Rule Book
3.0 -- PLAY REGULATIONS
3.1 Serve
3.2 Start
3.3 Manner
3.4 Readiness
3.5 Delays
3.6 Drive Service Zones
3.7 Defective Serves
3.8 Dead-Ball Serves
3.9 Fault Serves
3.10 Out Serves
3.11 Return of Serve
3.12 Changes of Serve
3.13 Rallies
3.14 Dead-Ball Hinders
3.15 Avoidable Hinders
3.16 Timeouts
3.17 Technical Fouls and Warnings
Rule 3.1 SERVE
In Open Division competition, the server will have one opportunity to
put the ball into play [see section
5.0,
for complete, one-serve modifications]. In all other divisions, the
server will have two opportunities to put the ball into play.
The player or team winning the coin
toss has the option to either serve or receive at the start of the first
game. The second game will begin in reverse order of the first game. The
player or team scoring the highest total of points in games 1 and 2 will
have the option to serve or receive first at the start of the
tiebreaker. In the event that both players or teams score an equal
number of points in the first two games, another coin toss will take
place and the winner of the toss will have the option to serve or
receive.
Rule 3.2 START
The server may not start the service motion until the referee has called
the score or "second serve." The serve is started from any place within
the service zone. (Certain drive serves are an exception. See Rule
3.6.) Neither the ball nor any part of either foot
may extend beyond either line of the service zone when initiating the
service motion. Stepping on, but not beyond, the lines is permitted.
However, when completing the service motion, the server may step beyond
the service (front) line provided that some part of both feet remain on
or inside the line until the served ball passes the short line. The
server may not step beyond the short line until the ball passes the
short line. See Rule 3.9(a) and
3.10(i) for penalties for violations.
Rule 3.3 MANNER
After taking a set position inside the service zone, a player may begin
the service motion--any continuous movement which results in the ball
being served. Once the service motion begins, the ball must be bounced
on the floor in the zone and be struck by the racquet before it bounces
a second time. After being struck, the ball must hit the front wall
first and on the rebound hit the floor beyond the back edge of the short
line, either with or without touching one of the side walls.
Rule 3.4 READINESS
The service motion shall not begin until the referee has called the
score or the second serve and the server has visually checked the
receiver. The referee shall call the score as both server and receiver
prepare to return to their respective positions, shortly after the
previous rally has ended.
Rule 3.5 DELAYS
Except as noted in Rule 3.5(b), the referee may
call a technical foul for delays exceeding 10 seconds.
- (a) The 10 second rule applies to
the server and receiver simultaneously. Collectively, they are
allowed up to 10 seconds after the score is called to serve or be
ready to receive. It is the server's responsibility to look and be
certain the receiver is ready. If a receiver is not ready, they must
signal by raising the racquet above the head or completely turning
the back to the server. (These are the only two acceptable signals.)
- (b) Serving
while the receiving player/team is signaling not ready is a fault
serve.
- (c) After the score is called, if
the server looks at the receiver and the receiver is not signaling
not ready, the server may then serve. If the receiver attempts to
signal not ready after that point, the signal shall not be
acknowledged and the serve becomes legal.
Rule 3.6 DRIVE
SERVICE ZONES
The drive serve lines will be 3 feet from each side wall in the service
zone. Viewed one at a time, the drive serve line divides the service
area into a 3-foot and a 17-foot section that apply only to drive
serves. The player may drive serve between the body and the side wall
nearest to where the service motion began only if the player starts and
remains outside of the 3-foot drive service zone. In the event that the
service motion begins in one 3-foot drive service zone and continues
into the other 3-foot drive serve zone, the player may not hit a drive
serve at all.
- (a) The drive serve zones are not
observed for cross-court drive serves, the hard-Z, soft-Z, lob or
half-lob serves.
- (b) The racquet may not break the
plane of the 17-foot zone while making contact with the ball.
- (c) The drive serve line is not
part of the 17-foot zone. Dropping the ball on the line or standing
on the line while serving to the same side is an infraction.
Rule 3.7 DEFECTIVE
SERVES
Defective serves are of three types resulting in penalties as follows:
- (a) Dead-Ball Serve. A dead-ball
serve results in no penalty and the server is given another serve
(without canceling a prior fault serve).
- (b) Fault Serve. Two fault serves
result in an out (either a sideout or a handout).
- (c) Out Serve. An out serve
results in an out (either a sideout or a handout).
Rule 3.8 DEAD-BALL
SERVES
Dead-ball serves do not cancel any previous fault serve. The following
are dead-ball serves:
- (a) Court Hinders. A serve that
takes an irregular bounce because it hit a wet spot or an irregular
surface on the court is a dead-ball serve. Also, any serve that hits
any surface designated by local rules as an obstruction rather than
being out-of-play.
- (b) Broken
Ball. If the ball is determined to have broken on the serve, a new
ball shall be substituted and the serve shall be replayed, not
canceling any prior fault serve.
Rule 3.9 FAULT
SERVES
The following serves are faults and any two in succession result in an
out:
- (a) Foot
Faults. A foot fault results when:
- 1. The server does not begin
the service motion with both feet in the service zone.
- 2. The server steps completely
over the service line (no part of the foot on or inside the
service zone) before the served ball crosses the short line.
- (b) Short Service. A short serve
is any served ball that first hits the front wall and, on the
rebound, hits the floor on or in front of the short line either with
or without touching a side wall.
- (c) Three Wall Serve. A three-wall
serve is any served ball that first hits the front wall and, on the
rebound, strikes both side walls before touching the floor.
- (d) Ceiling Serve. A ceiling serve
is any served ball that first hits the front wall and then touches
the ceiling (with or without touching a side wall).
- (e) Long Serve. A long serve is a
served ball that first hits the front wall and rebounds to the back
wall before touching the floor (with or without touching a side
wall).
- (f) Bouncing Ball Outside Service
Zone. Bouncing the ball outside the service zone as a part of the
service motion is a fault serve.
- (g) Illegal Drive Serve. A drive
serve in which the player fails to observe the 17-foot drive service
zone outlined in Rule 3.6.
- (h) Screen
Serve. A served ball that first hits the front wall and on the
rebound passes so closely to the server, or server's partner in
doubles, that it prevents the receiver from having a clear view of
the ball. (The receiver is obligated to take up good court position,
near center court, to obtain that view.)
- (i) In open
division play, if a serve is called a screen, the server will be
allowed one more opportunity to hit a legal serve. Two consecutive
screen serves results in an out.
- (j) Serving before the Receiver is
Ready. A serve is made while the receiver is not ready as described
in Rule 3.5(b).
Rule 3.10 OUT
SERVES
Any of the following results in an out:
- (a) Two Consecutive Fault Serves.
See Rule 3.9, or a single fault serve in open
division play [see exceptions:
5.0].
- (b) Missed Serve Attempt. Any
attempt to strike the ball that results in a total miss or in the
ball touching any part of the server's body. Also, allowing the ball
to bounce more than once during the service motion.
- (c) Touched Serve. Any served ball
that on the rebound from the front wall touches the server or
server's racquet before touching the floor, or any ball
intentionally stopped or caught by the server or server's partner.
- (d) Fake or Balk Serve. Any
movement of the racquet toward the ball during the serve which is
non-continuous and done for the purpose of deceiving the receiver.
If a balk serve occurs, but the referee believes that no deceit was
involved, the option of declaring "no serve" and having the serve
replayed without penalty can be exercised.
- (e) Illegal
Hit. An illegal hit includes contacting the ball twice, carrying the
ball, or hitting the ball with the handle of the racquet or part of
the body or uniform.
- (f) Non-Front Wall Serve. Any
served ball that does not strike the front wall first.
- (g) Crotch Serve. Any served ball
that hits the crotch of the front wall and floor, front wall and
side wall, or front wall and ceiling is an out serve (because it did
not hit the front wall first). A serve into the crotch of the back
wall and floor is a good serve and in play. A served ball that hits
the crotch of the side wall and floor beyond the short line is in
play.
- (h)
Out-of-Court Serve. An out-of-court serve is any served ball that
first hits the front wall and, before striking the floor, either
goes out of the court or hits a surface above the normal playing
area of the court that has been declared as out-of-play for a valid
reason [See
Rule 2.1(a)].
- (i) Safety
Zone Violation. If the server, or doubles partner, enters into the
safety zone before the served ball passes the short line, it shall
result in the loss of serve.
Rule 3.11 RETURN
OF SERVE
- (a)
Receiving Position
- 1. The receiver may not enter
the safety zone until the ball bounces or crosses the receiving
line.
- 2. In making an "on the fly"
return attempt, the receiver may not strike the ball until the
ball breaks the plane of the receiving line. However, the
receiver's follow-through may carry the receiver or the racquet
past the receiving line.
- 3. Neither the receiver nor
the racquet may break the plane of the short line, except if the
ball is struck after rebounding off the back wall.
- 4. Any violation by the
receiver results in a point for the server.
- (b) Defective Serve. A player on
the receiving side may not intentionally catch or touch a served
ball (such as an apparently long or short serve) until the referee
has made a call or the ball has touched the floor for a second time.
Violation results in a point.
- (c) Legal
Return. After a legal serve, a player receiving the serve must
strike the ball on the fly or after the first bounce, and before the
ball touches the floor the second time; and return the ball to the
front wall, either directly or after touching one or both side
walls, the back wall or the ceiling, or any combination of those
surfaces. A returned ball must touch the front wall before touching
the floor.
- (d) Failure to Return. The failure
to return a serve results in a point for the server.
- (e) Other
Provisions. Except as noted in this rule (3.11), the return of serve
is subject to all provisions of Rules 3.13 through 3.15.
Rule 3.12 CHANGES
OF SERVE
- (a) Outs. A server is entitled to
continue serving until one of the following occurs:
- 1. Out Serve. See Rule
3.10, or a single fault serve in open
division play [see exceptions:
5.0].
- 2. Two Consecutive Fault
Serves. See Rule 3.9.
- 3. Failure to Return Ball.
Player or team fails to keep the ball in play as required by
Rule 3.11(c).
- 4. Avoidable Hinder. Player or
team commits an avoidable hinder which results in an out. See
Rule 3.15.
- (b) Sideout. Retiring the server
in singles is called a sideout.
- (c) Effect of Sideout. When the
server (or serving team) receives a sideout, the server becomes the
receiver and the receiver becomes the server.
Rule 3.13 RALLIES
All of the play which occurs after the successful return of serve is
called the rally. Play shall be conducted according to the following
rules:
- (a) Legal Hits. Only the head of
the racquet may be used at any time to return the ball. The racquet
may be held in one or both hands. Switching hands to hit a ball,
touching the ball with any part of the body or uniform, or removing
the wrist safety cord during a rally results in a loss of the rally.
- (b) One
Touch. The player or team trying to return the ball may touch or
strike the ball only once or else the rally is lost. The ball may
not be carried. (A carried ball is one which rests on the racquet
long enough that the effect is more of a sling or throw than a hit.)
- (c) Failure to Return. Any of the
following constitutes a failure to make a legal return during a
rally:
- 1. The ball bounces on the
floor more than once before being hit.
- 2. The ball does not reach the
front wall on the fly.
- 3. The
ball is hit such that it goes into the gallery or wall opening
or else hits a surface above the normal playing area of the
court that has been declared as out-of-play [See
Rule 2.1(a)].
- 4. A ball which obviously does
not have the velocity or direction to hit the front wall strikes
another player.
- 5. A ball struck by one player
on a team hits that player or that player's partner.
- 6. Committing an avoidable
hinder. See Rule 3.15.
- 7. Switching hands during a
rally.
- 8. Failure to use a racquet
wrist safety cord.
- 9. Touching the ball with the
body or uniform.
- 10. Carrying or slinging the
ball with the racquet.
- (d) Effect of Failure to Return.
Violations of Rules 3.13 (a) through (c) result
in a loss of rally. If the serving player or team loses the rally,
it is an out. If the receiver loses the rally, it results in a point
for the server.
- (e) Return Attempts. The ball
remains in play until it touches the floor a second time, regardless
of how many walls it makes contact with -- including the front wall.
If a player swings at the ball and misses it, the player may
continue to attempt to return the ball until it touches the floor
for the second time.
- (f) Broken
Ball. If there is any suspicion that a ball has broken during a
rally, play shall continue until the end of the rally. The referee
or any player may request the ball be examined. If the referee
decides the ball is broken the ball will be replaced and the rally
replayed. The server will get two serves. The only proper way to
check for a broken ball is to squeeze it by hand. (Checking the ball
by striking it with a racquet will not be considered a valid check
and shall work to the disadvantage of the player or team which
struck the ball after the rally.)
- (g) Play Stoppage
- 1. If a foreign object enters
the court, or any other outside interference occurs, the referee
shall stop the play immediately and declare a dead-ball hinder.
- 2. If a
player loses any apparel, equipment, or other article, the
referee shall stop play immediately and declare an avoidable
hinder or dead-ball hinder as described in Rule
3.15(i).
- (h) Replays. Whenever a rally is
replayed for any reason, the server is awarded two serves. A
previous fault serve is not considered.
Rule 3.14
DEAD-BALL HINDERS
A rally is replayed without penalty and the server resumes play at first
serve whenever a dead-ball hinder occurs. Also, see Rule
3.15 which describes conditions under which a hinder might be
declared avoidable and result in loss of the rally.
- (a) Situations
- 1.
Court Hinders. The referee should stop play immediately whenever
the ball hits any part of the court that was designated in
advance as a court hinder (such as a vent grate). The referee
should also stop play
- (i) when the ball takes an
irregular bounce as a result of contacting a rough surface
(such as court light or vent) or after striking a wet spot
on the floor or wall and
- (ii) when, in the
referee's opinion, the irregular bounce affected the rally.
- 2. Ball Hits Opponent. When an
opponent is hit by a return shot in flight, it is a dead-ball
hinder. If the opponent is struck by a ball which obviously did
not have the velocity or direction to reach the front wall, it
is not a hinder, and the player who hit the ball will lose the
rally. A player who has been hit by the ball can stop play and
make the call though the call must be made immediately and
acknowledged by the referee. Note this interference may, under
certain conditions, be declared an avoidable hinder. See Rule
3.15.
- 3. Body
Contact. If body contact occurs which the referee believes was
sufficient to stop the rally, either for the purpose of
preventing injury by further contact or because the contact
prevented a player from being able to make a reasonable return,
the referee shall call a hinder. Incidental body contact in
which the offensive player clearly will have the advantage
should not be called a hinder, unless the offensive player
obviously stops play. Contact with the racquet on the
follow-through normally is not considered a hinder.
- 4.
Screen Ball. Any ball rebounding from the front wall so close to
the body of the defensive player that it prevents the offensive
player from having a clear view of the ball. (The referee should
be careful not to make the screen call so quickly that it takes
away a good offensive opportunity.) A ball that passes between
the legs of a player who has just returned the ball is not
automatically a screen. It depends on whether the other player
is impaired as a result. Generally, the call should work to the
advantage of the offensive player.
- 5.
Backswing Hinder. Any body or racquet contact, on the backswing
or on the way to or just prior to returning the ball, which
impairs the hitter's ability to take a reasonable swing. This
call can be made by the player attempting the return, though the
call must be made immediately and is subject to the referee's
approval. Note the interference may be considered an avoidable
hinder. See Rule 3.15.
- 6.
Safety Holdup. Any player about to execute a return who believes
that striking the opponent with the ball or racquet is likely,
may immediately stop play and request a dead-ball hinder. This
call must be made immediately and is subject to acceptance and
approval of the referee. (The referee will grant a dead-ball
hinder if it is believed the holdup was reasonable and the
player would have been able to return the shot. The referee may
also call an avoidable hinder if warranted.)
- 7. Other Interference. Any
other unintentional interference which prevents an opponent from
having a fair chance to see or return the ball. Example: When a
ball from another court enters the court during a rally or when
a referee's call on an adjacent court obviously distracts a
player.
- (b) Effect of Hinders. The
referee's call of hinder stops play and voids any situation which
follows, such as the ball hitting the player. The only hinders that
may be called by a player are described in rules (2), (5), and (6)
above, and all of these are subject to the approval of the referee.
A dead-ball hinder stops play and the rally is replayed. The server
resumes play at first serve.
- (c) Responsibility. While making
an attempt to return the ball, a player is entitled to a fair chance
to see and return the ball. It is the responsibility of the side
that has just hit the ball to move so the receiving side may go
straight to the ball and have an unobstructed view of and swing at
the ball. However, the receiver is responsible for making a
reasonable effort to move towards the ball and must have a
reasonable chance to return the ball for any type of hinder to be
called.
Rule 3.15
AVOIDABLE HINDERS
An avoidable hinder results in the loss of the rally. An avoidable
hinder does not necessarily have to be an intentional act. Dead-ball
hinders are described in Rule 3.14. Any of the
following results in an avoidable hinder:
- (a) Failure to Move. A player does
not move sufficiently to allow an opponent a shot straight to the
front wall as well as a cross-court shot which is a shot directly to
the front wall at an angle that would cause the ball to rebound
directly to the rear corner farthest from the player hitting the
ball. Also when a player moves in such a direction that it prevents
an opponent from taking either of these shots.
- (b) Stroke Interference. This
occurs when a player moves, or fails to move, so that the opponent
returning the ball does not have a free, unimpeded swing. This
includes unintentionally moving in a direction which prevents the
opponent from making an open, offensive shot.
- (c)
Blocking. Moves into a position which blocks the opponent from
getting to, or returning, the ball; or in doubles, a player moves in
front of an opponent as the player's partner is returning the ball.
- (d) Moving into the Ball. Moves in
the way and is struck by the ball just played by the opponent.
- (e) Pushing. Deliberately pushes
or shoves opponent during a rally.
- (f) Intentional Distractions.
Deliberate shouting, stamping of feet, waving of racquet, or any
other manner of disrupting one's opponent.
- (g) View Obstruction. A player
moves across an opponent's line of vision just before the opponent
strikes the ball.
- (h) Wetting the Ball. The players,
particularly the server, should ensure that the ball is dry prior to
the serve. Any wet ball that is not corrected prior to the serve
shall result in an avoidable hinder against the server.
- (i) Apparel
or Equipment Loss. If a player loses any apparel, equipment, or
other article, play shall be immediately stopped and that player
shall be called for an avoidable hinder, unless the player has just
hit a shot that could not be retrieved. If the loss of equipment is
caused by a player's opponent, then a dead-ball hinder should be
called. If the opponent's action is judged to have been avoidable,
then the opponent should be called for an avoidable hinder.
Rule 3.16
TIMEOUTS
- (a) Rest Periods. Each player or
team is entitled to three 30-second timeouts in games to 15 and two
30-second timeouts in games to 11. Timeouts may not be called by
either side after service motion has begun. Calling for a timeout
when none remain or after service motion has begun, or taking more
than 30 seconds in a timeout, will result in the assessment of a
technical foul for delay of game.
- (b) Injury.
If a player is injured during the course of a match as a result of
contact, such as with the ball, racquet, wall or floor, an injury
timeout will be awarded. While a player may call more than one
timeout for the same injury or for additional injuries which occur
during the match, a player is not allowed more than a total of 15
minutes of rest for injury during the entire match. If the injured
player is not able to resume play after total rest of 15 minutes,
the match shall be awarded to the opponent.
- 1. Should any external
bleeding occur, the referee must halt play as soon as the rally
is over, charge an injury timeout to the person who is bleeding,
and not allow the match to continue until the bleeding has
stopped.
- 2. Muscle cramps and pulls,
fatigue, and other ailments that are not caused by direct
contact on the court will not be considered an injury. Injury
time is also not allowed for pre-existing conditions.
- (c)
Equipment Timeouts. Players are expected to keep all clothing and
equipment in good, playable condition and are expected to use
regular timeouts and time between games for adjustment and
replacement of equipment. If a player or team is out of timeouts and
the referee determines that an equipment change or adjustment is
necessary for fair and safe continuation of the match, the referee
may grant an equipment timeout not to exceed 2 minutes. The referee
may allow additional time under unusual circumstances.
- (d) Between Games. The rest period
between the first two games of a match is 2 minutes. If a tiebreaker
is necessary, the rest period between the second and third game is 5
minutes.
- (e)
Postponed Games. Any games postponed by referees shall be resumed
with the same score as when postponed.
Rule 3.17
TECHNICAL FOULS AND WARNINGS
- (a) Technical Fouls. The referee
is empowered to deduct one point from a player's or team's score
when, in the referee's sole judgment, the player is being overtly
and deliberately abusive. If the player or team against whom the
technical foul was assessed does not resume play immediately, the
referee is empowered to forfeit the match in favor of the opponent.
Some examples of actions which can result in technical fouls are:
- 1. Profanity.
- 2. Excessive arguing.
- 3. Threat of any nature to
opponent or referee.
- 4. Excessive or hard striking
of the ball between rallies.
- 5. Slamming of the racquet
against walls or floor, slamming the door, or any action which
might result in damage to the court or injury to other players.
- 6.
Delay of game. Examples include
- (i) taking too much time
to dry the court,
- (ii) excessive questioning
of the referee about the rules,
- (iii) exceeding the time
allotted for timeouts or between games,
- (iv) calling a timeout
when none remain, or after the service motion begins, or
- (v) taking more than ten
seconds to serve or be ready to receive serve.
- 7. Intentional front line foot
fault to negate a bad lob serve.
- 8. Anything the referee
considers to be unsportsmanlike behavior.
- 9.
Failure to wear lensed eyewear designed for racquet sports is an automatic technical foul on the first
infraction, plus a mandatory timeout (to acquire the proper
eyewear) will be charged against the offending player. A second
infraction by that player during the match will result in
automatic forfeiture of the match.
- (b) Technical Warnings. If a
player's behavior is not so severe as to warrant a technical foul, a
technical warning may be issued without the deduction of a point.
- (c) Effect of Technical Foul or
Warning. If a referee issues a technical foul, one point shall be
removed from the offender's score. No point will be deducted if a
referee issues a technical warning. In either case, a technical foul
or warning should be accompanied by a brief explanation. Issuing a
technical foul or warning has no effect on who will be serving when
play resumes. If a technical foul occurs when the offender has no
points or between games, the result will be that the offender's
score becomes minus one (-1).