Court and equipment terms
Court
A rectangle 20 ft (6.10 m) wide and 44 ft (13.41 m) long for singles and doubles, measured to the outside edge of the lines, the size of a badminton doubles court. It is divided by the net into two ends, each with a non-volley zone and right and left service courts. Lines are 2 in (5.08 cm) wide.
Net
36 in (91.44 cm) high at the sidelines and 34 in (86.36 cm) at the centre, with white tape binding 2 in (5.08 cm) over a cord or cable. The net posts are about 22 ft (6.71 m) apart. A ball may touch the net and stay in play, but the net support system may not be touched by a served ball or a returned ball on the hitter's side.
Non-volley zone
The 7 ft by 20 ft (2.13 m by 6.08 m) area next to the net on each side, including its lines. A player may stand in it at any time, including to hit a ball that has bounced, but must not volley while touching it, and must not volley until both feet are completely outside it.
Paddle
A rigid paddle with no strings and a solid face. Its length must not exceed 17 in (43.18 cm) and length plus width must not exceed 24 in (60.96 cm). There are no limits on thickness or weight. The face must have no rough texture, rubber or sandpaper, and the paddle must be on the USA Pickleball approved list in sanctioned play.
Pickleball
The ball, which must be a USA Pickleball-approved design of one uniform colour, made of durable, molded, smooth material, with the maker's name or logo. Balls with larger holes are customary indoors and smaller holes outdoors, and all approved balls can be used either place.
Baseline
The line parallel to the net at each end of the court. It is part of the court; the serving area is behind it.
Centerline
The line down the middle of each end from the non-volley zone line to the baseline. It separates the right and left service courts.
Sideline
The two lines bounding the court, perpendicular to the net and the baselines.
Scoring terms
Point
In standard scoring a point is scored only by the serving side, by winning the rally. A rally won by the receiving side scores nothing; it ends the serve, passing it to the second server or, after the second server, to the opponents (a side out). Rally scoring, where every rally scores, is a provisional option.
Game
Typically won by the first side to 11 points with a lead of at least 2. Tournament options are 11, 15 or 21 points, always win by two (win by one in team play), and a game can be one of a best-of-three or best-of-five match.
Match
In tournaments one game to 15 or 21, best 2 of 3 or best 3 of 5 games to 11, or a single game to 11 in a large round robin; other game scores are allowed under the rally scoring option.
Rally scoring
A provisional option in which the side that wins each rally scores a point, whoever served. The score is called as two numbers, and in doubles only one player serves before a side out. It is not the standard method.
Server number
The third number in a doubles score call, 1 or 2, saying which server is serving for the team. Doubles scores are called as serving team's score, receiving team's score, then server number, and a game starts at 'zero - zero - two'.
Side out
The serve passes to the opponents after the server (in singles) or the second server (in doubles) loses a rally.
First server and second server
In doubles, after each side out the player on the right according to the score is the first server and the partner is the second server. The second server serves after the first server loses a rally. At the start of a game the starting server serves only once, as second server.
Score call
The server calls the score before serving: server's score then receiver's score in singles, and three numbers in doubles. The whole score must be called before the serve is hit; serving during the call is a fault.
Serving terms
Serve
The first strike of the ball to start a rally, made as a volley serve or a drop serve, from behind the baseline with at least one foot on the playing surface and none on the court. The served ball must clear the opponent's non-volley zone, with or without touching the net, and land in the diagonally opposite service court.
Server
The player who serves. In singles, when the server's score is even the serve is from the right and when odd from the left; the server keeps serving, alternating sides after each point, until losing a rally. In doubles both team members serve in turn before a side out.
Service court
The area on each end between the non-volley zone and the baseline on either side of the centerline, bounded by and including its baseline, sideline and the centerline. A serve landing on the non-volley zone line is out.
Fault
A rules violation that makes the ball dead and loses the rally. Examples are a serve that lands out or in the non-volley zone, volleying from the non-volley zone, a double bounce, or hitting the ball out. A fault by the serving side ends the serve; a fault by the receiving side gives the server a point in standard scoring.
Let serve
A serve that touches the net but lands in the correct service court is live and the rally is played; it is not replayed. The serve must clear the opponent's non-volley zone with or without touching the net, but must not touch the net support system.
Volley serve
A serve made by hitting the released ball before it bounces. The paddle must be moving in an upward arc, the highest point of the paddle head must not be above the wrist joint, and the ball must be no higher than the waist at contact. It may be forehand or backhand.
Drop serve
A serve made by dropping the ball and hitting it after it bounces. The ball is released from a natural, unaided height and is not propelled, and there is no limit on bounces or where it bounces before the hit.
10-second rule
The server must serve within 10 seconds of the score call being completed. If not, it is a fault against the server. If the serving team changes serving areas after the score is called, players reposition and the score is called again.
Faults and replays
Replay
The restart of a rally with no point scored and no change of server.
Hinder
Any transient element not caused by a player that affects play, such as a stray ball, an insect or a player or official on another court. Any player may call it and the rally is replayed. Permanent objects are not hinders; in tournaments the referee validates a called hinder.
Dead ball
A ball no longer in play. Any action that stops play, including a fault, a called hinder or a line call, makes the ball dead. A player who stops a rally without grounds commits a fault.
Double bounce
The ball bounces twice on one side before it is returned. It is a fault against the player who failed to return it, except for wheelchair and eligible adaptive players, who may allow two bounces.
Movement and strategy terms
Rally
Continuous play after the serve is hit and before the ball becomes dead.
Two-bounce rule
After the serve, the receiver must let the ball bounce before the first return, and then the serving side must let the return bounce before its first return. After that, volleys are allowed outside the non-volley zone. Failing to let it bounce is a fault.
Stacking
A doubles tactic where partners line up on the same side before serving and move to their preferred sides afterwards. The rulebook does not use the name, but the serve and receive positions are fixed by the score when the score is called, and after that players may be anywhere on their side.
Singles
One player a side, on the same 20 ft by 44 ft court as doubles. The server's score decides the side served from. There is also a half-court variation, mini-singles.
Line call
An out call made by voice or hand signal once a ball lands outside the required area. Players make calls for lines on their own end. Any ball that cannot promptly be called out is in, and a questionable call is resolved in favour of the opponent.
In and out
A served ball that clears the non-volley zone line and lands in the correct service court is in. A returned ball that lands on the opponent's end of the court is in, lines included. A serve landing on the non-volley zone line is out. Players must see space between ball and line to call a ball out.
Shot types
Dink
A soft shot hit gently over the net to land in the opponent's non-volley zone. The rulebook does not use the name.
Drive
A hard, fast, flat shot hit with power. The rulebook does not use the name.
Drop shot
A soft shot hit to land in or near the opponent's non-volley zone, often as the third shot of a rally, so the serving team can move up to the net. The rulebook does not use the name.
Volley
A strike of the ball before it bounces. It must be initiated outside the non-volley zone.
Lob
A high, deep shot over the heads of opponents at the net. The rulebook does not use the name.
Smash
A hard overhead hit downward on a high ball, usually to end the rally. The rulebook does not use the name.
Groundstroke
A shot hit after the ball has bounced on your side. The rulebook does not use the name.
Time and conduct
Standard time-out
A break of up to one minute. Each player or team gets two per game to 11 or 15 points and three per game to 21 points. It is called between rallies before the next serve or between games, never before the match starts, and calling one after the serve is a fault.
Change of ends
In single-game matches and tie-breaker games, players change ends when the first side reaches 6 in a game to 11, 8 in a game to 15, or 11 in a game to 21. Between games players change ends and the first server, with up to two minutes.
Outcomes and officiating
Winner
A shot the opponent cannot return, ending the rally. The rulebook does not use the name.
Unforced error
A mistake made under little pressure from the opponent. The rulebook does not use the name.
Referee
The official in tournament play who makes all procedural and judgment calls: calls the score, faults, replays and hinders, calls service foot faults, short serves and non-volley zone faults, and manages player conduct. A referee may work with line judges.