-And-Divisions
10. At the NDA National Championship, separate tracks for each section is REQUIRED.
11. Game Day Category Scores will not be included for Grand Champion.
GAME DAY FORMAT DESCRIPTIONS
FIGHT SONG
Routine should be comprised of material and skills that are relevant to game day (typically performed on the sidelines/
court); choreography that represents a traditional Fight Song that teams perform at games and within the community.
Characteristics of a Fight Song include motion work, crowd interaction and other traditional values. This routine should have
a clear finish before transitioning to the next section.
SPIRIT RAISING
Routine should have an emphasis on crowd appeal. These routines are intended for quick, spur of the moment game day
situations; there may or may not be a repeated sequence of choreography. Teams will choose one of the following: sideline
routine, stand routine, drum cadence, band/call & repeat chants with or without vocals. This routine should have a clearly
defined start and definite finish before transitioning to the next section.
PERFORMANCE ROUTINE
Routine should showcase the team’s energy and connection to the crowd with choreography designed for entertainment
in either jazz, pom, hip hop or kick or any combination of these styles. This routine is pre-planned and choreographed to a
specific piece of music; a highlight piece for the dance team at a game. The routine should complement the team’s strengths
while also providing exceptional visuals and crowd appeal. This routine should have a clearly defined start to this section.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 30
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
GAME DAY JUDGING SCALE
Overall Impression: This score reflects the team’s ability to connect with the audience to motivate and leave a lasting
impression though projection, genuine expression, energy, crowd interaction, and entertainment value.
GAME DAY MATERIAL (FIGHT SONG AND SPIRIT RAISING ONLY)
RANGE OF SCORES
LOW Beginning or substandard use of material and skills relevant to Game Day.
MEDIUM Intermediate or average use of material and skills relevant to Game Day.
HIGH Advanced and effective use of material and skills relevant to Game Day. Routine showcases
the team’s ability to lead the audience and promote school spirit.
SYNCHRONIZATION
RANGE OF SCORES
LOW Beginning or substandard, timing, uniformity of style and unison of team (does not reflect
execution). Memory mistakes causing the routine to appear less cohesive. Spacing is substandard.
MEDIUM Intermediate or average, timing, uniformity of style and unison of team (does not reflect execution).
Few memory mistakes. Spacing is average, but not precise.
HIGH Advanced and consistent unison, uniformity of style and timing as team (does not reflect execution).
Uniformity of team movement within choreography and skills. Consistent and even positioning of
dancers throughout all formations and transitions.
EXECUTION OF MOVEMENT & TECHNIQUE
RANGE OF SCORES
LOW Beginning level of movement executed with substandard control, placement and completion of
movement and skills. Minimal strength in movement and lacking cohesive connection between upper
and lower body movement.
MEDIUM Intermediate movement with average use of control, placement and completion of movement and
skills. Average strength in movement and average ability to support upper body and core control.
HIGH Advanced movement with proper control, placement, and completion of movement and skills.
Proper quality of strength in movement and skills. Strong dynamic movement supported by upper
body strength and core control.
CHOREOGRAPHY (PERFORMANCE ROUTINE ONLY)
RANGE OF SCORES
LOW Beginner level routine with basic full body movement, minimal musical interpretation, dynamics,
direction changes, levels, visuals and group work. Routine is lacking in overall creativity and
originality for a game day performance.
MEDIUM Intermediate level routine with average use of full body movement, musical interpretation,
dynamics, direction changes, levels, visuals and group work creating a solid performance. Routine
is missing its full potential for a game day performance.
HIGH Advanced level routine with strong use of intricate, complete, full body movement and strong use of
musical interpretation, dynamics, direction changes, levels, visuals and group work creating an
entertaining performance. Routine has maximized its game day performance.
UPDATED AS OF 07/25/19SCHOOL DANCE RULE BOOK • 31
GAME DAY DIVISION
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
WHAT ARE THE DIVISION SIZE SPLITS?
Since this is a new category, we are only offering three (3) divisions: Junior High/Middle School, Junior Varsity and Varsity.
At NDAs discretion and if enrollment allows, divisions may be split into Small and Large. Size splits will be made to even
out the divisions.
HOW MANY DANCERS CAN COMPETE ON THE FLOOR IN THE GAME DAY DIVISION?
The minimum number of dancers required is five (5). The maximum allowed is forty (40). You may have a different number of
dancers in each division category. Example: ABC High School can compete 10 in Small Varsity Jazz and 18 in Varsity Game Day.
DO I HAVE TO QUALIFY FOR THIS CATEGORY?
If your team is ONLY competing in a Game Day division, then no qualification is required. If your team is competing in a
Game Day Division AND another category, then yes, you must qualify either at an NDA Camp, at an NDA Regional or Classic
Championship, or by Video Qualification. See the NDA Competition Rule Book for Schools for full qualification details.
WHAT IF MY SCHOOL HAS A COMPETITION TEAM THAT ATTENDS NDA
NATIONALS AND A TEAM THAT PERFORMS AT GAMES ONLY WHO WANTS TO
COMPETE IN THIS CATEGORY?
If a school has two Varsity teams, they both must be an official school dance team as deemed by administration. In order to
compete two Varsity teams, the following requirements must be met:
Team members may not be a part of both teams.
Teams must provide documentation on school letter head, signed by the principal, that there are two Varsity dance
teams at the school, as well as a roster for each team. This documentation must be sent to the NDA office prior to
attending camp or a regional/classic competition. Registrations will not be approved without receipt of this
documentation.
Each team must qualify separately (if competing in more than a Game Day division).
If teams choose to have two Varsity teams in the same division, they recognize that they will compete against each other.
WILL THERE BE A PRELIMINARIES AND FINALS FOR THIS CATEGORY?
This category will only have a final round of competition for the 2020 NDA National Championship.
WILL THIS BE OFFERED AT REGIONAL OR CLASSIC COMPETITIONS?
Yes! This category will also be offered all NDA regional events.
DOES THE GAME DAY DIVISION HAVE TO FOLLOW THE SAME MUSIC GUIDELINES
AS OTHER DIVISIONS?
Yes. To find out more about music guidelines, please visit varsity.com/music. Questions about music? Email
dancemusic@varsity.com or contact your State Director.
IS GAME DAY INCLUDED IN GRAND CHAMPION?
Routines in the Game Day category will not count towards Grand Champion.
SAMPLE
COMMENTS
10
10
10
10
,
40
TOTAL
nda.varsity.com
OFFICIAL
JUDGE
CHOREOGRAPHY
SYNCHRONIZATION
EXECUTION OF MOVEMENT & TECHNIQUE
OVERALL IMPRESSION
Entertaining, Visual, Musical Interpretation, Dynamic, Full Body
Proper Control, Placement, Strength of Movement and Skills
Team Timing, Uniformity, Spacing
GAME DAY
Audience Connection, Crowd Interaction, Entertainment
COMMENTS
10
5
5
10
,
30
TOTAL
MAXIMUM
VALUE
TEAM
SCORE
EXECUTION OF MOVEMENT & TECHNIQUE
OVERALL IMPRESSION
FIGHT SONG
SPIRIT RAISING
PERFORMANCE
GAME DAY MATERIAL
SYNCHRONIZATION
Appropriate use of material and skills relevant to game day
Proper Control, Placement, Strength of Movement and Skills
Team Timing, Uniformity, Spacing
Audience Connection, Crowd Interaction, Entertainment
COMMENTS
10
5
5
10
30
TOTAL
EXECUTION OF MOVEMENT & TECHNIQUE
OVERALL IMPRESSION
GAME DAY MATERIAL
SYNCHRONIZATION
Appropriate use of material and skills relevant to game day
Proper Control, Placement, Strength of Movement and Skills
Team Timing, Uniformity, Spacing
Audience Connection, Crowd Interaction, Entertainment
UPDATED AS OF 07/25/1933 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
NDA GLOSSARY OF TERMS
POSITIONS OF THE FEET
First: Turned out, with heels touching and toes facing outward (can be executed parallel).
Second: Turned out, heels face each other shoulder width apart and toes face outward (can be executed parallel).
Semi-Third: One foot parallel, other foot turns out so that heel is in instep of parallel foot.
Fourth: From fifth position feet opened front/back shoulder width apart, weight is even between feet
(can be executed parallel).
Fifth: Turn out, heel of front foot in front of toe of back foot, legs look crossed.
GENERAL TERMS
Aerial Cartwheel: An airborne tumbling skill which emulates a cartwheel executed without placing hands on the
ground. This skill takes off from one foot and lands on the other foot.
Airborne (executed by individual): A state in which the dancer is free of contact from a person and/or the
performing surface.
Airborne Hip Over Head Rotation (executed by individual): An action where hips rotate over the head in a
tumbling skill and there is no contact with the performance surface (e.g. Round off or a Back handsping).
Airborne Skill (executed by individual): A skill in which the dancer is free of contact with the performance surface
(e.g. Tour Jeté or Butterfly).
Arabesque (a-ra-BESK): A position in which the working leg is extended behind while balancing on the supporting
leg; can be executed as a turn.
Attitude (a-tee-tewd): A position in which the working leg is lifted front, side, or behind with the knee bent at an
angle of 90°; can be executed as a turn.
Axle (aka Axel) (AK-sel): A turn in which the working leg rond de jambes to passé as the supporting leg pushes off
the ground and tucks under the body-after rotation in air, land on original supporting leg.
Back Bend: A face-up body position where the hands and feet are in contact with the surface and the hips are pushed
upwards into an arch position.
Back Walkover: A non-airborne tumbling skill where the dancer reaches backward with an arched torso through
an inverted position, hands make contact with the ground, then the hips rotate over the head and the torso hollows
bringing the dancer to an upright position, landing one foot/leg at a time.
Ball Change: The shifting of weight from the ball of one foot to the flat of the other; can be executed from side to side
and front to back.
Battement (bat-mahn): A kick; the working leg is brushed/raised from the hip, with a straight knee, into the air and
brought down again.
Breaking: A style of hip hop dance that incorporates martial arts, acrobatic oriented tricks and dance. The term for a
person who executes this style of dance is known as a BBoy (breaking boy) or BGirl (breaking girl).
C - Jump: A jump in which the dancer creates an arch in the back allowing the knees to bend and the feet reach behind
the body.
Calypso (ka-lip-SO): A turning leap in which the working leg extends making a circle in the air as the supporting leg
lifts off the ground enabling the dancer to perform a rotation in the air then the supporting (back) leg reaches behind the
body, often in an attitude, and then lands on the original working leg.
Cartwheel: A non-airborne tumbling skill where the dancer supports the weight of the body with the arm(s) while
rotating sideways through an inverted position landing on one foot at a time.
Category: Denoting the style of a performance piece/competition routine (e.g. Jazz, Pom or Hip Hop).
Châiné (sheh-NAY): A turn, or series of turns, executed with feet in 1st position, typically following one line of
direction. Can be executed in a rapid series, and can be executed en relevé or en plié.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 34
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
Chassé (sha-SAY): A step in which one foot “chases” the other and assumes its original position.
Consecutive/Connected Skills: An action in which the dancer connects skills immediately, without step, pause or
break in between (e.g. Double Pirouette or Double Toe Touch).
Costume Jewelry: Jewelry that enhances the costume and is worn by ALL members of the team.
Coupé (koo-PAY): Meaning to cut or cutting; when one foot quickly takes the place of the other.
Dance Crew: A style of dance, typically seen in the hip hop category, involving a body or group of dancers who work at
a
common style of dance.
Dance Lift (executed as partners or in a group): A skill in which a dancer(s) is elevated from the performance surface
by one or more dancers and set down. A Dance Lift is comprised of “Lifting” dancer(s) and “Elevated” dancer(s).
Demi Plié: Half bend of the knees, heels remain on floor.
Développé (dayv-law-PAY): Meaning to develop; drawing the working leg up the supporting leg to passé, then
extending the working leg to an open position.
Dig:
Ball of one foot is next to instep of other foot.
Dismount (executed by Groups or Pairs): An action in which the Executing Dancer(s) returns to the performance
surface or upright position with or without assistance from a Supporting Dancer(s) with whom there was prior contact.
Dive Roll: An airborne tumbling skill in which the dancer does a forward roll where the hands and feet are off of the
performing surface simultaneously. This skill is allowed only if the dancer is in a pike position.
Division: Denoting the composition of a competing group of dancers (e.g. Varsity, Junior Varsity, Junior High, etc.).
Downrock: An element of breakdance that includes all footwork performed on the floor.
Drop: An Action in which an airborne dancer lands on a body part other than his/her hands or feet without first bearing
weight on the hands/feet.
Drops: Dropping to the knee, thigh, seat, front, back, or split position onto the performing surface from a jump, stand or
inverted position without first bearing most of the weight on the hands/feet which breaks the impact of the drop.
Elevated Dancer: A dancer who is lifted from the performance surface as a part of a Dance Lift.
Elevated:
An action in which a dancer is moved to a higher position or place from a lower one.
Elevé: Dancer rises up from flat feet to balance on one or both feet on at least demi-pointe (balls of the feet), or all the
way up to full-pointe.
Executing Dancer: A dancer who performs a skill as a part of a Dance Trick or uses support from another dancer or
dancers when Partnering.
Extension (executed by individuals): Term used to describe the ability of a dancer to raise and hold the extended in
the air
Extension (executed by groups): A group lift in which the supporting dancers, standing straight, hold the executing
dancer’s feet with straight arms, so that the executing dancer is standing straight up.
Firebird: See Ring Jump.
Flare: A Power Move where the dancer uses momentum to swing the legs in a continuous circular pattern underneath the
body while balancing on alternating hands.
Flying Saucer: See Turning Disc.
Flying Squirrel: A jump executed with forward momentum with the dancers arms extended in front, legs behind, creating
an “x” position in the air.
Fouetté (foo-eh-TAY): A turning step, usually done in a series, in which the working leg makes a circle in the air and
then into passé as the dancer turns bending (plié) and rising (relevé) at each revolution; meaning to whip. Fouetté turns
can also be done to the side or in second position (Fouetté a la Seconde).
Fouetté a la Seconde: A turning step done in a series in which the working leg makes a circle in the air and extends at a 90°
angle from the supporting leg remaining parallel to the ground as the dancer turns with a plié and relevé at each revolution.
Freeze: A move that involves halting all body motion. Also known as a stall.
Front Aerial: (an airborne hip over head rotation skill without hand support) A skill which emulates a front walkover but is
executed without placing hands on the ground.
UPDATED AS OF 07/25/1935 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
Front Walkover: A non-airborne tumbling skill where the dancer rotates forward with a hollow torso through an inverted
position and arches up bringing the legs and hips over the head to a non-inverted position legs landing one foot/leg at a time.
Grand Jeté (grahnd zhuh-TAY): A leap from one foot to the other; working leg stays straight as it brushes forward as
supporting leg pushes off to assume a split position in the air.
Grand Jeté a la Seconde: A grand jeté executed to the side so that a second position split is assumed in the air.
Grand Jeté en Tournant (ahn toor-NAHN): A grand jeté turning where the supporting leg changes places with
working leg as hips flip, the original working leg takes the landing and is now the supporting leg.
Grand Plié: Full bend of the knees, heels come off the floor in all positions except second.
Hands-free Poms: Poms specifically made so that performers do not have to hold the poms but rather they are affixed
to the performers hand. Proper use means bars cannot be in palm of the hand and only an elastic band can be between
the supporting hand and performance surface.
Hand-held Props: Items that are used by performing team 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, top hats, derby hats, or canes, etc.
Handstand: A non-airborne, non-rotating, tumbling skill where the dancer supports his/herself vertically on his/her
hands in an inverted position and the arms are extended straight by the head and ears.
Head Level: A designated height; the height of standing dancer’s head (at the “crown”) while standing upright with
straight legs. (Clarification: This is an approximate to measure space and is not changed by bending, inverting, etc.)
Head Spin: A Power Move, typically performed in hip hop, in which the dancer spins on his/her head and uses his/her
hands to aid in speed. The legs can be held in a variety of positions.
Headspring: (an airborne hip over head rotation skill with hand support) A skill where a dancer moves forward with the
hands then head, making contact with the performance surface, then rotates the hips over the head passing through an
arched position. It is non-airborne in approach but airborne in descent after hips pass through perpendicular.
Headstand: A non-airborne, non-rotating, tumbling skill where the dancer supports his/herself vertically on his/her
head in an inverted position and the hands are on the floor supporting the body.
Hip Level: A designated height; the height of a standing dancers’ hips while standing upright with straight legs
(clarification: this is an approximate height to measure space, and is not changed by bending, inverting, etc.).
Hip Over Head Rotation (executed by individuals): An action where a dancers hips rotate over the head in a
tumbling skill (e.g. Back Walkover or Cartwheel).
Hip Over Head Rotation (executed in groups or pairs): An action where the Executing Dancers’ hips rotate over the
head in a lift or partnering skill.
Hollow Back: A Freeze similar to a planche where the dancer balances on the hands and ‘hollows’ out the back. (If
balancing on the head it is known as a “Head Hollow”).
Inversion: A position in which the dancer’s waist and hips and feet are higher than his/her head and shoulders.
Invert: A Freeze utilizing strength, flexibility and balance where the dancer’s weight is placed on both hands with head
facing knees and legs parallel to the floor.
Jeté (juh-TAY): A skill in which the dancer takes off from one foot by brushing the feet into the ground and swiftly
‘whipping’ them into the position and then landing on one foot. A jeté can be executed in various directions, sizes and positions.
Jump: Movement taking off and landing on same foot or both feet.
Kip Up: A skill where the dancer begins in a supine position, rolls back onto their shoulders elevating their hips off
the performance surface and into an inverted position. Using their arms and/or legs, core, and momentum, the dancer
thrusts their body in an upward direction away from the floor. The movement is completed by bringing the feet to the
performance surface keeping the body inline and following to an upright position.
Krumping: A style of dance, hip hop category, ‘street’ dance characterized by free, expressive, exaggerated, and highly
energetic moves involving the arms, head, legs, chest, and feet.
Lay-out: Cambré back while extending the working leg forward.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 36
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
Leap: A skill in which the dancer pushes off the ground, from a plié (bend), off of one leg becoming airborne and landing
on the opposite leg (also known as grand jeté).
Lifting Dancer: A dancer(s), who is part of a dance lift and lifts an Elevated Dancer as a part of a Dance Lift. The
supporting dancer may also be considered a Lifting Dancer.
Lifts: An action in which the partner is elevated to any height and set down. Refer to the rules for Dance Lifts and
Partnering for a full definition.
Parallel: A position in which the thighs, knees and toes of both legs are facing straight ahead.
Partnering (executed in pairs): A skill in which two dancers use support from one another. Partnering can involve
both “Supporting” and “Executing” skills.
Pas de Bourrée (pah duh boo-RAY): Three steps executed in relevé, relevé, plié; can be executed as a turn as in
ballet, working foot steps behind supporting leg, supporting foot opens stepping to side, then working foot steps in front
of original supporting leg; as in jazz-working foot steps behind supporting leg, supporting foot opens stepping to side,
then working foot opens out, lunging to opposite side of supporting leg with each step that is taken.
Pas de chat: “Cat’s Step” the step owes its name to the likeness of the movement to a cat’s leap.
Passé (pa-SAY): A position or movement in which the working leg bends connecting the pointed foot to or near the
knee of the supporting leg; meaning to pass. Passé can be executed with the hips parallel or turned out.
Pencil Turn: A turn executed with the working leg held straight and next to the supporting leg.
Penché (pahn-SHAY): Leaning, inclining. As, for example, in arabesque penché.
Perpendicular Inversion (Executed by individuals): A skill that begins with backward airborne momentum and
lands on the hands and head in an inverted position in which the dancer’s head, neck and shoulders are directly aligned
with the performance surface, creating a 90 degree angle between the head and floor.
Pike: A one-handed Freeze with the legs held in a pike position.
Piqué (pee-KAY): Stepping directly onto a straight leg in relevé; can be performed while turning and in various
positions (arabesque, attitude, etc.)
Pirouette (peer-o-WET): A skill in which the dancer bends (plié) with one foot in front of the other (fourth position)
and rises (relevé) to one leg making a complete rotation of the body; meaning to whirl. A pirouette can be executed in a
variety of positions.
Pirouette en Dedans (ahn duh-DAHN): Turning inward, towards supporting leg.
Pirouette en Dehors (ahn duh-AWR): Turning outward, towards working leg.
Pivot: Movement step used to change direction; working leg steps forward assuming weight of body, body changes
direction, support leg reassumes weight of body; can be executed front to back, side to side.
Plié (plee-AY): A preparatory and landing skill in which the dancer bends, softens his/her knees; meaning to bend.
Power Move: Loosely defined as relying on speed, momentum, and acrobatic elements for performance.
Prone: A position in which the front of the dancers’ body is facing the ground, and the back of the dancers body is facing up.
Prop: An object that can be manipulated. A glove is a part of the uniform.
Relevé (rell-eh-VAY): Dancer rises from a plié to balance on one or both feet on at least demi-pointe (balls of the
feet), or possibly full pointe
Ring Jump (aka Firebird): A skill taking off from two feet into a back attitude split jump while arching towards the
back foot, and landing on either one or two feet.
Rond de jambe (rawn duh zhahnb): Meaning circular, round movement of the leg; executed on the ground or in the
air, it refers to the motion of leg brushing front, opening to side, continuing to the back and vice versa.
Saut de chat (soh duh shah): Executed similarly to grand jeté except instead of brushing a straight working leg, it is
developed from a bent to straight leg as supporting leg is pushing off; can also be executed a la seconde.
Sauté (soh-TAY): Jumping and landing on the same foot, toes should be pointed in the air.
Shoulder Level: A designated height; the height of a standing dancers’ shoulders while standing upright with straight
legs (clarification: this is an approximate height to measure space, and is not changed by bending, inverting, etc.).
UPDATED AS OF 07/25/1937 • SCHOOL DANCE RULE BOOK
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
Shoulder Roll (forward/back): A non-airborne tumbling skill where the dancer rolls with the back of the shoulder and
maintains contact with the floor and the head is tilted to the side to avoid contact with the floor.
Shushunova (Shush-A-nova): A jump variation in which the dancer lifts extended legs to a toe touch or pike position
and then circles them behind the body dropping the chest and landing in a prone support (push up position).
Sickling: This term is used for a fault in which the dancer turns his or her foot in from the ankle, thereby breaking the
straight line of the leg.
Six-Step: A form of Downrock that utilizes a footwork sequence, thereby enabling the dancer to gain momentum or
prepare for another move.
Sous-sus (soo-SYEW): In tight fifth position relevé.
Soutenu turn (soot-NEW): From sousus, turning towards back leg one revolution, the other foot ending in front.
Split Drop: Dropping to the performing surface from a jump, stand or inverted position, landing with legs extended at
right angles to the trunk in a split position.
Spotting: While turning; keeping the eyes focused on one spot as long as possible, then snapping head around to the
same spot; helps to maintain sense of direction, balance, momentum.
Stag: A position, typically performed in a leap or jump, in which the dancer bends the front leg.
Stall: A non-airborne, non rotating, tumbling skill typically performed in hip hop where the dancer halts/stops body mid motion;
often in an interesting, inverted or balance-intensive position on one or both hands for support. Also known as a freeze.
Stepping/Step Dancing: A style of dance, typically hip hop category, which is a form of percussive dance in which
the participant’s entire body is used as an instrument to produce complex rhythms and sounds through a mixture of
footsteps, spoken word, and hand claps.
Supine: A position in which the back of the dancers’ body is facing the ground, and the front of the dancers body is facing up.
Supporting Dancer: A supporting dancer(s), who part of a dance trick and bears the primary weight of a lifted dancer.
A supporting dancer(s) holds or tosses and/or maintains contact with an Executing dancer as a part of a Dance Trick or
Partnering skill. The supporting dancer may also be considered a Lifting Dancer.
Supporting Leg: The leg of a dancer that supports the weight of the body, during a skill.
Swipe: A Power Move, often started from a crab position, where the dancer uses momentum to twist hands to one side
of the body, placing them on the floor, and allowing the legs to follow and returning to the original position.
Switch Leap: A jump popping straight up in the air, not traveling forward; working leg stays straight and lifts front,
support leg pliés, working leg swings back while support leg lifts to assume a split position in the air.
Temps de fleche (tahn duh flesh): Hitch kick; battement one leg, switch it with other leg in the air, can be executed to
the front, side or back.
Tendu (tawn DEW): To stretch, pushing the foot away from the supporting leg while keeping the toe on the floor.
Threading: A form of Downrock where the dancer weaves their limbs through each other as if ‘threading a needle’.
Three Step Turn: A turn executed with three steps; step to side still facing front, step other foot across body to second
position and face back, open first foot to second position to face front again.
Tilt: A skill, typically performed in a leap or jump, in which the working leg sweeps up into the air and the supporting
leg points toward the ground.
Toe Pitch (executed by groups or pairs): A toss in which the Executing Dancer(s) foot is in the hands of the
Supporting Dancer(s) and she/he is propelled upward causing the executing dancer to rotate hip over head, landing
unassisted on the performance area.
Toe Touch: A jump in which the dancer lifts the legs through a straddle rotating the hips so that the legs are rotating up
toward the (upright) chest.
Toe Roll: Executed on relevé and hinged; body arches back arms in high V head released, body contracts to floor; toes
remain in contact the entire movement, hands catch body weight.
Tombé (tawn-BAY): Meaning to fall, step down.
Toss: A release move where Supporting Dancer(s) execute a throwing motion to increase the height of the executing
dancer. The Executing Dancer is free from the performance surface when toss is initiated.
UPDATED AS OF 07/25/19 SCHOOL DANCE RULE BOOK • 38
NDA SCHOOL COMPETITION RULES
NDA RESERVES THE RIGHT TO BE THE ARBITRATOR AND INTERPRETER OF ALL RULES COVERED IN THIS DOCUMENT.
Tour Jeté: A skill in which the dancer takes off from one leg, executes a half turn and lands on the other leg.
Tumbling: A collection of skills that emphasize acrobatic or gymnastic ability, are executed by an individual dancer
without contact, assistance or support of another dancer(s) and begin and end on the performance surface (clarification:
tumbling skills do not have to include hip over head rotation).
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.
Turning Disc (aka Disc, Flying Saucer): A turning leap in which the dancer executes a Châiné Turn, then sweeps the
working leg up from 5th position to 2nd position to execute a center leap, landing on the original working leg.
Vertical Inversion (executed in groups or pairs): A position in which the Executing Dancer is inverted and bears
direct weight on the Supporting Dancer by a stop, stall or change in momentum.
Weight Bearing: A skill in which the dancer’s weight is supported by one body part without any other body part on the
ground.
Windmill: A Power Move, non-airborne, non-rotating, tumbling skill in which a dancer begins on the back, spins from
his/her upper back to the chest while twirling his/her legs around his/her body in a V-shape. The leg motion gives the
majority of the power, allowing the body to “flip” from a position on the back to a position with the chest to the ground.
Working Leg: The leg that moves, stretches, and/or extends; the leg that is responsible for momentum and/or position.