Court and equipment terms
Serving area
The area behind the baseline on each end, split into right and left serving areas bounded by the imaginary extension of the sideline and the centerline.
Playing surface
The court and the area around it designated for play. The minimum is 30 ft by 60 ft (9.14 m by 18.29 m), and 34 ft by 64 ft is recommended for tournaments.
Permanent object
Anything on, above or near the court that can interfere with play: ceilings, walls, fences, lights, net posts and net support, stands, the referee and line judges. A served ball that hits one is a fault, as is a ball hit that touches one before bouncing in the court.
Plane of the net
The vertical plane in line with the net, above, below and to either side. A ball must entirely cross it to the hitter's side before it is hit, and a player may cross it only after hitting the ball, or to hit a bounced ball that has crossed back to the opponent's side.
Serving terms
Server position
When the serve is hit, at least one of the server's feet must be on the playing surface in the correct serving area, and no foot may be on the court or outside the serving area. A breach is a fault; in tournaments the referee or a line judge calls service foot faults.
Ball release
The server releases the ball with one hand or the paddle only, without manipulation or spin, and the release must be visible to the receiver. If it is not, the receiver can call a replay before returning the serve.
Not ready signal
Before the score call starts, any player may signal not ready by raising the paddle above the head, raising the other hand above the head, or turning their back fully to the net. After the call starts, the signal is valid only for a hinder.
Serve variations
Spin serve
The server must not manipulate the ball to add spin with the body or paddle before hitting it, apart from letting it roll off the paddle by gravity; spin may be applied on contact with the paddle. If the receiver sees it, they may call for a replay before returning the serve.
Deep serve
A serve aimed near the baseline of the service court to keep the returner back. The rulebook does not use the name.
Short serve fault
A serve that lands in the non-volley zone, including its line, is a fault. The referee, not the receiver, calls it in tournaments.
Faults and replays
Double hit
A ball may be hit more than once if the stroke is continuous and in a single direction by one player. Any other double hit, or a hit by both partners, is a fault.
Catch or carry
Catching the ball, or letting it be carried along on the face of the paddle rather than bounce away. It is a fault.
Ball hits player
After the serve, a ball that touches a player or anything worn or carried, except the paddle or the hand below the wrist while holding it, is a fault against that player.
Net faults
Faults include hitting the ball between the net and the post, hitting it under the net, a player or anything worn or carried touching the net or net support while the ball is live, touching the opponent or their end, and crossing the plane of the net before hitting the ball.
Net replays
A returned ball that gets caught in the net, touches a draping part of the net or a deflecting net, or contacts a crossbar or other support within the court boundaries after crossing the net, is replayed, as is a rally during which the net system malfunctions.
Distraction
A physical action not common to the game, such as loud noises, stomping or waving the paddle erratically, that interferes with the opponent's ability or concentration to hit the ball. The referee decides, and a distraction is a fault.
Damaged ball
A broken or cracked ball is replayed only if all players agree it affected the rally; a soft or degraded ball does not cause a replay. In tournaments the referee decides.
Paddle faults
It is a fault to use or carry more than one paddle during a rally, to hit the ball without possession of the paddle, or to catch or carry the ball on it. A paddle can be held in one or both hands and switched at any time.
Shot variations
Erne
A volley made after moving around the outside of the non-volley zone, often by jumping from outside the court past its corner, without touching the zone. The rulebook does not use the name.
ATP
A return hit around the outside of the net post instead of over the net. It is legal, but a ball hit between the net and the post is a fault. The rulebook does not use the name ATP.
Reset shot
A soft shot, usually dropped into the opponent's non-volley zone, to slow a fast exchange and neutralise attack. The rulebook does not use the name.
Roll volley
A volley hit with topspin to bring the ball down quickly after it crosses the net. The rulebook does not use the name.
Backhand dink
A dink played on the backhand side. The rulebook does not use the name.
Tactical terms
Poaching
Moving across to play a ball that would normally go to the partner. The rulebook has no restriction on player position during rallies, except at the serve and receive.
Transition zone
The area between the baseline and the non-volley zone line, considered awkward to play from. The rulebook does not use the name.
Speed up
Suddenly hitting a hard shot in the middle of a slow exchange to catch the opponent off guard. The rulebook does not use the name.
Rules and format terms
Non-volley zone fault
A fault when a player volleys while the player, or anything touching the player, including a partner, contacts the non-volley zone, when momentum from a volley carries the player into it even after the ball is dead, or when the player volleys before both feet are completely outside it after touching it.
Round robin
All players or teams play each other. The winner has the most matches won, and ties are broken in order by head-to-head record, point differential in all games, point differential in head-to-head games, point differential against the next-best team, and then points scored.
Mini-singles
A half-court variation of singles on a standard court. Only the right or left side of each end is in play, depending on the score, with an extra line extending the centerline through each non-volley zone.
Player positions
Serving and receiving positions are fixed by the team score, with the starting server on the right when the score is even and on the left when odd. During a rally there is no restriction on position as long as players stay on their own side of the net.
Server or position error
Before a serve a player may ask who the correct server or receiver is. If a player stops the rally to claim a correct error, the rally is replayed; an incorrect claim is a fault against the claimant. After the rally is over the result stands.
Challenging the score
A player may stop a rally to correct a wrong score before the return of serve is hit. If the score was wrong the rally is replayed; if it was correct, or the challenge is late, it is a fault against the player.
Tournament play
Tournament Director
The person responsible for a tournament: appoints officials, picks the ball and event formats, decides appeals against officiating rulings and can impose warnings, technical fouls, forfeits, ejection or expulsion. They may not impose a rule that is not in the rulebook.
Event categories
Men's singles and doubles, women's singles and doubles, mixed doubles, wheelchair singles and doubles, adaptive standing singles and doubles, and hybrid doubles. A mixed team is one man and one woman.
Line judge
An official who makes line and service foot fault calls for an assigned line, calling out and signalling with an outstretched arm. With line judges, players call only the centerline of the service court on their end.
Referee appeal
Only rally-ending shots can be appealed, before the next serve is hit. The referee may overrule any line call and must overrule one if they saw the ball land in. If the referee cannot decide, the player's call stands, or the line judge's, or the rally is replayed.
Paddle approval
Players must use a paddle on the USA Pickleball approved list. A non-compliant paddle found before a match is switched with no penalty; found during a match it causes a match forfeit; found after the match, the result stands.
Reporting for a match
Players must report within 10 minutes of a match being called. A late arrival forfeits the first game, which is a match forfeit in a one-game match. In a multiple-game match, a player more than 15 minutes late forfeits the match.
Retirement and withdrawal
Retirement is a player's or team's decision to stop a match in progress, which is awarded to the opponent. Withdrawal is removal from all remaining play in a bracket.
Non-officiated play
Tournament play where players run their own matches and report results. All the rules apply except those involving a referee or line judges, and any player may ask for a referee when rules are repeatedly violated or an issue cannot be resolved.
Time and conduct
Medical time-out
A player may have one medical time-out per match, up to 15 minutes from the arrival of medical help. If the player cannot continue after that, the match is retired. If no valid medical condition exists, a technical warning is assessed.
Referee and equipment time-outs
The referee may stop play for extenuating circumstances, such as a medical situation, blood on the court or foreign substances, and may award an equipment time-out for a necessary change or adjustment.
Coaching
Communication from anyone but the partner that players can act on. In tournaments it is allowed only during time-outs and between games; otherwise it can bring a verbal or technical warning.
Verbal warning
A non-punitive caution for minor unsportsmanlike behaviour, such as objectionable language, aggressive arguing, ball abuse, delay of game or excessive line call appeals. Only one may be given to a player or team per match.
Technical warning
A punitive warning for minor unsportsmanlike behaviour. It costs no point and does not change the server, but a technical warning plus a technical foul, or three technical warnings, forfeits the game.
Technical foul
A one-point penalty for extreme unsportsmanlike behaviour, such as aggressively throwing a paddle or ball, extreme objectionable language, threats or a second technical warning. One point is deducted from the offender (or added to the opponent if the offender has none), and the server does not change.
Forfeit
The award of a game or match to the opponent for a rules violation. A forfeited game scores 0 for the offender (for example 11-0), and a forfeited match scores zero in every game. Ejection removes a player from the tournament and expulsion from the venue.
Apparel
Graphics on clothing must be in good taste, shoes must not mark the surface, and a player must change clothing that resembles the ball colour. Headphones and earbuds are not allowed in competition, except hearing aids.
Inclusive play
Wheelchair play
The wheelchair counts as part of the player's body. The player must have at least one buttock on the seat when hitting the ball, and may let the ball bounce twice before returning it, the second bounce anywhere on the playing surface. When serving, both large rear wheels must be behind the baseline and inside the serving area.
Adaptive standing play
For standing players with a permanent physical disability that significantly affects mobility, balance or coordination, with assistive devices counting as part of the body. Eligible players may use a two-bounce allowance, declared before the match and used for the whole of it.
Hybrid doubles
A doubles event in which each team is one wheelchair player and one standing player, able-bodied or adaptive. Only eligible adaptive standing players may use the two-bounce allowance.