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
RETURN to main table
of contents
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 [See
Rule 2.5(a)] 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).
Web Design& Hosting
http://www.bstwyoming.com
Copyright © 2001[WYOMING RACQUETBALL]. All rights reserved.
Revised: December 06, 2002
.