Scoring terms
Point
Won by the side that wins a rally: the other side commits a fault, or the shuttle lands inside their court.
Game
Under the BWF Laws in force until 3 January 2027, a game is won by the first side to 21 points, with a two-point lead needed at 20-all and the 30th point winning at 29-all. From 4 January 2027 the Laws move to the 3×15 system: games are played to 15 points, with a two-point lead needed at 14-all and the 21st point winning at 20-all.
Match
The full contest between two sides, best of three games unless otherwise arranged.
Serving side and receiving side
The serving side has the right to serve; the receiving side is the one opposing it. When the receiving side wins a rally, it scores a point and becomes the serving side.
Serving terms
Serve
The stroke that starts every rally. The shuttle must travel upwards over the net into the diagonal service court, and the whole shuttle must be below 1.15 metres from the court surface when the server's racket hits it.
Server
The server starts the point; the receiver returns the serve.
Short serve
A serve hit low and just over the net, landing near the front service line, common in doubles.
High serve
A serve hit high and deep to the back of the court, common in singles to push the opponent back.
Service court
The diagonal box the serve must land in. The server serves from the right service court when their side's score is even and from the left when it is odd.
Service fault
A serve that breaks the service Laws, for example hitting the shuttle with any part of it at or above 1.15 metres, lifting or moving a foot before the serve is delivered, or stopping the racket's forward movement. The service judge calls it.
Court and equipment terms
Court
The rectangular playing area, marked with lines 40 mm wide and divided by a net. Singles and doubles use different boundary lines. A shuttle that lands on a line is in.
Net
The barrier across the middle of the court. It is 1.524 metres high at the centre and 1.55 metres over the side lines.
Shuttlecock
The feathered or synthetic projectile hit back and forth instead of a ball. A feathered shuttle has 16 feathers and weighs 4.74 to 5.50 grams. It does not bounce: a rally ends when it touches the court.
Racket
The lightweight strung frame used to hit the shuttle. It may not be longer than 680 mm or wider than 230 mm overall.
Baseline
The back boundary line of the court.
Sideline
The side boundary lines, singles and doubles use slightly different sidelines, with doubles courts being wider.
Short service line
The line near the net that serves must land beyond (can't be too short).
Alley
The extra side strip of court used only in doubles, similar to tennis.
Shot types
Clear
A shot hit high and deep to the back of the opponent's court, used to reset the point or push the opponent back.
Smash
A powerful, steep shot hit downward with force, the most common way to win a point outright.
Drop shot
A soft shot that barely clears the net and falls sharply, landing just past it, used to catch an opponent out of position.
Drive
A fast, flat shot hit horizontally across the net, usually at chest or waist height, keeping the shuttle low.
Net shot
A delicate shot played close to the net, meant to just tip the shuttle over with minimal force.
Lift
A defensive shot hit upward from near the net, sending the shuttle high to the back of the court.
Push
A gentle shot played from mid-court, guiding the shuttle just over the net without much power.
Block
A defensive shot used to return a powerful smash, redirecting it softly rather than swinging hard.
Movement and strategy terms
Rally
A sequence of one or more strokes starting with the serve, until the shuttle stops being in play.
Ready position
The balanced, alert stance a player takes between shots, ready to move in any direction.
Singles
A match with one player on each side of the net.
Doubles
A match with two players on each side of the net, using the wider doubles court.
Mixed doubles
A doubles match where each team has one male and one female player.
Results and officials
Winner
A shot so good the opponent can't return it, ending the point outright.
Unforced error
A mistake made with little pressure from the opponent, essentially a self-inflicted error.
In
A shuttle that lands on or inside the boundary lines of the relevant court is in. All lines are part of the area they mark out.
Let
A halt to play when something unexpected happens, for example the server serves before the receiver is ready, the shuttle is caught on top of the net or the shuttle breaks apart. The rally does not count and the last server serves again.
Umpire
The official in charge of the match, the court and its immediate surroundings. The umpire calls faults and lets and decides appeals on points of dispute.
Match procedure
Toss
Before play, the side that wins the toss chooses either to serve or receive first, or which end to start at. The other side takes the remaining choice.
Change of ends
Players change ends after the first game, after the second game if there is a third, and in the third game when a side first reaches 11 points. Under the 3×15 system the in-game change comes at 8 points.
Interval
A short break that the Laws allow: during a game when the leading score reaches 11 points, and between games. Under the 3×15 system the in-game interval comes at 8 points.