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PCP Global Pickleball Rulebook Version 3.0

1. Introduction

The PCP Global Pickleball Rulebook provides an authoritative guide for PCP-sanctioned tournaments, outlining essential rules of play, tournament regulations, and player conduct to promote a fair and standardized experience across events.

PCP Rulebook Version 3.0 (as of 2025)

PCP was founded to cultivate the growth and advancement of pickleball on an international level. Through the PCP Rulebook, PCP aims to promote the sportsmanlike character of the sport of Pickleball and the skills required to play the sport. Our PCP rulebook providesplayers with the rules necessary for recreational, social, organised league and tournament play. Selected sections of this rulebook are designed to be used only for the conduct of official PCP-sanctioned tournaments. Non-sanctioned tournaments may also use these sections as guidelines. Tournament administrators for non-sanctioned tournaments may be flexible in the use of these guidelines to better fit the skills, ages, and diversity of their players. PCP encourages these non-sanctioned tournaments to promote knowledge and growth of the sport, and skill development while having fun playing pickleball. If you have any questions about the rules, You may drop us an enquiry at https://www.pcpasia.net/contact

 

SECTION 1 - COURT AND EQUIPMENT

1.A. Court Specifications

  • 1.A1. The dimensions and measurements for the standard pickleball court are: 20 feet wide (6.1 meters) by 44 feet long (13.4 meters).

  • 1.A2. All lines should be 2 inches (5.08 cm) wide and the same colour, clearly contrasting with the colour of the playing surface.

1.B. Lines and Areas

  • 1.B.1. Baselines. The lines parallel to the net at each end of the court.

  • 1.B.2. Sidelines. The lines must be perpendicular to the net on each side of the court.
    1.B.3. Non-Volley Zone (NVZ). The area of the court, specific to each team, is on either side of the net bounded by the NVZ line. The NVZ line is a line between the two sidelines (NVZ line) parallel to and 7 feet (2.13 m) from the net. All NVZ lines are part of the NVZ.

  • 1.B.4. Service Court. The area beyond the NVZ on either side of the centerline, including the centerline, sideline, and baseline.
    1.B.5. Centerline. The line down the center of the court on either side of the net extends from the NVZ to the baseline separating the odd and even service courts.
    1.B.6. Right/Even Court. The service area on the right side of the court when facing the net.
    1.B.7. Left/Odd Court. The service area on the left side of the court when facing the net.

1.C. Net Specifications

  • 1.C.1. Material. The net may be made of any mesh fabric material that will not allow a ball to pass through it.

  • 1.C.2. Posts. Net posts should be 22 feet +/- 1.0 inch (6.71 m +/- 2.54 cm) from the inside of one post to the inside of the other post. The maximum diameter of the net post should be 3 inches (7.62 cm).

  • 1.C.3. Size. The net length should be at least 21 feet 9 inches (6.63m) extending from one post to the other. The net height from the bottom edge of the net to the top should be at least 30 inches.

  • 1.C.4. Edge. The top of the net should be edged with a 2-inch (5.08cm) white tape binding over a cord or cable running through the binding. This binding must rest upon the cord or cable.

  • 1.C.5. Net Height Measurement: Sidelines - At the location where the net crosses the sideline markers, the top of the net shall be 36 inches +/- .25 inches (91.44 +/- 0.635 cm) from the playing surface. Center - At the center point on the court that is equidistant from both sideline markers (10 feet from each sideline) the top of the net shall be 34 inches +/- .25 inches (86.36 +/- 0.635 cm) from the playing surface. If there is a center strap located 10 feet from the sidelines, the top of the net at the center strap shall be 34 inches +/- .25 inches (86.36 +/- 0.635 cm) from the playing surface.

  • 1.C.6. Draping Net. Except on the serve, a replay will occur if the ball goes over the net and hits a draping net on the ground.

1.D. Ball Specifications.

  • 1.D.1. Design. The ball shall have a minimum of 26 to a maximum of 40 circular holes, with spacing of the holes and the overall design of the ball conforming to flight characteristics. The ball must have a manufacturer's or supplier’s name or logo printed or embossed on the surface. 

  • 1.D.2. Construction. The ball shall be made of a durable material moulded with a smooth surface and free of texturing. The ball will be one uniform colour, except for identification markings. The ball may have a slight ridge at the seam, as long as it does not significantly impact the ball’s flight characteristics.

  • 1.D.3. Approval. The Tournament Director (officiated) or Tournament Administrator (self-officated) for every PCP-sanctioned tournament will make the final decision over the choice of ball for the tournament.

1.E. Paddle Specifications.

  • 1.E.1. Testing. Paddles will tested on-site at PCP sanctioned tournaments through our PCP paddle testing process. Players whose paddles fail to meet the PCP approved requirements for paddle testing will need to find another PCP approved or USAPA approved paddle to maintain their participation in the tournament.

  • 1.E.2. Material. The paddle must be made of any material deemed safe and not prohibited by our PCP paddle certification rules. The paddle shall be made of rigid, noncompressible material meeting the criteria of our PCP paddle certification rules.

  • 1.E.3. Surface. The paddle’s hitting surface shall not contain delamination, holes, cracks, rough textures, or indentations that break the paddle skin or surface or any objects or features that allow a player to impart excessive spin on the ball.

  • 1.E.4. Reflection. The paddle’s hitting surface shall not be adversely reflective, such that it has the potential to negatively affect the vision of the opposing player(s).

  • 1.E.7. Alterations. Altered paddles must fall within PCP approved or USAPA approved paddle certification standards.

1.F. Equipment Approval and Authorisation.

  • 1.F.1. PCP Approved and USA PICKLEBALL Approved Paddle List – Players are responsible for confirming that the paddle they are using for match play is PCP approved or listed as “Pass” on the USA PICKLEBALL Approved Paddle List. The list of USA PICKLEBALL approved equipment may be found here: USAPickleball.org

  • 1.F.1.a. Violation. If at any point during the tournament, it is determined that a player is using a paddle that violates any of the paddle specifications or is not listed on the PCP Approved or USA PICKLEBALL Approved Paddle List as Pass, the following penalties apply:

  • 1.F.1.a.1. If the violation is identified prior to the match starting, the player shall switch to a PCP approved paddle or a paddle listed as “Pass” on the USA PICKLEBALL Approved Paddle List to continue participating. There is no penalty to switch paddles.

  • 1.F.1.a.2. If the violation is identified after the match has started, the player(s) or team forfeits only the match being played.

  • 1.F.1.a.3. If the violation is discovered after the scoresheet is returned to the tournament operations desk, the match results stand.

1.G. Apparel.

  • 1.G.1. Safety and Distraction. A player may be required to change out of what is considered to be inappropriate apparel, including that which approximates the colour of the ball, by the Tournament Director (officiated) or Tournament Administrator (self-officiated).

  • 1.G.2. Depictions. Graphics, insignias, pictures, and writing on apparel must be in good taste.

  • 1.G.3. Footwear. Shoes must have soles that do not mark or damage the court’s playing surface

  •  1.G.4. Violation. The Tournament Director (officiated) or Tournament Administrator (self-officiated) has the authority to enforce apparel changes. If the Tournament Director (officiated) or Tournament Administrator (self-officiated) enforces an apparel change, it will be a non-chargeable time-out. If the player refuses to comply with the apparel rules, the Tournament Director (officiated) or Tournament Administrator (self-officiated) may declare a forfeit of the match.

 

SECTION 2 - DEFINITIONS

2.A. Definitions.

  • 2.A.1. Ball In Play – The timeframe during which a rally is played, from the hit of the ball to make the serve until the ball becomes dead. (See also 2.A.20 “Live Ball”)

  • 2.A.2. Carry – Hitting the ball in such a way that it does not bounce away from the paddle but is carried along on the face of the paddle.

  • 3.A.3. Coaching - Communication of any information, including verbal, nonverbal, and electronic, from someone other than a player’s partner, that a player or team may act upon to gain an advantage or help them avoid a rules violation.

  • 2.A.4. Court – The area inside the outer dimensions of the baselines and sidelines.

  • 2.A.5. Cross-Court – The court diagonally opposite the court from which the ball was last struck.

  • 2.A.6. Dead Ball – A ball that is no longer in play.

  • 2.A.7. Distraction – Physical actions by a player that are ‘not common to the game’ that, in the judgment of the referee, interfere with the opponent’s ability or concentration to hit the ball. Examples include but are not limited to, making loud noises, stomping feet, and waving the paddle in a distracting manner.

  • 2.A.8. Double Bounce – When the ball bounces twice on one side before it is returned.

  • 2.A.9. Double Hit – Hitting the ball twice before it is returned.

  • 2.A.10. Ejection - A behaviour violation so flagrant that it warrants ejection from the tournament by the Tournament Director (officiated) or Tournament Adminstrator (self-officiated). The player may stay at the venue but may no longer play in any matches.

  • 2.A.11. Expulsion – A behaviour violation so flagrant that the Tournament Director (officiated) or Tournament Administrator (self-officiated) prohibits the player from playing in any current and any future brackets of the tournament. In addition, the player shall leave the venue immediately and not return for the remainder of the tournament.

  • 2.A.12. Fault – A rules violation that results in a dead ball and/or the end of the rally.

  • 2.A.13. First Server – In doubles, the player shall serve from the right/even service court after a side-out, according to the team’s score.

  • 2.A.14. Forfeit – The awarding of a game or match to the opponent due to a violation of the rules.

  • 2.A.15. Groundstroke – A strike of the ball after the ball has bounced. 3.A.16. Hinder – Any transient element or occurrence not caused by a player that adversely impacts play, not including permanent objects. Examples include but are not limited to, balls, flying insects, foreign material, players, or officials on another court that, in the opinion of the referee, impacted a player’s ability to make a play on the ball.

  • 2.A.17. Left/Odd Court – The service area on the left side of the court, when facing the net. The starting server in doubles or the singles server should be positioned on the left/odd side of the court when their score is odd.

  • 2.A.19. Line Call – A loud word(s) spoken by a player or line judge(s) and/or a hand signal to indicate to the referee and/or players that a live ball has not landed in the required court space.

  • 2.A.20. Live Ball – The period of time that begins when the referee or server (or server's partner per Rule 3.D.1) starts to call the score and ends when the ball becomes dead. (See also 2.A.1 “Ball in Play.”)

  • 2.A.21. Momentum – Momentum is a property of a body in motion, such as a player executing a volley, that causes the player to continue in motion after contacting the ball. The act of volleying produces momentum that ends when the player regains balance and control of their motion or stops moving toward the non-volley zone.

  • 2.A.22. Non-Volley Zone (NVZ) – The 7-foot-by-20-foot area adjacent to the net and specific to each team’s end of the court relating to NVZ faults. All lines bounding the NVZ are part of the NVZ. The NVZ is two-dimensional and does not rise above the playing surface. 

  • 2.A.23. Officiating team – Personnel under the leadership of the Tournament Director on or off the playing surface, including Head and Vice-Head Referees, and Line Judges.

  • 2.A.24. Paddle Grip Adjustments – Non-mechanical devices that change the size of the grip or stabilize the hand on the grip.

  • 2.A.25. Paddle Head – The paddle, excluding the handle.

  • 2.A.26. Permanent Object – Any object on or near the court, including hanging over the court, that can interfere with play. Permanent objects include the ceiling, walls, fencing, lighting fixtures, net posts (including connected wheels, arms, legs, net cable, or rope on top of the net post, or other support construction), the stands and seats for spectators, the referee, line judges, spectators when in their recognized positions, and all other objects around and above the court.

  • 2.A.27. Plane of the Net - The imaginary vertical planes on all sides extending beyond the net system.

  • 2.A.28. Playing Surface – The court and the area surrounding the court designated for playing.

  • 2.A.29.Profanity – Words, phrases, or hand gestures, common or uncommon, which are normally considered inappropriate in “polite company” or around children. Typically included are four-letter words used as expletives or verbal intensifiers.

  • 2.A.30. Rally – Continuous play that occurs after the serve and before a fault or valid hindrance.

  • 2.A.31. Receiver – The player who is positioned diagonally opposite the server to return the serve. The correct receiver in doubles is the player whose correct position is diagonally opposite the correct server as determined by the player’s score and starting position in the game.

  • 2.A.32. Replay – Any rally that is restarted for any reason without the awarding of a point or a change of server.

  • 2.A.33. Retirement - A player/team’s decision that stops the match and awards the match to the opponent.

  • 2.A.34. Right/Even Court – The service area on the right side of the court, when facing the net. The starting server in doubles or the singles server should be positioned on the right/even court when their score is even.

  • 2.A.35. Second Serve – In doubles, a term used to describe the condition when a serving team loses the first of its two allocated serves.

  • 2.A.36. Second Server – In doubles, the first server’s partner. The second server serves after the first server loses serve.

  • 2.A.37. Serve – The initial strike of the ball with the paddle to start the rally. 2.A.38. Server – The player who initiates a rally by serving the ball. The correct server in doubles is the player whose correct position is determined by their score and starting position in the game (see Rule 4.B.6.b).

  • 2.A.39. Server number – This number (1 or 2) is the third number of the conventional doubles scoring format and applies for that service turn only. Whoever is on the right side (depending on the score) after a side out is the first server for that service turn only.

  • 2.A.40. Service Court – The area on either side of the centerline, including the centerline, sideline, and baseline, excluding the NVZ.

  • 2.A.41.Serving Area – The area behind the baseline and on and between the imaginary extensions of the court centerline and each sideline.

  • 2.A.42. Side-Out – The awarding of the serve to the opposing team after a singles player or doubles team loses its serve.

  • 2.A.43. Starting Server – For each doubles team, it is the player designated to serve first at the start of the game.

  • 2.A.44. Technical Foul – A referee’s assessment of a behavioural violation that results in one point being removed from the score of the offending team, unless their score is zero, in which case a point shall be added to the score of the opposing side. A technical foul shall be issued if one technical warning has already been given and a second technical warning is warranted; or when warranted by a player’s or team’s action, based on the referee’s judgement.

  • 2.A.45. Technical Warning – A referee’s warning of a behavioural violation given to a player or team. Points are neither awarded nor deducted for a technical warning.

  • 2.A.46. Verbal Warning – A referee’s warning of a behavioural violation. A single verbal warning may be issued to each team once per match.

  • 2.A.47. Volley – During a rally, a strike of the ball out of the air before the ball has bounced.

  • 2.A.48. Withdrawal – A player/team’s request to be removed from any upcoming play in a specified bracket. 

 

SECTION 3 - SERVE, SERVING SEQUENCE AND SCORING RULES

3.A. Serve

  • 3.A.1. The entire score must be called before the ball is served.

  • 3.A.2. Placement. The server must serve to the service court diagonally opposite their correct position. The ball may clear the net, the NVZ and the NVZ lines. On a serve, a ball may land on a service court line or the centerline.

  • 3.A.3. If the serve clears the net in crossing and then touches the receiver or the receiver’s partner, it is a point for the serving team.

  • 3.A.4. If the serve touches and clears the net in crossing, clears the NVZ and NVZ lines and lands within the service court diagonally opposite their correct position, the server has to replay the serve. 

  • 3.A.4. The moment the ball is served:

  • 3.A.4.a. At least one foot must be on the playing surface behind the baseline.

  • 3.A.4.b. Neither of the server’s feet may touch the court on or inside the baseline.

  • 3.A.4.c. Neither of the server’s feet may touch the playing surface outside the serving area.

  • 3.A.5. The serve shall be made with only one hand or the paddle releasing the ball. While some natural rotation of the ball is expected during any release of the ball, the server shall not impart manipulation or spin on the ball with any part of the body or the paddle as a result of the release. Exception: The server may allow the ball to roll off the face of the paddle by gravity.

  • 3.A.6. In officiated, the server’s release of the ball must be visible to the referee and receiver. In matches without a referee, the server’s release of the ball must be visible to the receiver. A replay as determined in accordance with Rule3.A.9 shall occur when the release is not visible. 3.A.7. The Volley Serve. The volley serve is made by striking the ball without bouncing the ball off the playing surface and can be made with either a forehand or backhand motion. A proper volley serve includes the following elements:

  • 3.A.7.a. The server’s arm must be moving in an upward arc at the time the ball is struck with the paddle.

  • 3.A.7.b. The highest point of the paddle head must not be above the highest part of the wrist (where the wrist joint bends) when the paddle strikes the ball.

  • 3.A.7.c. Contact with the ball must not be made above the waist.

  • 3.A.8. The Drop Serve. The drop serve is made by striking the ball after it bounces on the playing surface and can be made with either a forehand or backhand motion. There is no restriction how many times the ball can bounce nor where the ball can bounce on the playing surface. A proper drop serve includes the following elements:

  • 3.A.8.a. The server must release the ball from one hand only or drop it off the paddle face from any natural (unaided) height.

  • 3.A.8.b. When releasing the ball, the ball shall not be propelled in any direction or any manner prior to striking the ball to make the serve.

  • 3.A.8.c. The restrictions on the Volley Serve in Rule 4.A.7 do not apply to the drop serve.

  • 3.A.9. Replay or Fault. In officiated, the referee may call for a replay if they are not certain that one or more of the requirements of the serve has been met. The replay must be called before the return of serve. The referee shall call a fault if they are certain that one or more of the requirements of the serve, other than Rule 3.A.6, has not been met. In self-officiated, if the receiver determines that manipulation of spin has been imparted prior to the serve, or the release of the ball is not visible, the receiver may call for a replay before the return of serve. In self-officiated, the receiver has no authority to call for replays or faults for service motion violations.

3.B. Player Positions.

  • 3.B.1. Server and Receiver. The correct server must serve from the correct service area (see Rules 3.B.5 and 3.B.6). The correct receiver must receive the serve.

  • 3.B.2. At the start of each game, the starting server begins the serve from the side of the court dictated by the score.

  • 3.B.3. Each player will serve until a rally is lost or a fault is declared against the player or team. 

  • 3.B.4. As long as the server holds serve, after each point, the server will alternate serving from the right/even and left/odd sides of the court.

  • 3.B.5. Singles

  • 3.B.5.a. If the server’s score is even (0, 2, 4 ...), the serve must be made from the right/even serving area and be received in the right/even service court by the opponent.

  • 3.B.5.b. If the server’s score is odd (1, 3, 5 ...), the serve must be made from the left/odd serving area and be received in the left/odd service court by the opponent.

  • 3.B.5.c. After the server loses the rally or faults, a side-out will occur and service is awarded to the opponent.

  • 3.B.6. Doubles.

  • 3.B.6.a. (Conventional Scoring) Both players on a team will serve before a side-out is declared, except at the start of each game, when only the starting server will serve. The starting server of each game is therefore designated as “Second Server” for scoring purposes since a side-out will occur once a rally is lost or a fault is committed by the serving team and service is awarded to the opposing team.

  • 3.B.6.b. (Rally Scoring) For this option, one player on a team will serve before a side-out is declared.

  • 3.B.6.c. At the start of each side-out, service begins in the right/even serving area.

  • 3.B.6.d. When the team’s score is even (0, 2, 4 ...), the team’s starting server’s correct position is at the right/even serving area. When the team’s score is odd (1, 3, 5...), the starting server’s correct position is at the left/odd court.

  • 3.B.6.e. (Conventional Scoring) After each side out, service begins with the player correctly positioned on the right/even side of the court according to the team’s score. This player is referred to as “First Server” and the partner is “Second Server.”

  • 3.B.6.f. (Rally Scoring) For the rally scoring option, after each side out, service begins with the player correctly positioned on the right/even side of the court according to the team’s score.

  • 3.B.6.g. (Conventional Scoring) The First Server will serve, alternating service sides after each point is won until a rally is lost or the server’s team commits a fault.

  • 3.B.6.h. (Rally Scoring) For the rally scoring option, the server will alternate service sides after each point is won until a rally is lost or the server’s team commits a fault.

  • 3.B.6.i. After the First Server’s team loses a rally or faults, the Second Server will serve from the correct position and will alternate serving positions as long as the serving team continues to win points.

  • 3.B.6.j. (Rally Scoring) For the rally scoring option, a side-out occurs after the server’s team loses a rally or commits a fault.

  • 3.B.7. Partner Positions. In doubles, with the exception of the server (see 3.A.4), there is no restriction on the position of any player, as long as all players are on their respective team’s side of the net. They can be positioned on or off the court.

  • 3.B.8. Before the serve occurs, any player may ask the referee for the score, who is the correct server or receiver or whether any player is in an incorrect position. A generic question, such as “Am I good?,” may be asked and shall be considered to encapsulate both the correct server question and the correct position question if asked by the serving team. For self-officiated play, a player may ask the opponent the same questions and the opponent shall respond with the appropriate information.

  • 3.B.9. The referee (officiated) will confirm and correct, if necessary, that all players are in the correct position and the correct server has the ball before calling the score.

  • 3.B.10. If the correct server and correct receiver are in their correct positions when the score is called, it is a fault on a player who serves or receives incorrectly, even if the rally is completed before the fault is called. The fault must be called before the next serve.

  • 3.B.11. If the correct server or correct receiver is not in their correct position when the score is called, the referee or a player may stop the rally in progress to identify the player/position error and the rally shall be replayed.

  • 3.B.12. If the correct server or correct receiver is not in their correct position when the score is called and the rally is played out, the rally shall stand.

  • 3.B.13. If a player stops a rally and incorrectly identifies a player/position error, it is a fault on the player who stopped the rally.

  • 3.B.14. If the referee (officiated) stops a rally in progress and incorrectly identifies a player/position error, the rally shall be replayed.

3.C. Readiness.

Any player may indicate “not ready” prior to the start of the score being called.

  • 3.C.1. One of the following signals must be used to indicate “not ready”: 1) raising the paddle above the head, 2) raising the non-paddle hand above the head, 3) completely turning their back to the net.

  • 3.C.2. After the start of the score being called, “not ready” signals will be ignored unless there is a hinder. A player or team out of position is not considered a hinder. Verbal indicators to stop play such as “stop” and “wait” will be recognised. 

3.D. Calling the Score.

  • The score shall be called by the Tournament Director (officiated) or the server (self-officiated) after the server and receiver are (or should be) in position and all players are (or should be) ready to play.

  • 3.D.1. In self-officiated play, the server’s partner may call the score if the server is unable to call the score.

3.E. 10-Second Rule.

  • Once the score has been called, the server is allowed 10 seconds to serve the ball.

  • 3.E.1. If the server exceeds 10 seconds to serve, a fault will be declared.

  • 3.E.2. After the score has been called, if the serving team changes serving courts, the referee shall stop play, allow all players to reposition, and then recall the score to re-start the 10-second count. In a self-officiated match, the server will allow for the same repositioning and will recall the score to restart the 10-second count.

3.F. Scoring.

  • A singles player or doubles team scores points only when serving. Points may also be awarded when technical fouls are called against the opposing side.

3.G. Points.

  • A point is scored by serving the ball and winning the rally.

3.H. Winning the Game.

  • The first side scoring the winning point wins.

3.I. Calling the Score in Singles Matches.

  • The proper sequence for calling the score is server score then receiver score as two numbers. (e.g., “one – zero.”)

3.J. Calling the Score in Doubles Matches.

  • 3.J.a. (Conventional Scoring) The score is called as three numbers in doubles matches. The proper sequence for calling the score is: serving team’s score – receiving team’s score – the server number (one or two), (e.g., “zero – one – one”). To start each game, the score will be called as “zero – zero – two.”

  • 3.J.b. (Rally Scoring) – Calling the Score in Doubles Matches. The proper sequence for calling the score is server score then receiver score as two numbers. (e.g., “one – zero.”)

3.K. Wrong Score Called.

  • If the wrong score is called, the Tournament Director (officiated) or any player may stop play before the return of serve to correct the score. The rally shall be replayed with the correct score called. After the return of serve, play shall continue to the end of the rally and the score correction made before the next serve. After the return of serve, a player who stops play to identify or ask for a score correction will have committed a fault and shall lose the rally. A player who stops play after the serve to identify or ask for a score correction when the score was correctly called will have committed a fault and shall lose the rally.

3.L. Service Foot Faults.

  • A fault occurs when the server violates any of the rules listed in Rule 3.A.4.

3.M. Service Faults.

  • During the serve, it is a fault against the server resulting in loss of serve if:

  • 3.M.1. The served ball touches any permanent object before it hits the ground. Exceptions would be Rule1.C.6. Draping Net. where a replay will occur if the ball goes over the net and hits a draping net on the ground, and 

  • 3.M.2. The served ball touches the server or their partner, or anything the server or their partner is wearing or holding.

  • 3.M.3. The served ball lands in the non-volley zone which includes the NVZ lines.

  • 3.M.4. The served ball lands outside the service court.

  • 3.M.5. The served ball hits the net and lands inside the non-volley zone.

  • 3.M.6. The served ball hits the net and lands outside the service court.

  • 3.M.7. The server uses an illegal serve when performing the Volley Serve (as explained in Rule 3.A.7) or the Drop Serve (as explained in Rule 4.A.8).

  • 3.M.8. The server or their partner calls a time-out after the serve has occurred.

  • 3.M.9. The server hits the ball to make the serve while the score is being called.

  • 3.M.10.The server violates any of the rules listed in Rule 4.A.4.

3.N. Receiver Faults.

  • It is a fault against the receiving team resulting in a point for the server if:

  • 3.N.1. The receiver or their partner is touched by or interferes with the flight of the ball before it bounces.

  • 3.N.2. The receiver or their partner calls a time-out after the serve has occurred.

 

SECTION 4 - SERVE AND END SELECTION RULES

4.A. Selection of End, Serve, Receive, or Defer.

  • 4.A.1. The Referee (officiated) of that match or Tournament Administrator (self-officiated) will use the PCP coin toss software (on the Pickle+ Application) to determine which player(s) will serve and which player(s) will receive the ball at the beginning of the match. Once a selection has been made, it cannot be changed.

  • 4.A.2. Players may change the starting server between games and should notify the Referee (officiated) of that match of Tournament Administrator (self-officiated). Once a game has started, if the referee notices a starting server has changed, the referee will annotate the scoresheet accordingly, after the rally has completed.

4.B. Change of Ends.

  • 4.B.1. Teams change ends and initial service upon the completion of each game.

  • 4.B.2. Two minutes is allowed between games. If both teams agree, play may resume early. Rule 9.A.5 shall be used to continue play.

  • 4.B.3. In matches that consist of a single game, the teams will change ends at the midpoint based on the match format. Examples: Change ends at 6 for game to 11; 8 for a game to 15; or 11 for a game to 21. Serve remains with the player holding serve.

  • 4.B.4. In matches that consist of multiple games, the teams will change ends at the midpoint of the last game based on the match format. Example: Change ends at 6 for the last game to 11. Serve remains with the player holding serve. Exception: If the first game was forfeited due to a no-show, the end change will not occur in the last game since each team will have played the same number of games on each end.

  • 4.B.5. End Change Time-Out. One minute is allowed to change ends during a game. Rule 10.A.5 shall be used to continue play.

  • 4.B.6. Once the end change point has been scored, a technical foul resulting in the loss of a point for the serving team shall have no impact on the completion of the end change.

  • 4.B.7. If the end change fails to be executed per Rules 4.B.3 or 4.B.4, the end change will be executed when realized. It is not a fault on either team, the score is not impacted and the serve remains with the player holding the serve.

 

SECTION 5 - LINE CALL RULES

5.A., 5.B. Selection of End, Serve, Receive, or Defer.

  • 5.A. A served ball that clears the non-volley zone and its lines and lands in the correct service court or on any correct service court line is in. Any other ball in play that lands in the court or touches any court line is “in”.

  • 5.B. A ball contacting the playing surface completely outside of the court is “out.” A served ball that lands in the opponent's non-volley zone, including on the non-volley zone lines, is "out".

5.C. Code of Ethics for Line Calling.

  • The line-calling responsibilities of players are different from those assigned to referees or line judges. The officials make impartial judgment calls with all players’ interests in mind. The player, when assigned line-calling duties, must strive for accuracy and operate under the principle that all questionable calls must be resolved in favor of the opponent. The basic elements are:

  • 5.C.1. Players are responsible for calling the lines on their end of the court (excluding short serves, service foot faults and all non-volley-zone faults, if being called by a referee). If a player makes an initial line call, and then asks for either the opponent(s) or the referee’s opinion, if the opponent or referee can make a clear “in” or “out” call, the clear call will stand. If no clear call can be made, the initial line call by the player will stand. A call made by the opponent can be appealed to the referee for a final “in” or “out” decision.

  • 5.C.2. In matches that have line judges, the players’ only line call is the centerline on the serve.

  • 5.C.3. The opponent gets the benefit of the doubt on line calls made. Any ball that cannot be called “out” will be considered “in.” A player cannot claim a replay because the ball was not seen or there is uncertainty. A player who does not make a call may appeal to the referee to make the call if they did not clearly see the ball land. If the referee is unable to make the call, the ball is “in.” The moment the receiving player/team appeals to the referee, they lose their right to make any subsequent "in" or "out" call for that rally.

  • 5.C.4. Spectators shall not be consulted on any line call.

  • 5.C.5. A player/team may ask the opponent’s opinion to make the line call on the player’s end of the court. If requested and the opponent makes a clear “in” or “out” call, it must be accepted. If the opponents cannot make a clear “in” or “out” call, then the ball is ruled as being “in” on the receiving team. The moment the receiving player/team asks for the opponent's opinion, they lose their right to make any subsequent "in" or "out" call for that rally. The receiving team/player may also appeal to the referee to make a clear call. If the referee cannot make a clear call, the outcome of the opponent’s ruling will stand.

  • 5.C.6. Players shall not call a ball “out” unless they can clearly see a space between the line and the ball as it hits the ground.

  • 5.C.7. All “out” calls must be promptly signaled by voice and/or hand signal.

  • 5.C.7.a.If a player/team returns the ball, the “out” call shall be made before the opponent hits the ball or the ball becomes dead.

  • 5.C.7.b.If a player/team does not return the ball, they may make an “out" call, appeal the call to the referee, or defer to their opponents to make the line call up until the next serve occurs.

  • 5.C.8. In doubles play, if one player calls the ball “out” and the partner calls it “in,” then doubt exists and the team’s call will be “in.” Any player may appeal the team’s call to the referee or defer a line call to their opponent up until the next serve occurs. If the referee or opponent did not see the ball, the ball is considered in.

  • 5.C.9. While the ball is in the air, if a player yells “out,” “no,” “bounce it,” or any other words to communicate to their partner that the ball may be out, it shall be considered player communication only and not considered a line call.

  • 5.C.10. An “out” call made after the ball bounces is a line call. The ball is dead and play shall stop. If, upon appeal, the referee overrules any type of “out” call, it is a fault against the player or team that made the “out” call. Exception: If the match has line judges, the baseline and sideline judges are responsible for the call. (See Rule 12.E.2)

  • 5.C.11. Players may overrule a partner’s line call, their own line call, an officiating team’s line call, or an “in” ruling to their own disadvantage.

 

SECTION 6 - FAULT RULES

A fault (and resulting dead ball) will be declared for the following:

  • 6.A. If the serve or service return does not bounce before the ball is struck.

  • 6.B. Hitting the ball into the player’s side of the net without the ball crossing over to the opponent’s side. Note: The ball is dead and the fault occurs the moment the ball hits the ground.

  • 6.C. Hitting the ball under the net or between the net and the net post.

  • 6.D. A ball hit by a player that first lands out of bounds or onto their own side of the court.

  • 6.E. A player, a player’s apparel, or a player’s paddle contacting the net system, the net posts, or the opponent’s court, when the ball is live.

  • 6.F. After the serve, the ball contacts a player or anything the player is wearing or carrying, except the paddle or the player’s hand(s) in contact with the paddle and below the wrist. If the player is in the process of changing hands with both hands on the paddle or is attempting a two-handed stroke and either hand is hit below the wrist, as long as a player’s hand is in contact with thepaddle, the ball is still in play. The fault is on the player who was hit by the ball.

  • 6.G. A ball in play that is stopped by a player before it becomes dead (e.g., catching or stopping a ball in flight before it makes contact with the playing surface). The fault is on the player who stopped the ball. Exception: See Rules 3.B.10 and 3.K.

  • 6.H. After the serve, a ball contacting any permanent object before bouncing on the court.

  • 6.I. Once the ball is in play, a player hitting the ball before the ball entirely crosses the plane of the net.

  • 6.J. A player carrying or catching the ball on the paddle while performing the serve or during a rally.

  • 6.K. A hinder called by a player that is determined by the referee (officiated) to be invalid.

  • 6.L. Any disagreement between partners on a fault call will be decided to the benefit of their opponents.

 

SECTION 7 - DEAD BALL RULES

A fault (and resulting dead ball) will be declared for the following:

  • 7.A. Any action that stops play will result in a dead ball.

  • 7.B. A fault called by a referee or player, or a fault committed by a player, will result in a dead ball.

  • 7.C. A hinder called by the referee or player will result in a dead ball. The referee will determine if the hinder called by the player was valid. A valid hinder per the Referee or a hinder called in self-officiated play will result in a replay.

  • 7.D. A ball in play that contacts a permanent object after it has bounced on the opponent’s court will result in a dead ball. The player who hit the ball shall win the rally.

  • 7.E. Other than non-volley zone violations, a fault may only be committed when the ball is live. The penalty for a fault (other than non-volley zone faults) is normally enforced the moment it is identified (e.g., distractions, double bounces, etc.) but may also be enforced any time before the next serve occurs.

 

SECTION 8 - NON-VOLLEY ZONE RULES

  • 8.A. All volleys must be initiated outside of the non-volley zone.

  • 8.B. It is a fault if the volleying player or anything that has contact with the volleying player while in the act of volleying touches the non-volley zone.

  • 8.B.1. The act of volleying begins when the ball is struck out of the air before bouncing (volleyed) and ends when the player’s movement from the follow-through action (momentum) stops.

  • 8.C. During the act of volleying, it is a fault if the volleying player’s momentum causes the player to contact anything that is touching the non-volley zone, including the player’s partner.

  • 8.C.1. It is a fault even if the ball becomes dead before the player contacts the non-volley zone.

  • 8.D. If a player has touched the non-volley zone for any reason, that player cannot volley a return until both feet have made contact with the playing surface completely outside the non-volley zone. A maneuver such as standing within the non-volley zone, jumping up to hit a volley, and then landing outside the non-volley zone is a fault.

  • 8.E. A player may enter the non-volley zone at any time except when that player is volleying the ball.

  • 8.F. A player may enter the non-volley zone before or after returning any ball that bounces.

  • 8.G. A player may stay inside the non-volley zone to return a ball that has bounced. There is no violation if a player does not exit the non-volley zone after hitting a ball that bounces.

  • 8.H. There is no violation if a player returns the ball while their partner is standing in the non-volley zone as long as the partners, including anything the partners are wearing or carrying, do not contact each other during the act of volleying.

 

SECTION 9 - TIME-OUT RULES

  • 9.A. Standard Time-Out.

  • 9.A.1. (Conventional Scoring) A player or team is entitled to 2 time-outs per 11- or 15-point game and three time-outs per 21-point game.

  • 9.A.2. (Rally Scoring) A player or team is entitled to one time-out per 11-point, 15-point and 21-point game.

  • 9.A.3. Each time-out period may last up to 1 minute.

  • 9.A.4. Play may be resumed early if all players are ready.

  • 9.A.5. If a team has any remaining time-outs, any player on that team may call a time-out before the next serve occurs.

  • 9.A.6. Before the serve occurs, if a team calls a time-out while having no time-outs remaining, no penalty shall be called.

  • 9.A.7. The referee (officiated) will announce when there are 15 seconds remaining. At the end of the time-out period, the referee shall call “time in” and then call the score when all players are (or should be) ready to play. Players (self-officiated) will call, time and adhere to the time-out period.

 

9.B. Medical Time-Out.

  • A player needing medical attention during a match should request a medical time-out from the referee (officiated) or request a medical time-out from the Tournament Adminstrator (self-officiated). Once the medical time-out has been requested, the following guidelines shall be used:

  • 9.B.1. The referee or Tournament Adminstrator shall immediately summon on-site medical personnel, or the Tournament Director (officiated) if no medical personnel are present, to assess the situation and render appropriate first aid.

  • 9.B.1.a. When medical personnel or the Tournament Director (officiated) or the Tournament Administrator (self-officiated) arrives, the referee or Tournament Administrator shall start the 15-minute timer.

  • 9.B.2. If medical personnel, or the Tournament Director or Tournament Administrator (if no medical personnel are present) determine that a valid medical condition exists, then that player will be allowed no more than 15 minutes for the medical time-out.

  • 9.B.2.a. The time-out must be continuous and shall not exceed 15 minutes. If medical treatment is rendered off-court at another location at the venue, the time to transport the player to and from the offcourt location shall be excluded from 15- minute time period.

  • 9.B.2.b. If the player uses fewer than 15 minutes, the remaining time is lost and no additional medical time will be available to the player during the match.

  • 9.B.2.c. If the player cannot resume play after the 15-minute medical time-out period, the match will be declared a retirement. The player may use their available regular timeouts after the medical timeout has expired to allow more time before the match must be retired.

  • 9.B.3. If medical personnel, or the Tournament Director if no medical personnel are present, determine that no valid medical condition exists, the player or team will be charged a standard time-out, if available, and issued a technical warning.

  • 9.B.3.a. If a standard time-out is not available, then a technical foul will be issued.

  • 9.B.3.b. The medical time-out is no longer available to that player for that match.

  • 9.B.3.c. A player may be granted only one player requested medical time-out per match.

  • 9.B.4. Rule 9.A.5. shall be used to continue play.

  • 9.B.5. Presence of blood. If blood is present on a player or on the playing surface, play may not resume until the bleeding has been controlled and blood on clothing and the playing surface has been removed.

  • 9.B.5.a. Issues relating solely to blood cleanup or control will be considered a Referee (officiated) or Tournament Administrator (self-officiated) timeout.

  • 9.B.5.b. Rule 9.A.5 shall be used to continue play.

9.C. Continuous Play.

  • Play should be continuous, although players are permitted to quickly take a drink or towel off in between rallies as long as, in the judgment of the referee, the flow of the game is not adversely impacted. The referee shall call the score when play should be resumed.

9.D. Equipment Time-Outs.

  • Players are expected to keep all apparel and equipment in good playable condition. If the referee determines that an equipment change or adjustment is necessary for fair and safe continuation of the match, the referee may award an equipment time-out of reasonable duration. Rule 9.A.5 will be used to continue play. In self-officiated, players will work out a reasonable accommodation among themselves for equipment malfunctions.

  • 9.D.1. Apparel and equipment adjustments that can be accomplished quickly are allowed between rallies (e.g., tying shoelaces, cleaning glasses, adjusting hat).

9.E. Time Between Games.

  • The standard time between games is two minutes. Rule 9.A.5 shall be used to continue play.

  • 9.E.1. In between games of a match, players may take one or both of their upcoming game’s timeouts. The players must inform the referee, or their opponents if there is no referee. If a team returns to play before one (or both) requested time-outs have started, the team retains the time-out(s) for the upcoming game. The normal two minutes in between games will be used before any team allotted timeouts.

9.F. Time Between Matches.

  • The standard time between matches is 10 minutes. If all players are ready to play prior to 10 minutes, the match may be started early.

9.G. Suspended Games.

  • A game suspended due to extenuating circumstances shall be resumed with the same server, score, and remaining time-outs as when interrupted.

9.H. Other Time-Out Rules.

  • 9.H.1. Before a Match or Between Games: Neither medical nor regular time-outs may be taken before a match starts. A match cannot begin until all players are present and the starting score is called. Time-out(s) may be used before the start of the second and subsequent games in a multiplegame match.

  • 9.H.2. Extenuating Circumstances: The referee (officiated) or Tournament Administrator (self-officiated) may call a referee time-out to address extenuating circumstances that may require an extended interruption of play.

  • 9.H.2.a. In the interest of safety, if the referee determines a potential medical situation exists, (for example, heat exhaustion, heat stroke, etc.) and the player is unable to or refuses to call a medical timeout, the referee (officiated) or Tournament Administrator (self-officiated) is authorised to call a referee time-out and summon medical personnel or the Tournament Director (officiated). Referee requested time-outs will not be charged against the player.

  • 9.H.2.b. Active bleeding shall be addressed in accordance with Rule 9.B.5.

  • 9.H.2.c. Foreign substances on the playing surface, such as debris, water, or other fluids, shall be removed or cleaned up.

  • 9.H.2.d. Rule 9.A.5 shall be used to resume play.

 

SECTION 10 - OTHER RULES

  • 10.A. Double Hits. Balls can be hit twice, but this must occur during a continuous, single-direction stroke by one player. If the stroke made while performing the serve or during a rally is not continuous, or not in a single direction, or the ball is struck by a second player, it is a fault.

  • 10.B. Switching Hands. A paddle may be switched from hand to hand at any time.

  • 10.C. Two-Handed Shots. Two-handed shots are allowed.

  • 10.D. Missed Shot. A player completely missing the ball when attempting to strike it does not create a dead ball. The ball remains in play until it bounces twice or until any other fault occurs.

  • 10.E. Broken, Cracked, Degraded, or Soft Ball. If any player suspects the ball is or becomes broken, cracked, degraded, or soft after the serve, play must continue until the end of the rally. In officiated, players may appeal to the referee before the next serve occurs to determine if a ball is degraded, soft, broken or cracked. If, in the judgment of the referee, a broken or cracked ball impacted the outcome of a rally, the referee will call for a replay with a replacement ball. If both teams agree that the ball is degraded or soft, the ball will be replaced, but there is no replay of the prior rally. In self-officiated, if both teams agree, players may replace a degraded, soft, broken, or cracked ball before the next serve occurs. In only the case of a broken or cracked ball, if the players agree the cracked ball impacted the prior rally, a replay occurs. If the players do not agree that a cracked ball impacted the outcome of the prior rally, the prior rally stands as played. If both teams agree that the ball is degraded or soft, the ball will be replaced, but there is no replay of the prior rally.

  • 10.F. Injury During Rally. The rally continues to its conclusion despite an injury to any of the players.

  • 10.G. Player Equipment Problem. A rally will not be stopped if a player loses or breaks a paddle or loses an item, unless the action results in a fault.

  • 10.H. Items on the Court. If any item a player is/was wearing or carrying lands on their end of the court, unless the item lands in the non-volley zone as a result of a volley, the ball remains in play even if it hits the item.

  • 10.I. Plane of the Net. Crossing the plane of the net prior to striking the ball is a fault. Immediately after striking the ball, a player or anything the player is/was wearing or carrying may cross the plane of the net. The player may not touch any part of the net system, the opponent’s court, or the opponent while the ball is still live. After striking the ball, the allowance to cross the plane of the net only applies in the course of executing the current strike of the ball and for continuation specifically associated with the current strike of the ball.

  • 10.I.1. Exception: If the ball bounces into a receiving player’s court with enough backspin or wind aid to cause it to return to the other side of the net, the receiving player may cross the plane of the net (over or around the net post) to hit the ball. It is a fault if the receiving player (or anything the receiving player is wearing or carrying) crosses the plane of the net before the ball has first crossed back over the plane of the net to the opponent’s side. It is a fault if the player touches the net system, the opponent’s court, or the opponent while the ball is still in play.

  • 10.J. Distractions. Players shall not distract an opponent when the opponent is about to play the ball. If in the judgment of the referee (officiated) or Tournament Administrator (self-officiated) a player has distracted their opponent, the referee shall immediately call a fault on the offending player or team. See Rule 3.A.7.

  • 10.K. Net Posts. It is a fault if a player contacts the net post while the ball is live. A ball contacting the net post results in a dead ball and the team that hit the ball loses the rally.

  • 10.L. Net.

  • 10.L.1. If the ball strikes the top of the net or the top net cable or rope that is between the net post and the net and lands inbounds, it remains in play.

  • 10.L.2. If the ball travels between the net and the net post, it is a fault against the striking player.

  • 10.L.3. A player is allowed to go around the net post and cross the imaginary extension line of the net after hitting the ball, so long as the player or any item he or she is/was wearing or carrying does not touch the opponent’s court. If the player goes around the net post and crosses the imaginary extension line of the net but does not make contact with the ball, a fault will be declared.

  • 10.L.4. If a player hits the ball over the net into the opponent’s court, and then the ball bounces back over the net and bounces a second time without being touched by the opponent, the striking player wins the rally.

  • 10.L.5. For net systems with a horizontal bar or a center base, or both:

  • 10.L.5.a. Before going over the net, if the ball hits the horizontal bar or the center base, it is a fault.

  • 10.L.5.b. Except on the serve, a replay will occur if the ball goes over the net and: - hits the center base - hits any part of the horizontal bar - the ball gets caught between the net and the horizontal bar - hits a deflecting net - hits a draping net on the ground. Except on the serve, if the ball goes over the net, bounces on the court, and then performs any of the above listed actions, a replay shall occur.

  • 10.L.5.c. On the serve, if the ball hits the horizontal bar or the center base or gets caught between the net and horizontal bar after going over the net, it is a fault.

  • 10.L.5.d. Any malfunction of a net system during play shall be considered a hinder.

  • 10.M. Shots Around the Net Post. A player may return the ball around the outside of the net post.

  • 10.M.1. The ball does not need to travel back over the net.

  • 10.M.2. There is no restriction on the height of the return, meaning a player may return the ball around the net post below the height of the net.

  • 10.N. One Paddle. A player shall not use or carry more than one paddle during a rally. A violation of this rule is a fault.

  • 10.O. Paddle Possession. A player must have possession of the paddle when the paddle makes contact with the ball. A violation of this rule is a fault (Exception see Rule 10.H).

  • 10.P. Electronic Equipment. Players shall not wear or use any form of headphones, earbuds, or other equipment that enables audio communication during competition play. Exception: Prescribed or necessary hearing aids are permitted.

 

SECTION 11 - SANCTIONED TOURNAMENT POLICIES

11.A. Event Categories.

Men: Singles, Doubles, and Team

Women: Singles, Doubles, and Team 

Mixed: Doubles and Team

  • 11.A.1. In events described by gender, only members of that gender shall be allowed to play in that event.

  • 11.A.2. Mixed doubles – A mixed doubles team shall consist of one male and one female player.

  • 11.A.3 Open Gender and Age – An event that includes players of any gender and age.

11.B. Tournament Scoring Options.

  • 11.B.a. (Conventional Scoring) This tournament scoring option is the best of one game or two of three games to 11 or 15 or 21 points, win by two points with a maximum winning points of up till 15 points (for an 11-point game), 21 points (for a 15-point game) and 25 points (for a 21-point game). The game-winning point can only be scored by the serving player or team. When a player or team is at game point and the opponent serves and loses the rally, it is a side out and no point is awarded.

  • 11.B.1 (Rally Scoring). This tournament scoring option is the best of one game or two of three games to 11 or 15 or 21 points, win by two points with a maximum winning points of up till 15 points (for an 11-point game), 21 points (for a 15-point game) and 25 points (for a 21-point game). The game-winning point can be scored by the serving or receiving player or team. When a player or team is at game point and the opponent serves and loses the rally, it is a side out and the game point is awarded to the player or team.

 

11.C. Tournament Formats.

  • There are six tournament formats that may be used. The particular format is typically the choice of the Tournament Director (officiated) or Tournament Administrator (self-officiated).

  • 11.C.1. Single Elimination with Consolation. The first player/team to score the match-winning point by at least a two-point margin wins. Losers from all rounds go into a consolation bracket playing for the bronze medal/third place and are eliminated after a second loss. The final two players/teams in the winner’s bracket play for the gold/firstplace and silver/second-place medals.

  • 11.C.2. Single Elimination Without Consolation. The first player/team to score the match-winning point by at least a two-point margin wins. The final two players/teams in the winner’s bracket play for the gold/first-place and silver/second-place medals. The determination of the final standings of the remaining players/teams is left to the discretion of tournament officials.

  • 11.C.3. Round Robin - Single Elimination Hybrid with Consolation. The player/team in a round robin group to win the most number of matches in their group, or score the highest total points differential across all their matches tops their group and heads into the winner’s bracket to play a single elimination format until the last two players or teams left will play for gold/first and silver/second placing. The player/team in a round robin group to rank second in terms of the number of matches won and points differential across all their matches heads into the consolation bracket to play a single elimination format until the last two players or teams left will play for bronze/third and fourth placing. 

  • 11.C.4. Round Robin. All players/teams play each other. Games may use any of the approved tournament scoring options. (See Rule 11.B.) The winner is determined based on number of matches won. If two or more teams are tied, ties shall be broken in accordance with 11.C.4.a. through 11.C.4.e. The method that succeeds in breaking the tie will be used to rank all tied teams.

  • 11.C.4.a. If a player/team withdraws, retires, or is forfeited from a round robin without a playoff then that player’s/team’s match results will not count toward the standings of that round robin. The match results will count towards a player’s/team’s rating. If a player/team withdraws, retires, or is forfeited from a round robin with a playoff then that player’s/team’s match results will not count toward the standings of that round robin and the player/team will not be eligible to move on to a playoff elimination draw. The match results will count towards a player’s/team’s rating.

  • 11.C.4.b. First tie-breaker: head-to-head matches won among the tied teams.

  • 11.C.4.c. Second tie-breaker: point differential of all games played. (e.g., Team A won Match 1 11-8, 11-4, so they would have a point differential of +10. Team A then wins the second match 11-9, 2-11, 11-6. For this round, they would have a point differential of -2. This would give them a total for the day of +8.)

  • 11.C.4.d. Third tie-breaker: head-to-head point differential.

  • 11.C.4.e. Fourth tie-breaker: point differential against next-highest player/team (e.g., if the players/teams are tied for second, use point differentials against the first-place team.)

  • 11.C.5. Pool Play. The participants are divided into two or more player pools. Each pool plays a round robin to determine the qualifiers that put the players into a single-elimination or double-elimination playoff.

  • 11.C.6. Non-Pool Play. The participants are seeded based on the results of the round robin and play either a single or double elimination medal round format of two of three games to 11, one game to 15, or one game to 21. Each format requires a two-point win margin.

  • 11.C.7. Team Play. The participants are designated by roster and play can include gender singles/doubles and mixed doubles. Win-by one is permissible. Teams play can also use side-out scoring or rally scoring for both singles and doubles play.

11.D. Draws and Seeding.

  • A draw and seeding committee shall be appointed by the Tournament Director to rank the players and teams and set up a fair draw for each event.

11.E. Notice of Matches.

  • It is the responsibility of each player to check the posted schedules to determine the time and place of each match. If any change is made in the schedule after the initial posting, the Tournament Director or their designated representative shall notify the players of the changes.

11.F. Retirements.

  • 11.F.1. After the initial score has been called to start the match, the only option available for a player/team to discontinue playing the match until completion is Retirement.

  • 11.F.2. During a match, if a player/team cannot immediately continue after the 15-minute medical time-out period has expired, a Retirement will be imposed. (See also Rule 10.B.2.c.)

  • 11.F.3. The player/team must make a Retirement request during the match to either the referee or the opposing player/team.

  • 11.F.4. The player/team who requests a Retirement during a match, or a player/team on which a Forfeit has been imposed, will have all score(s) reported per the guidelines in the Retirement Scoring section (see Rule 11.H.1)

  • 11.F.4.a. If applicable, a player/team is still eligible for the next match in the same bracket after choosing a Retirement option for a previous match.

  • 11.F.4.b. A player/team may request a Retirement for any upcoming match in the specified bracket. 

11.G. Withdrawals

  • 11.G.1. A player/team may request to be withdrawn from any scheduled bracket(s) that has not been started by tournament operations personnel.

  • 11.G.2. If a player/team has completed any matches, the player/team may request to be withdrawn from all upcoming matches in that bracket. The request must be made prior to the initial score being called to start their next match.

  • 11.G.3. The player/team must make their Withdrawal request to either the Tournament Director, Head Referee, or operations desk personnel.

  • 11.G.4. The withdrawn player/team shall be removed from any future participation in the specified bracket.

  • 11.G.5. The withdrawn player/team shall have all scores reported per the guidelines in the Withdrawal Scoring section. (See Rule 11.I.)

11.H. Forfeits, Ejections, Expulsions and Retirement Match Scoring Guidelines

  • 11.H.1. Actual game scores at the time of retirement shall be reported for the player/team that retires. The opponents shall be awarded all points necessary for proper match completion, ensuring a two-point margin. For example, in Game 1 of a two out-of-three games match, a team with 10 points retires when the score is 10-5. The final scores will be recorded as: “12-10, 11-0” Scores for a match forfeit, an ejection or an expulsion shall be reported as: Two out-of-three games format: “11-0, 11-0” Three out-of-five format: “11-0, 11-0, 11-0” 15- or 21-point format: “15-0” or “21-0” The score for any game forfeit shall be reported as 11-0, 15-0, or 21-0, as appropriate for the game format.

 

  • 11.H.2. If a player/team elects the Retirement option or a Forfeit has been imposed for the match, (and the Withdrawal option has not been chosen) the player/team may continue to compete in any upcoming matches.

  • 11.H.3. All previous completed match scores, prior to an Ejection, Forfeit or a player Retirement, will be retained.

11.I. Withdrawal Scoring Guidelines for Remaining Matches

  • 11.I.1. Two-out-of-three format: “0-0, 0-0” Three-out-of-five format: “0-0, 0-0, 0-0” One Game to 15 format: “0-0” One Game to 21 format: “0-0”

  • 11.I.2. Scores for all matches completed prior to the Withdrawal request will be retained.

11.J. Doubles Play.

  • A doubles team shall consist of two players who meet the classification requirements to participate in a particular division of play. 

  • 11.L.1. In an event based upon skill rating, the higher rated player determines the team’s ability level. In an adult event (ages 19 and over) based upon age grouping, the lower age of the team members will determine the team’s age classification.

  • 11.L.2. Juniors (ages 18 and under) may enter any junior event for which they are age qualified. If a junior event is not available or does not receive enough entrants, or at the Tournament Director’s permission, juniors may play as adults in the 19- and-over events.

11.M. Partner Changes.

  • Partner change may be made prior to the first-round match, with the consent of the Tournament Director (officiated) or Tournament Administrator (self-officiated), if the change is due to injury, illness, or circumstances beyond the control of the player.

  • 11.M.1. Under no circumstances can a partner change be made after the partners have begun team play.

11.N. Court Changes.

  • In PCP-sanctioned tournaments, the Tournament Director (officiated) or Tournament Administrator (self-officiated) may decide on a change of courts after the completion of any tournament game if such a change will accommodate better spectator or playing conditions.

11.O. Error Corrections.

  • Tournament Operations reserves the ability to make changes in order to rectify any operational errors that results in incorrect scores, players on courts, match results, bracket results, medal results, matches being played, or future matches to be played.

 

SECTION 12 – TOURNAMENT MANAGEMENT AND OFFICIATING

12.A. Tournament Director/Tournament Administrator.

  • A Tournament Director (officiated) or Tournament Administrator (self-officiated) is responsible for the tournament.

  • 12.A.1. A player may appeal any officiating decision to the Tournament Director (officiated) or the Tournament Administrator (self-officiated). The Tournament Director or Tournament Administrator, however, retains the final decision-making authority while following the applicable rule in the Official Rulebook.

  • 12.A.2. The Tournament Director or Tournament Administrator should check to ensure that planned support (e.g., first aid, tournament volunteers, etc.) is available.

  • 12.A.3. The Tournament Director or Tournament Administrator has the authority to expel any player from the tournament for misconduct.

12.B. Tournament Briefing.

  • Before the tournament, the Tournament Director (officiated) or Tournament Administrator (self-officiated) shall brief players and referees on any unique features, abnormal local conditions, or hazards associated with the courts. The briefings may include but are not limited to court distances that are not uniform (such as the distance from end line to back fence or barrier), low ceilings, existence of overhangs, court repairs, or damage that could affect the play of the ball. If possible, the players should be notified in writing as part of the pre-tournament instructions. The referees shall be briefed upon arrival at the venue by the Tournament Director.

  • 12.B.1. The Tournament Director or Tournament Administrator may not implement or impose any rule that is not provided in the PCP Rulebook. If the Tournament Director or Tournament Administrator desires an exception to any rule because of physical limitations of the court or local conditions, the PCP Director of Officiating must grant permission before the tournament.

12.C. Referee Duties (Officiated).

  • The referee is responsible for all decisions related to procedural and judgment calls during the match. Players may appeal any decision of the referee to the Tournament Director or their designee. 

  • 12.C.1. The referee calls non-volley-zone infractions, short serves, and service foot faults.

  • 12.C.2. If the players or line judges make the line calls and there is a disputed line call, the players may request that the referee determine the line call. If the referee cannot make the line call, the player’s or line judge’s call will remain. If doubles partners appeal a line call that they disagree on and the referee cannot make the call, the ball will be declared “in.” Note: A player may choose to overrule a line call to their disadvantage (See Rule 5.C.11).

  • 12.C.2.a. Spectators should not be consulted on any calls.

  • 12.C.3. Before each match begins, the referee must:

  • 12.C.3.a. Check on preparation of the court with respect to cleanliness, lighting, height of the net, court markings, and hazards.

  • 12.C.3.b. Check on availability and suitability of necessary materials for the match, such as balls, score sheets, pencils, and the timing device (stopwatch).

  • 12.C.4. Before each match begins, the referee must meet with players at courtside to:

  • 12.C.4.a. Inspect paddles for irregularities.

  • 12.C.4.b. Point out approved rule modifications, court abnormalities and non-standard court conditions that could be potential safety issues, including but not limited to court repairs or seams, different distances from end lines to back fences, and spectators and their seating.

  • 12.C.4.c. Instruct players on line-calling duties of the referee, line judges, and players. Note: This requirement may be satisfied by the pre-match player instructions provided by the Tournament Director.

  • 12.C.4.d. Use any fair method to determine the initial selection of end, serve, receive, or defer.

  • 12.C.4.e. Ensure the starting servers for each team are wearing the official identification. Refusal to wear the identification will result in forfeit of the match.

  • 12.C.5. During the match, the referee must:

  • 12.C.5.a. Recheck the net height and position if the net is disturbed.

  • 12.C.5.b. Call the score to start each rally. Calling the score indicates to each side that play is ready to resume.

  • 12.C.5.c. Call “point” after each is awarded.

  • 12.C.5.d. Appropriately annotate the score sheet after each rally is completed or time-out is called.

  • 12.C.5.e. In doubles matches, call “second server” (or “second serve”) after the first server’s team loses the rally.

  • 12.C.5.f. Call “side out” when appropriate.

  • 12.C.5.g. Enforce time-out procedures.

  • 12.C.5.h. Maintain player conduct. In PCP-sanctioned tournaments, the referee is empowered to call verbal warnings, technical warnings, technical fouls, and to forfeit a game or match based on a defined combination of technical warnings and/or technical fouls. The referee may also recommend an ejection to the Tournament Director.

12.D. Player Line and Fault Call Responsibilities.

  • 12.D.1. Self-officiated Play.

  • 12.D.1.a. In the spirit of good sportsmanship, players are expected to call any type of fault on themselves or their partner as soon as the fault is committed or detected. The fault call must happen before the next serve occurs.

  • 12.D.1.b. Players make all line calls, non-volley zone fault calls, and service foot fault calls on their end of the court.

  • 12.D.1.c. Players may call non-volley zone faults and service foot faults on the opponent’s end of the court. Claims of non-volley zone faults and service foot faults on opponents must be called as soon as the claimed fault is detected. If there is any disagreement between teams about the called fault, a replay shall occur.

  • 12.D.1.d. For self-officiated, if a player believes an opponent has committed any type of fault other than a service foot fault or non-volley zone fault as noted in Section 6 – Fault Rules, they may mention the specific fault to the opponent(s) upon completion of the rally but they have no authority to enforce the fault. The final decision on fault resolution belongs to the player that allegedly committed the fault.

  • 12.D.2. Officiated Play.

  • 12.D.2.a. Players call baseline, sideline, and center service line on their end of the court.

  • 12.D.2.b. In the spirit of good sportsmanship, players are expected to call faults on themselves as soon as the fault is committed or detected. The fault call must happen before the next serve occurs.

  • 12.D.3. Officiated Play with Line Judges.

  • 12.D.3.a. Players call center service line on their end of the court.

  • 12.D.3.b. Except for center service line calls, player’s line calls are not valid in matches with line judges, except to overrule a call to disadvantage their own team (See Rule 5.C.11). Players may appeal a line call made by the line judge to the referee. (See Rule 12.F.) 12.D.3.c. If the line judge(s) and referee cannot make a line call, the rally shall be replayed.

12.E. Line Judges.

  • 12.E.1. The Tournament Director shall determine which medal matches will use line judges. Line judges are recommended, but not required.

  • 12.E.2. Line judges will make the assigned line and foot fault calls within their jurisdiction and will signify by loudly calling “out” (or “service foot fault”) and showing the “out” signal (outstretched arm pointing in the out-of-bounds direction).

  • 12.E.3. If a line judge shows the “blocked/blinded” signal, the referee can make the call immediately if they clearly saw the ball land. If the referee cannot make the call, the referee shall canvass other appropriate members of the officiating team to assist in making the call.

  • 12.E.4. Upon appeal, if a referee overrules a line judge’s “out” call as “in,” a replay will occur, unless the team that benefitted from the referee’s call chooses to concede the rally.

  • 12.E.5. If a player disagrees with a line judge’s “out” call that benefited their team, the player may overrule the “out” call as “in” per rule 4.C.11. A replay will occur, unless the team that made the call to their detriment chooses to concede the rally.

12.F. Appeals.

  • Appeals to the referee regarding judgment calls (e.g., line calls, double bounce, etc.) shall be decided by the referee. The referee may consult players or line judges to decide the outcome of the appeal. 

  • 12.F.1. In a match without line judges, if a player appeals a line call to the referee, the referee shall make a call if they clearly saw the ball land “in” or “out.” If the referee is unable to make the call, the original call will remain. If no call was made, the ball will be considered “in.”

  • 12.F.2. A referee’s decision will result in a point awarded, a service loss, or a replay.

  • 12.F.3. Only rally-ending line calls may be appealed. Any player may appeal a rally-ending line call to the referee before the next serve occurs. A match ending line call appeal must be requested before the scoresheet is initialed.

12.G. Verbal Warnings, Technical Warnings and Technical Fouls.

  • 12.G.1. Verbal Warning and Technical Warnings. The referee is empowered to issue a single verbal warning to each player/team or call technical warnings. Actions or behavior that shall result in a verbal or technical warning:

  • 12.G.1.a. Objectionable language directed at another person.

  • 12.G.1.b. Profanity (audible or visible) used for any reason. The referee will determine the severity of any violation.

  • 12.G.1.c. Arguing aggressively with the officiating team, other players or spectators in a way that disrupts the flow of play.

  • 12.G.1.d. Ball abuse (aggressively or purposely breaking or stepping on the ball) or striking the ball between rallies.

  • 12.G.1.e. Taking time between rallies in a way that unnecessarily disrupts the flow of play.

  • 12.G.1.f. Repeatedly appealing line calls such that the flow of play is disrupted.

  • 12.G.1.g. Challenging the referee’s decision or ruling and losing the challenge (e.g., referee’s ruling was correct)

  • 12.G.1.h. Requesting a medical time-out without a valid medical condition (time-out assessed) as determined by medical personnel or the tournament director if no medical staff is present.

  • 12.G.1.i. Actions that are considered minor unsportsmanlike behavior, including but not limited to making repeated questionable ‘out’ calls that, upon appeal, are reversed (overruled) by the referee.

  • 12.G.1.j. Except during time-outs and in-between games, receiving coaching from anyone other than a partner.

  • 12.G.2. Technical Fouls. The referee is empowered to call technical fouls. When a technical foul is called, one point shall be removed from the score of the offending player/team unless their score is zero, in which case, a point shall be added to the score of the opposing side. Actions or behavior that shall result in a technical foul (without a technical warning being issued beforehand):

  • 12.G.2.a. Aggressively or recklessly throwing a paddle in frustration or anger, with negligent disregard of the consequences, and does not strike a person or damage property.

  • 12.G.2.b. A player using extremely objectionable language, or profanity, regardless of to whom or what it is directed.

  • 12.G.2.c. Making a threat or challenges of any nature toward or against any person.

  • 12.G.2.d. Challenging the referee’s decision or ruling and losing the challenge (e.g., referee’s ruling was correct) and no timeout is available. (Verbal Warning not applicable)

  • 12.G.2.e. Any other actions that are considered extreme unsportsmanlike behavior.

  • 12.G.2.f. Requesting a medical time-out without a valid medical condition, and the team (or player in a singles match) has no time-outs remaining. (Verbal Warning not applicable)

  • 12.G.2.g. Deliberately throwing or hitting a ball that is not in play with negligent disregard of the consequences which inadvertently hits a person.

  • 12.G.3. Effect of Technical Fouls and Technical Warnings. The assessment of a technical warning or technical foul shall be accompanied by a brief explanation of the reason.

  • 12.G.3.a. A technical warning shall not result in a loss of rally or point awarded.

  • 12.G.3.b. Once a technical warning has been issued, a second technical warning for any reason, given to the same player/team during the match, will result in a technical foul being issued to the player/team.

  • 12.G.3.c. If a referee issues a technical foul, one point shall be removed from the score of the offending player/team unless their score is zero, in which case a point shall be added to the score of the opposing side. After the point is removed or awarded, the player or team losing or awarded the point must move to the correct position(s) that reflects their score.

  • 12.G.3.d. A called technical warning or technical foul shall have no effect on server change or side out.

  • 12.G.3.e. Verbal warnings, technical warnings and technical fouls may be assessed any time the players are at the court. This includes during warm-up time. Play shall not be stopped to assess a warning or foul. The assessment of the warning or foul shall be applied after the rally has ended.

  • 12.G.4. Behavior raising to the level of a warning or foul after the match is over while a player is still on court shall be brought to the attention of the Tournament Director. Based on this information, the Tournament Director may impose a Verbal Warning, Technical Warning, or Technical Foul that will be applied to the offending player’s next match at the tournament.

12.H. Game Forfeit.

  • The referee will impose a game forfeit when either of the following occurs:

  • 12.H.1. After one technical warning has been assessed and the subsequent issuance of a technical foul listed in Rule 12.G.2. 12.H.2. After one technical foul has been assessed in accordance with Rule 12.G.3.b. or Rule 12.G.2. and the subsequent issuance of another technical warning for any reason.

  • 12.H.3. For a match format that is one game to 15 or 21, a game forfeit is equivalent to a match forfeit.

  • 12.H.4. For a match format that is two-out-of-three or three-out-of-five games, a referee may impose a game forfeit when a player/team fails to report to play 10 minutes after the match has been called to play. A match forfeit will be imposed when a player/team fails to report to play 15 minutes after the match has been called to play. If the match format is a one game to 15 or 21, the match forfeit occurs when the player/team fails to report to play 10 minutes after the match has been called to play. The Tournament Director may permit a longer delay if circumstances warrant such a decision.

12.I. Match Forfeit.

  • 12.I.1. The referee will impose a match forfeit based on a combination of Technical Warnings or Technical Fouls when either of the following occurs:

  • 12.I.1.a. The combined issuance of two technical warnings and a technical foul listed in Rule 12.G.2.

  • 12.I.1.b. After one technical foul has been assessed in accordance with Rule 12.G.3.b or Rule 12.G.2 and the subsequent issuance of a second technical foul for any reason.

  • 12.I.1.c. Behavior that shall result in a match forfeit that is not due to a combination of Technical Warnings or Technical Fouls.

  • 12.I.1.c.1 Making deliberately aggressive physical contact with an opponent, official or spectator.

  • 12.I.1.c.2 Aggressively or recklessly striking or throwing a ball or paddle out of frustration or anger that puts an individual or facility property at risk or in danger.

  • 12.I.2. The Tournament Director may impose a match forfeit for failure to comply with the tournament or host facility’s rules while on the premises, or for improper conduct on the premises between matches, or for abuse of hospitality, locker room, or failure to comply with other rules and procedures.

12.J. Challenging Referee Rulings or Decisions.

  • If a player disagrees with a referee’s ruling or decision, that player may challenge the referee’s ruling or decision by asking for the Head Referee, Tournament Director, or the Tournament Administrator (self-officiated). If the referee’s ruling or decision is determined to be correct, the player or team will lose a time-out and be given a technical warning (see 12.G.1.g). If no time-outs are available and the referee’s ruling is correct, the player/team will be given a technical foul (see 12.G.2.d). When the referee’s ruling or decision is incorrect, the ruling will be reversed and, if applicable, the rally will be replayed.

12.K. Removal of a Line Judge.

  • The referee may remove a line judge for any reasonable cause, based on either the referee's own observation or that of the players. If the referee decides to replace a line judge based on their own observation, the referee's decision is final. The players may also petition the referee to remove a line judge, providing all players agree. If the referee does not agree, the referee must consult with the Tournament Director for a final decision. If a line judge is removed, the Tournament Director will appoint a replacement. 

12.L. Removal of a Referee.

  • If all players agree, they may petition the Tournament Director for a referee removal. The Tournament Director retains the final discretionary authority on the removal of a Referee. If a Referee is removed, the Tournament Director will appoint a replacement. 

12.M. Self-Officiated Play.

  • Any player may request a Tournament Administrator if:

  • 12.M.1. The player reasonably believes that a rule is being consistently and deliberately violated by their opponent.

  • 12.L.2. A situation arises where players are not able to quickly and easily resolve a dispute.

  • 12.L.2.a. If any player believes a paddle is not USAPA approved or PCP approved or does not otherwise comply with all paddle rules, the player is allowed to summon the Head Referee or Tournament Director to determine if the paddle is legal for play.

12.M. Ejections and Expulsions.

  • The Tournament Director may eject a player from the tournament for flagrant and particularly injurious behavior that, in the opinion of the Tournament Director, impacts the success of the tournament. An ejection can occur due to actions any time the player is at the tournament venue and may include, but is not limited to:

  • 12.M.1. Using ethnic, religious, racial, sexist, or homophobic slurs.

  • 12.M.2. Injury to a player, official, or spectator through an act of paddle or ball abuse.

  • 12.M.3. Spitting or coughing on a person.

  • 13.M.4. Not exhibiting “best effort.” This includes but is not limited to, defaulting, forfeiting, or not giving best efforts in matches, whether for their own benefit or otherwise.

Note: In addition to an ejection, the Tournament Director also has the option to expel the player from the tournament venue.

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