SQUASH
- Singles Rules
The
definition
of
words
in
italics
may
be
found
in Appendix
1.
INTRODUCTION
Squash
is
played
in
a confined
space,
often
at
a high
speed.
Two
principles
are
essential
for orderly
play:
Safety:
Players
must
always
place
safety
first
and
not
take
any
action
that
could
endanger
the
opponent.
Fair
play:
Players
must
respect
the
rights of
the
opponent
and
play
with
honesty.
1
THE GAME
1.1
Singles
Squash
is played
in a
court
between
two
players,
each
holding
a racket
to strike the
ball.
The
court,
ball,
and
racket
must
meet
WSF
specifications
(see
Appendices
7,
8 and
9).
1.2
Each
rally
starts
with
a serve,
and
the
players
then
return
the
ball
alternately
until
the rally
ends
(see
Rule
6:
The Play).
1.3
Play
must
be
continuous
as
far
as
is practical.
2
SCORING
2.1
The
winner
of
a rally
scores
1 point
and
serves
to begin
the
next
rally.
2.2
Each
game
is played
to
11
points,
except
that
if the
score
reaches
10-all,
the
game
continues
until
one
player
leads
by 2
points.
2.3
A
match
is
normally
the
best
of 5
games,
but
may
be
the
best
of 3
games.
2.4
Alternative
scoring
systems
are
described
in Appendix
3.
3
OFFICIALS
3.1
A
match
should
normally
be
officiated
by a
Marker
and
a
Referee,
both
of
whom
must
keep
a record
of
the
score,
which
player
is serving,
and
the
correct
box
for
service.
3.2
If there
is only
one Official,
that
Official
is both
the Marker
and
the
Referee.
A player
may
appeal
any
call
or lack
of
call
made
by that
Official
as Marker
to that
same
Official
as the
Referee.
3.3
The
correct
position
for
the
Officials
is seated
at
the
centre
of the
back
wall,
as
close
to that
wall
as
possible
and
just
above
the
out-line.
3.4
An
alternative
Officiating
System
called
the
3-Referee
System
is described
in Appendix
4.
3.5
When
addressing
players,
Officials
must
use
the
family
name,
where
possible.
3.6
The
Marker:
3.6.1
must
announce
the
match,
introduce
each
game,
and
announce
the
result
of
each
game
and
of
the
match
(see
Appendix
2);
3.6.2
must
call
“fault,”
“down,”
“out,”
“not
up”
or “stop”,
as
appropriate;
3.6.3
must
make
no
call,
if
unsure
about
a serve or
return;
3.6.4
must
call
the
score
without
delay
at
the
end
of
a rally,
with
the
server’s
score
first,
preceded
by
“hand
out”
when
there
is a change
of
server;
3.6.5
must
repeat
the
Referee’s
decision
after
a player’s
request
for
a let,
and
then
call
the
score;
3.6.6
must
wait
for
the
Referee’s
decision
after
a player’s
appeal
against
a
Marker’s
call
or
lack
of a
call,
and
then
call
the
score;
3.6.7
must
call
“Game
Ball”
when
a player
needs
1 point
to
win
a game,
or
“Match
Ball”
when
a player
needs
1 point
to
win
the
match;
3.6.8
must
call
“10-all:
a player
must
win
by 2
points”
when
the
score
reaches
10-
all
for
the
first
time
in a
match.
3.7
The
Referee,
whose
decision
is
final:
3.7.1
must
postpone
the
match
if
the
court
is
not
satisfactory
for
play;
or suspend
play
if the
match
is
already
in progress,
and
when
the
match
resumes
later,
allow
the
score
to
stand;
3.7.2
must
allow
a let
if through
no
fault
of
either
player
a
change
of
court
conditions
affects
a rally;
3.7.3
may
award
the
match
to a
player
whose
opponent
is
not
on
court
ready
to play
within
the
time
stated
in the
competition
rules;
3.7.4
must
rule on
all matters,
including
all requests
for a
let
and
all
appeals
against
a Marker’s
call
or lack
of a
call;
3.7.5
must
rule immediately
if
disagreeing
with
the
Marker’s
call
or lack
of
a
call,
stopping play
if necessary;
3.7.6
must
correct
the
score
immediately
if
the
Marker
announces
the
score
incorrectly,
stopping play
if necessary;
3.7.7
must
enforce
all
the
Rules
relating
to time,
announcing
“15
seconds,”
“Half-
time”
and
“Time,”
as
appropriate;
Note:
It is
the
players’
responsibility
to be
close
enough
to hear
these
announcements.
3.7.8
must
make
the
appropriate
decision
if the
ball
hits
either
player
(see
Rule
9: Ball
Hitting
A Player);
3.7.9
may
allow
a
let
if
unable
to decide
an
appeal
against
a Marker’s
call
or lack
of
call;
3.7.10
must
ask
the player
for
clarification
if
uncertain
about
the
reason
for a
request
for
a let
or
an
appeal;
3.7.11
may
give
an
explanation
for
a decision;
3.7.12
must
announce
all
decisions
in a
voice
loud
enough
to be
heard
by the
players,
the
Marker
and
the
spectators;
3.7.13
must
apply
Rule
15 (Conduct)
if a player’s
conduct
is unacceptable;
3.7.14
must
suspend
play
if
the
behaviour
of
any
person,
other than
a player,
is disruptive
or offensive,
until
the
behaviour
has
ceased,
or
until
the
offending
person
has
left
the
court
area.
4
THE
WARM-UP
4.1
At
the
start
of a
match
the
players
go
on
court
together
to
warm
up
the
ball
for
a maximum of
5 minutes.
After
2½
minutes
the
players
must
change
sides,
unless
they
have
already
done
so.
4.2
The
players
must
have
equal
opportunities
to
strike
the
ball.
A player
retaining
control
of the
ball
for
an
unreasonable
time
is
warming
up
unfairly
and
Rule
15
(Conduct)
must
be applied.
5
THE
SERVE
5.1
The
player
who
wins
the
spin
of a racket
serves
first.
5.2
At
the
beginning
of
each
game
and
after
each
change
of server,
the
server
chooses
from
which
service-box
to serve.
While retaining
the
serve,
the
server
must
serve
from
alternate
boxes.
5.3
If
a rally
ends
in a let,
the
server
must
serve
again
from
the
same
box.
5.4
If
the
server moves
to the
wrong
box to
serve, or
if
either
player
is
unsure
of the
correct
box, the
Marker
must
inform
the
players
which
is
the
correct
box.
5.5
If
there
is
any
dispute
about
the
correct
box,
the
Referee
must
rule.
5.6
After the
Marker
has
called the
score,
both players
must resume
play
without
unnecessary
delay.
However,
the
server
must
not serve
before
the
receiver
is ready.
5.7
A
serve
is good,
if:
5.7.1
the
server drops
or throws
the
ball
from
a
hand
or racket
and
strikes
it
correctly
on a
first
or
Further
attempt
before
it
touches
anything
else;
and
5.7.2
at
the
time
the
server strikes
the
ball,
one
foot
is
in
contact
with
the
floor
inside
the
service-box
with
no
part
of
that
foot
touching
any
boundary
of
that
box;
and
5.7.3
the
ball
is struck
directly
to
the
front
wall,
hitting
it between
the
service-line
and
the
out-line,
but does
not
hit
the
front
and
side
walls
at
the
same
time;
and
5.7.4
the
ball,
unless
volleyed
by
the
receiver,
bounces
for
the
first
time
in
the
opposite
quarter-court
without
touching
any
line;
and
5.7.5
the
ball
is not
served
out.
5.8
A
serve
that
does
not
comply
with
Rule
5.7
is
a fault
and
the
receiver
wins
the
rally.
Note:
A serve
that
hits
the
service-line,
or the short-line,
or the
half-court
line,
or
any
line bounding
the
top
of
the
court,
is a
fault.
5.9
If
the
server drops
or throws
the
ball,
but makes
no
attempt
to strike
it, this
is
not
a serve,
and
the
server may
start
again.
5.10
A
let is
allowed
if the receiver
is
not ready
to return
the serve
and
does
not
attempt
to do
so. However,
if
that
serve
is
a fault,
the server
loses
the
rally.
5.11
If
the
server
serves
from
the
wrong
service-box,
and
the
server
wins
the
rally,
the
rally stands
and
the
server
then
serves
from
the
alternate
box.
5.12
The server
must
not serve
until
the
score
has
been
called
by the
Marker,
who
must
do so
without
delay.
In
such
an
event,
the
Referee
must
stop
play
and
instruct
the
server
to wait
until
the
score
has
been
called.
6
THE
PLAY
6.1
If
the
serve is
good, play
continues
as
long
as
each
return
is good,
or
until
a player
requests
a let
or makes
an
appeal,
or one
of the
Officials
makes
a
call,
or the
ball
hits
either
player
or their
clothing
or the
non-striker’s
racket.
6.2
A
return
is good
if
the
ball:
6.2.1
is struck
correctly
before
it
has
bounced
twice
on
the
floor;
and
6.2.2
without
hitting
either
player,
or their
clothing
or racket,
hits
the
front
wall,
either
directly
or
after
hitting
any
other
wall(s),
above
the
tin
and
below
the
out-line,
without
having
first
bounced
on
the
floor;
and
6.2.3
rebounds
from
the
front
wall
without
touching
the
tin;
and
6.2.4
is not
out.
7
INTERVALS
7.1
A
maximum
of
90 seconds
is permitted
between
the
end
of the
warm-up
and
the
start
of play,
and
between
each
game.
7.2
Players
must
be ready
to
resume
play
at
the
end
of
any
interval,
but play
may
resume
earlier
if both
agree.
7.3
A
maximum
of
90
seconds
is permitted
to
change
damaged
equipment.
This
includes
glasses,
protective
eye-wear
or a
dislodged
contact
lens.
The
player
must
complete
the
change
as
quickly
as
possible,
or
Rule
15
(Conduct)
must
be
applied.
7.4
Intervals
in
the
case
of
injury
or
bleeding
are
specified
in
Rule
14
(Injury).
7.5
During
any
interval
either
player
may
strike
the
ball.
8
INTERFERENCE
8.1
After
completing
a reasonable
follow-through,
a player
must
make
every
effort
to
clear,
so that
when
the
ball
rebounds
from
the
front
wall
the opponent
has:
8.1.1
a
fair
view
of
the
ball
on its
rebound
from
the
front
wall;
and
8.1.2
unobstructed
direct
access
to the
ball;
and
8.1.3
the
space
to
make
a reasonable
swing
at
the
ball;
and
8.1.4
the
freedom
to
strike
the
ball
to
any
part
of
the
entire
front
wall.
Interference
occurs
when
the
player
does
not
provide
the
opponent
with
all
of these
requirements.
8.2
A
striker
who
believes
that
interference
has
occurred
may
stop
and
request
a let,
preferably
by saying
“Let,
please”.
That
request
must
be
made
without
undue
delay.
Notes:
§
Before
accepting
any
form
of request
the
Referee
must
be satisfied
that
the
player
is actually
requesting
a let.
§
A
request
for
a let
includes
a request
for
a stroke.
§
Normally,
only
the
striker may
request
a let
for
interference.
However,
if the
non-
striker requests
a let
for
lack
of
access
before
the
ball
has
reached
the
front
wall, that
request
may
be considered,
even
though
that
player
is not
yet
the
striker.
8.3
The
Referee,
if
uncertain
about
the
reason
for
a request,
must
ask
the
player
for
an
explanation.
8.4
The
Referee
may
allow
a let
or
award
a stroke
without
a request
having
been
made,
stopping play
if necessary,
especially
for
reasons
of safety.
8.5
If
the
striker
strikes
the
ball
and
the
opponent
then
requests
a let,
but
then
the
ball
goes
down
or
out,
the opponent
wins
the
rally.
8.6
General
The
following
provisions
apply
to
all
forms
of
interference:
8.6.1
if there
was
neither
interference
nor
reasonable
fear
of injury,
no
let
is allowed;
8.6.2
if there
was
interference
but
the
striker
would
not
have
been
able
to make
a
good return,
no
let
is
allowed;
8.6.3
if the
striker
continued
play
beyond
the
interference
and
then
requested
a let,
no
let is
allowed;
8.6.4
if there
was
interference,
but it
did
not
prevent
the
striker
from
seeing
and
getting
to the
ball
to
make
a
good return,
this
is minimal
interference
and
no let
is
allowed;
8.6.5
if the
striker
would
have
been
able
to make
a
good
return
but
the
opponent
was
not
making
every
effort
to
avoid
the
interference,
a stroke
is
awarded
to the
striker;
8.6.6
if there
was
interference
that
the
opponent
was
making
every
effort
to
avoid
and
the
striker
would
have
been
able
to
make
a
good
return,
a let
is
allowed;
8.6.7
if there
was
interference
and
the
striker would
have
made a
winning
return,
a stroke
is
awarded
to the
striker.
In
addition
to
Rule
8.6,
the following
provisions
apply
to
specific
situations.
8.7
Fair
View
Fair
View
means
enough
time
to
view
the
ball
and
prepare
to strike
it
as
it returns
from the
front
wall.
8.7.1
If the
striker requests
a let
for
lack
of
fair
view
of the
ball
on its
return
from the
front
wall,
the provisions
of 8.6
apply.
8.8
Direct
Access
If
the
striker
requests
a let
for
lack
of direct
access
to
the
ball,
then:
8.8.1
if there
was
interference
but the
striker did
not
make
every
effort
to get
to and
play
the
ball,
no
let is
allowed;
Note:
Every
effort
to
get
to
and
play
the
ball
should
not
include
contact
with
the
opponent.
If
any
contact
that
could
have
been
avoided
is
made,
Rule
15
(Conduct)
must
be
applied.
8.8.2
if
the
striker
had
direct
access
but instead
took
an
indirect
path
to
the
ball
and
then
requested
a let
for
interference,
no
let
is
allowed,
unless
Rule
8.8.3
applies;
8.8.3
if
the
striker
was
wrong-footed,
but
showed
the
ability
to recover
and
make
a
good return,
and
then
encountered
interference,
a let
is
allowed,
unless
the striker
would
have
made
a
winning
return,
in
which
case
a
stroke
is
awarded
to the
striker.
8.9
Racket
Swing
A reasonable
swing
comprises
a reasonable
backswing,
a strike
at
the
ball
and
a reasonable
follow-through.
The
striker’s
backswing
and
follow-through
are
reasonable
as
long
as
they
do
not
extend
more
than
is
necessary.
If
the
striker
requests
a let
for
interference
to
the
swing,
then:
8.9.1
if
the
swing
was
affected
by slight
contact
with
the
opponent
who
was making
every
effort
to
avoid
the
interference
a let
is
allowed,
unless
the
striker
would
have
made
a
winning
return,
in
which
case
a stroke
is
awarded
to the
striker;
8.9.2
if
the
swing
was
prevented
by
contact
with
the opponent,
a stroke
is awarded
to the
striker,
even
if the
opponent
was
making
every
effort
to
avoid
the
interference.
8.10
Excessive
Swing
8.10.1
If
the
striker
caused
the
interference
by
using
an
excessive
swing,
no
let
is allowed.
8.10.2
If
there
was
interference
but
the
striker
exaggerated
the
swing
in
attempting
to
earn
a stroke,
a let
is
allowed.
8.10.3
The
striker’s
excessive
swing
can
contribute
to interference
for
the
opponent
when
it becomes
the
latter’s
turn
to play
the
ball,
in
which
case
the
opponent
may
request
a let.
8.11
Freedom
to
strike
the
ball
to
any part
of
the
entire
front
wall
If the
striker refrains
from
striking
the
ball
because
of
front-wall
interference,
and
requests
a let,
then:
8.11.1
if there
was
interference
and
the
ball
would
have
hit
the
non-striker
on a
direct
path
to the
front
wall,
a stroke
is
awarded
to the
striker,
unless
the striker
had
turned
or
was
making
a
further
attempt,
in
which
case
a let
is allowed;
8.11.2
if
the
ball
would
first
have
hit
the
non-striker
and
then
a side
wall
before
reaching
the
front
wall,
a
let
is
allowed,
unless
the
return
would
have
been
a
winning
return,
in
which
case
a stroke
is
awarded
to
the striker;
or
8.11.3
if
the
ball
would
first
have
hit
a side
wall
and
then
the
non-striker
before
reaching
the
front
wall,
a let
is
allowed
unless
the
return
would
have
been
a
winning
return,
in
which
case
a stroke
is
awarded
to
the striker.
8.12
Further
Attempt
If the
striker requests
a let
for
interference
while
making
a
further
attempt
to strike
the ball,
and
could
have
made
a
good return,
then:
8.12.1
if
the
non-striker
had
no
time
to
avoid
the
interference,
a let
is
allowed.
8.13
Turning
Turning
is
the
action
of
the
player
who
strikes,
or is
in
a position
to strike,
the
ball
to the
right
of
the
body
after
the
ball
has
passed
behind
it to
the
left
or
vice
versa,
whether
the
player
physically
turns
or
not.
If the
striker
encounters
interference
while
turning,
and
could
have
made
a
good
return,
then:
8.13.1
if
the
swing
was
prevented,
even
though
the
opponent
was
making
every
effort
to
avoid
the
interference,
a stroke
is
awarded
to
the striker;
8.13.2
if
the
non-striker
had
no
time
to
avoid
the
interference,
a let
is
allowed;
8.13.3
if
the
striker
could
have
struck
the
ball
without
turning,
but turned
in order
to create
an
opportunity
to
request
a let,
no
let is
allowed.
8.13.4
When
the
striker turns,
the
Referee
must
always
consider
whether
the
action
was
dangerous
and
rule
accordingly.
9
BALL
HITTING
A
PLAYER
9.1
If
the
ball,
on
its
way
to
the
front
wall,
hits
the
non-striker
or the
non-striker’s
racket
or clothing,
play
must
stop;
then:
9.1.1
if
the
return
would
not
have
been
good, the
non-striker
wins
the
rally;
9.1.2
if
the
return
was
going directly
to the
front
wall, and
if the
striker was
making
a first
attempt
without
having
turned,
a stroke
is
awarded
to
the striker;
9.1.3
if
the
ball
had
hit
or
would
have
hit
any
other
wall
before
the
front
wall
and
the striker
had
not
turned,
a let
is allowed,
unless
the
return
would
have
been
a
winning
return,
in
which
case
a stroke
is
awarded
to
the
striker;
9.1.4
if
the
striker
had
not
turned
but
was
making
a
further
attempt,
a let
is
allowed;
9.1.5
if
the
striker
had
turned,
a stroke
is
awarded
to the
non-striker,
unless
the
non-striker
made
a deliberate
movement
to intercept
the ball,
in which
case,
a
stroke
is
awarded
to
the striker.
9.2
If
the
ball, on
its return
from
the
front
wall,
hits
a player
before
bouncing
twice
on the
floor,
play
must
stop;
then:
9.2.1
if the
ball
hits
the
non-striker
or the
non-striker’s
racket,
before
the
striker
has
made
an
attempt
to strike
the
ball
and
no
interference
has
occurred,
the
striker
wins
the
rally,
unless
the
striker’s
position
has
caused
the
non-striker
to be
hit, in
which
case a let
is allowed;
9.2.2
if
the
ball
hits
the
non-striker,
or the
non-striker’s
racket,
after
the
striker
has
made
one
or more
attempts
to strike
the
ball,
a let
is
allowed,
providing
the
striker
could
have
made
a
good return.
Otherwise,
the
non-striker
wins
the
rally;
9.2.3
if
the
ball
hits
the
striker
and
there
is
no
interference,
the
non-striker
wins
the
rally.
If
interference
has
occurred,
Rule
8 (Interference)
applies.
9.3
If
the
striker
hits
the
non-striker
with
the
ball,
the
Referee
must
consider
if
the
action
was
dangerous
and
rule
accordingly.
10
APPEALS
10.1
Either
player
may
stop play
during
the
rally
and
appeal
against
any
lack
of
call
by the
Marker
by saying
“Appeal,
please.”
10.2
The
loser
of
a rally
may
appeal
against
any
call
or lack
of
a
call
by the
Marker
by
saying
“Appeal,
please.”
10.3
If
the
Referee
is
uncertain
which
return
is being
appealed,
the
Referee
must
ask
for
clarification.
If
there
is
more
than
one
appeal,
the
Referee
must
consider
each
one.
10.4
After
the
ball
has
been
served,
neither
player
may
appeal
anything
that
occurred
before
that
serve,
with
the
exception
of
a broken
ball.
10.5
At
the
end
of a
game
any
appeal
regarding
the
last
rally
must
be immediate.
10.6
In
response
to
an
appeal
against
a Marker’s
call
or lack
of call
the
Referee
must:
10.6.1
if the
Marker’s
call
or lack
of
call
was
correct,
allow
the
result
of
the
rally
to
stand;
or
10.6.2
if
the
Marker’s
call
was
incorrect,
allow
a
let,
unless
the
Marker’s
call
interrupted
a
winning
return
by
either
player,
in
which
case
award
the
rally
to that
player;
or
10.6.3
if
the
Marker
made
no
call
on a
serve or
return
that
was
not
good,
award
the rally
to
the other
player;
or
10.6.4
if
the
Referee
was
uncertain
whether
the
serve
was
good,
allow a let;
or
10.6.5
if
the
Referee
was
uncertain
whether
the
return
was
good,
allow
a let,
unless
the
Marker’s
call
interrupted
a
winning
return
by the
other player,
in
which
case
award
the
rally
to that
player.
10.7
In
all
cases
the
Referee’s
decision
is
final.
11
THE
BALL
11.1
If
the
ball
breaks
during
a rally,
a let
is
allowed
for
that
rally.
11.2
If
a player
stops play
to
appeal
that
the
ball
is broken,
and
it is
found
that
the
ball
is
not broken,
that
player
loses
the
rally.
11.3
If the
receiver,
before
attempting
to return
serve,
appeals
that
the ball
is broken,
and
the
ball
is
found
to be
broken,
the
Referee,
if
uncertain
when
it broke,
must
allow
a let
for the
previous
rally.
11.4
A
player
who
wishes
to
appeal
at
the
end
of a
game
that
the
ball
is broken
must
do so
immediately
and
before
leaving
the
court.
11.5
The
ball
must
be
changed
if
both players
agree
or if
the
Referee
agrees
with one
player’s
request.
11.6
If
a ball
has
been
replaced,
or if
the
players
resume
the
match
after
a delay,
the
players
may
warm
up
the
ball.
Play
resumes
when
both
players
agree
or
at
the
discretion
of
the
Referee,
whichever
is sooner.
11.7
The
ball
must
remain
in
the
court
at
all
times,
unless
the
Referee
permits
its removal.
11.8
If
the
ball
becomes
wedged
in any
part
of
the
court,
a let
is
allowed.
11.9
A
let
may
be
allowed
if
the
ball
touches
any
article
in
the
court.
11.10
No
let is
allowed
for
any
unusual
bounce.
12
DISTRACTION
12.1
Either
player
may
request
a let
because
of
distraction,
but must
do so immediately.
12.2
If
the
distraction
was
caused
by one
of
the
players,
then:
12.2.1
if
accidental,
a
let
is
allowed,
unless
a
player’s
winning
return
was
interrupted,
in
which
case
the
rally
is
awarded
to
that
player;
12.2.2
if
deliberate,
Rule
15
(Conduct)
must
be
applied.
12.3
If
the
distraction
was
not
caused
by one
of the
players,
a let
is
allowed,
unless
a player’s
winning
return
was
interrupted,
in
which
case
the
rally
is
awarded
to
that
player.
12.4
At
some
events
crowd
reactions
during
play
may
occur.
To
encourage
spectator
enjoyment,
Rule
12.3
may
be suspended,
and
if
sudden
crowd
noise
occurs,
players
will be
expected
to
continue
play
and
referees
will
not
ask
spectators
to be
quiet.
However,
a
player
who
stops
play
and
requests
a let
because
of
a loud
or
isolated
noise
from
off
the
court
may
be allowed
a let
for
distraction.
13
FALLEN
OBJECT
13.1
A
player
who
drops a
racket
may
pick
it
up
and
play
on,
unless
the
ball
touches
the
racket,
or distraction
occurs,
or the
Referee
applies
a Conduct
Penalty.
13.2
A
striker
who
drops
the
racket
because
of
interference
may
request
a let.
13.3
A
non-striker
who
drops the
racket
because
of
contact
during
the
striker’s
effort
to reach
the
ball
may
request
a let,
and
Rule
12
(Distraction)
applies.
13.4
If
any
object,
other
than
a player’s
racket,
falls
to the
floor
during
a rally,
play
must
stop;
then:
13.4.1
if
the
object
fell
from
a player
without
any
contact
with
the
opponent,
the opponent
wins
the
rally;
13.4.2
if the
object
fell
from
a player
because
of
contact
with
the
opponent,
a let
is
allowed,
unless
the
striker
has
struck
a
winning
return,
or requests
a let
for interference,
in
which
case
Rule
8 (Interference)
is
applied;
13.4.3
if
the
object
falls
from a
source
other
than
a player,
a let
is
allowed,
unless
13.4.4
the
striker’s
winning
return
was
interrupted,
in which
case
the rally
is awarded
to the
striker;
13.4.5
if
the
object
was
not
seen
until
the
rally
ended
and
had
no
effect
on the
outcome
of
the
rally,
the
result
of
the
rally
stands.
14
ILLNESS,
INJURY
AND
BLEEDING
14.1
Illness
14.1.1
A
player
who
suffers
an
illness
that
involves
neither
an
injury
nor
bleeding must
either
continue
play
immediately,
or
concede
the
game
in progress
and take
the
90-second
interval
between
games
to
recover.
This
includes
conditions
such
as
a cramp,
nausea,
and
breathlessness,
as
well
as
asthma.
Only
one
game
may
be
conceded.
The
player
must
then
resume
play,
or concede
the
match.
14.1.2
If a
player’s
vomiting
or other
action
causes
the
court
to become
unplayable,
the
match
is
awarded
to
the
opponent.
14.2
Injury
The
Referee:
14.2.1
if
not
satisfied
that
the
injury
is genuine,
must
advise
the
player
to decide
whether
to resume
play immediately,
or to
concede
the
game in
progress
and
take
the
90-second
interval
between
games
and
then
resume
play,
or concede
the
match.
Only
1 game
may
be conceded;
14.2.2
if
satisfied
that
the
injury
is genuine,
must
advise
both
players
of the
category
of the
injury
and
of
the
time
permitted
for
recovery.
Recovery
time
is permitted
only
at
the
time
the
injury
takes
place;
14.2.3
if
satisfied
that
this
is a
recurrence
of
an
injury
sustained
earlier
in the
match,
must
advise
the
player
to decide
whether
to resume
play
immediately
or concede
the
game
in progress
and
take
the
90-second
interval
between
games,
or
concede
the
match.
Only
1 game
may
be conceded.
Note:
A
player
who
concedes
a game
retains
any
points
already
scored.
14.3
Categories
of
injury:
14.3.1
Self-inflicted:
where
the
injury
is the
result
of the
player’s
own
action.
This
includes
a muscle
tear
or sprain,
or a
bruise
resulting
from
a
collision
with
a wall
or
falling
over.
The
player
is permitted
3 minutes
to recover
and,
if
not
then
ready
to resume
play,
must
concede
that
game
and
take
the
90-second
interval
between
games
for
further
recovery.
Only 1
game
may
be
conceded.
The
player
must
then
resume
play
or
concede
the
match.
14.3.2
Contributed:
where
the
injury
is the
result
of
accidental
action
by both
players.
The
injured
player
is permitted
15
minutes
to recover.
This
may
be
extended
by a
further
15
minutes
at
the
discretion
of
the
Referee.
If the
player
is
then
unable
to
continue,
the
match
is
awarded
to the
opponent.
The
score
at
the
conclusion
of
the
rally
in
which
the
injury
occurred,
stands.
14.3.3
Opponent-inflicted:
where
the
injury
is caused
solely
by
the
opponent.
14.4
Bleeding
14.4.1
Whenever
bleeding
occurs,
play
must
stop
and
the
player
must
leave
the
court
and
attend
to the
bleeding
promptly.
Reasonable
time
for
treatment
is allowed.
Play
may
resume
only
after
the
bleeding
has
stopped
and,
where
possible,
the
wound
has
been
covered.
14.4.2
If
the
bleeding
was
accidentally
caused
by the
opponent,
then
Rule
15 (Conduct)
must
be
applied.
14.3.3.1
Where
the
injury
is accidentally
caused
by the
opponent,
Rule
15 (Conduct)
must
be
applied.
The
injured
player
is permitted
15 minutes
to recover.
If
the
player
is
then
unable
to
resume
play,
the match
is
awarded
to
the injured
player.
14.3.3.2
Where
the
injury
is
caused
by the
opponent’s
deliberate
or dangerous
play
or
action,
if the
injured
player
requires
any
time
for
recovery,
the
match
is
awarded
to the
injured
player.
If
the
injured
player
is
able
to
continue
without
delay,
Rule
15
(Conduct)
must
be
applied.
14.4.3
If the
bleeding
is
the
result
of the
opponent’s
deliberate
or dangerous
play
or
action,
the
match
is
awarded
to
the injured
player.
14.4.4
A
player
who
is
unable
to stop
the
bleeding
within
the
time
permitted
must
either
concede
1 game
and
take
the
90-second
interval
and
then
continue
play,
or
concede
the
match.
14.4.5
If blood
is
again
visible
during
play,
no
further
recovery
time
is permitted,
and
the
player
must
concede
the
game in
progress
and
use
the
90-second
interval
between
games
for
further
treatment.
If the
bleeding
has
not
then
stopped,
the
player
must
concede
the
match.
14.4.6
The
court
must
be cleaned
and
bloodstained
clothing
replaced.
14.5
An
injured
player
may
resume
play
before
the
end
of
any
permitted
recovery-period.
Both
players
must
be given
reasonable
time
to
prepare
to
resume
play.
14.6
It
is
always
the
injured
player’s
decision
whether
or
not
to resume
play.
15
CONDUCT
15.1
Players
must
comply
with
any
tournament
regulations
additional
to
these
Rules.
15.2
Players
may
not
place
any
object
within
the
court.
15.3
Players
may
not
leave
the
court
during
a game
without
the
permission
of
the
Referee.
15.4
Players
may
not
request
a
change
of
any
Official.
15.5
Players
must
not
behave
in a
manner
that
is
unfair,
dangerous,
abusive,
offensive,
or in
any
way
detrimental
to
the sport.
15.6
If
a player’s
conduct
is
unacceptable,
the
Referee
must
penalise
the
player,
stopping play
if
necessary.
Unacceptable
behaviour
includes,
but
is
not limited
to:
15.6.1
audible
or visible
obscenity;
15.6.2
verbal,
physical
or
any
other
form
of
abuse;
15.6.3
unnecessary
physical
contact,
which
includes
pushing
off
the
opponent;
15.6.4
dangerous
play,
including
an
excessive
racket
swing;
15.6.5
dissent
to
an
Official;
15.6.6
abuse
of
equipment
or court;
15.6.7
unfair
warm-up;
15.6.8
delaying
play,
including
being
late
back
on
court;
15.6.9
deliberate
distraction;
15.6.10
receiving
coaching
during
play.
15.7
A
player
guilty
of
an
offence
may
be given
a Conduct
Warning
or penalised
with
a Conduct
Stroke,
a Conduct
Game,
or a
Conduct
Match,
depending
on the
severity
of the
offence.
15.8
The
Referee
may
impose
more
than
one
warning,
stroke
or game
to a
player
for
a subsequent
similar
offence,
providing
any
such
penalty
may
not
be less
severe
than
the previous
penalty
for
the
same
offence.
15.9
A
warning
or a
penalty
may
be imposed
by
the
Referee
at
any
time,
including
during
the
warm-up
and
following
the
conclusion
of
the
match.
15.10
If
the
Referee:
15.10.1
stops play
to
issue
a Conduct
Warning,
a let
is
allowed;
15.10.2
stops
play
to award
a Conduct
Stroke,
that
Conduct
Stroke
becomes
the result
of
the
rally;
15.10.3
awards
a Conduct
Stroke
after
a rally
has
finished,
the
result
of the
rally stands,
and
the
Conduct
Stroke
is
added
to the
score
with
no
change
of
service-box;
15.10.4
awards
a Conduct
Game,
that
game
is the
one in progress
or the
next
one if a game
is
not
in progress.
In the
latter
case
an
additional
interval
of
90
seconds
does
not
apply;
15.10.5
awards
a Conduct
Game
or a
Conduct
Match,
the
offending
player
retains
all points
or games
already
won;
15.11
When
a Conduct
Penalty
has
been
imposed,
the
Referee
must
complete
any
required documentation.
APPENDICES
APPENDIX
1 -
DEFINITIONS
APPEAL
A
player’s
request
to
the
Referee
to
review
a Marker’s
call
or lack
of a
call,
or
to
appeal
that
the
ball
is broken.
ATTEMPT
Any
forward
movement
of
the
racket
towards
the
ball.
A fake
swing is
also
an
attempt,
but
racket
preparation
with
only
a
backswing
and
no forward
movement
towards
the
ball
is not
an
attempt.
BOX,
SERVICE-BOX
A square
area
on
each
side
of
the
court
bounded
by
the
short-line,
a side
wall
and
by
2 other
lines,
from
where
the
server
serves.
CORRECTLY
When
the
ball
is
struck
with
the
racket,
held
in
the
hand,
not
more
than
once,
and
without
prolonged
contact
on
the
racket.
DOWN
A
return
that
hits
the
tin
or
the
floor before
reaching
the front
wall,
or hits
the
front
wall
and
then
the
tin.
FAIR
VIEW
Enough
time
to
view
the
ball
and
prepare
to
strike
it
as
it
returns
from
the
front
wall.
FAULT
A serve
that
is not
good.
FURTHER
ATTEMPT
A subsequent
attempt
by
the
striker
to
serve
or
return
a
ball
that
is
still
in
play,
after
having
already
made
one
or
more
attempts.
GAME
A part
of a
match.
A player
must
win 3
games
to
win a
best of
5-game
match
and
2 games
to
win
a
best
of
3-game
match.
GOOD RETURN
A
return
that
is
struck
correctly
and
that
travels
to
the
front
wall
either
directly
or
after
hitting
another
wall
or
walls
without
going
out,
and
that
hits
the
front
wall
above
the
tin
and
below
the
out-line.
HAND
OUT
A change
of server.
LET
The
result
of a
rally
that
neither
player
wins.
The
server
serves
again
from
the
same
box.
MATCH
The
complete
contest,
including
the
warm-up.
NOT
UP
A
return
that:
a
player
does
not
strike
correctly;
or
bounces
more
than
once
on the
floor
before
being struck;
or touches
the
striker
or the
striker’s
clothing.
OUT
A return
that:
hits
the
wall
on or
above
the out-line;
or hits
any
fixture
above
the
out-line;
or
hits
the
top
edge
of
any
wall
of
the
court;
or passes
over
a
wall
and
out of
the
court;
or
passes
through
any
fixture.
QUARTER-COURT
One of
two
equal
parts
of
the
court
bounded
by
the
short-line,
a side
wall,
the
back
wall
and
the
half-court
line.
RALLY
A
good
serve
followed
by
one
or
more
alternate
returns
until
one
player
fails
to
make
a
good
return.
SERVICE-BOX
See
BOX,
SERVICE-BOX.
STRIKER
A
player
is
the
striker
from
the
moment
the
opponent’s
return
rebounds
from
the front
wall
until
the
player’s
return
hits
the
front
wall.
TIN
The
area
of
the
front
wall
covering
the
full
width
of
the
court
and
extending
from
the
floor up
to and
including
the
lowest
horizontal
line.
TURNING
The action
of
the
striker
who
strikes,
or is in
a position
to
strike,
the ball
to
the
right of
the
body
after
the
ball
has
passed
behind it
to
the
left
or
vice
versa,
whether
the
striker
physically
turns
or not.
Note:
Shaping
(preparing)
to
play
the
ball
on one
side
and
then
bringing
the
racket
across
the
body
to
strike
the
ball
on
the
other
side
is
neither
turning
nor
making
a
further
attempt.
WINNING
RETURN
A
good
return
that
the opponent
could
not
reach.
WRONG-FOOTED
The situation
when
a
player,
anticipating
the
path
of
the
ball,
moves
in one
direction,
while
the
striker
strikes
the
ball
in
another
direction.
APPENDIX
2
-
OFFICIALS’
CALLS
2.1 MARKER
DOWN
To
indicate
that
a player’s
return
hit
the
tin,
or the
floor
before
reaching
the
front
wall,
or hit
the
front
wall
and
then
the
tin.
FAULT
To
indicate
that
a serve
was
not
good.
HAND
OUT
To
indicate
a change
of server.
NOT
UP
To indicate
that
a return:
was
not
struck
correctly;
or
bounced
more
than
once
on
the
floor
before
being
struck;
or touched
the
striker
or
the
striker’s
clothing.
OUT
To
indicate
that
a return:
hit
the
wall
on or
above
the
out-line;
or hit
any
fixture
above
the
out-line;
or
hit
the
top
edge
of
any
wall
of
the
court
or passed
over
a wall
and
out
of
the
court;
or passed
through
any
fixture.
10-ALL:
A
PLAYER
MUST
WIN
BY 2
POINTS
To
indicate
at
10-all
that
a player
must
lead
by 2
points
to
win
the
game.
Called
only
on
the
first
occurrence
in
a match.
GAME
BALL
To
indicate
that
a player
requires
one
point
to
win
the
game.
MATCH BALL
To
indicate
that
a player
requires
one
point
to
win
the
match.
YES,
LET/
LET
To
repeat
the
Referee’s
decision
that
a rally
is
to be
replayed.
STROKE
TO
(PLAYER
or
TEAM)
To
repeat
the
Referee’s
decision
to
award
a stroke
to
a player
or
team.
NO
LET
To
repeat
the
Referee’s
decision
that
a request
for
a let
is disallowed.
Examples
of Marker’s
Calls
1.
Match
introduction:
“Smith
to serve,
Jones
to receive,
best
of
5 games,
love-all.”
2.
Order
of calls:
i)
Anything
affecting
the
score
(e.g.
Stroke
to Brown).
ii) The
score
with
the
server’s
score
always
called
first.
iii) Comments
on
the
score
(e.g.
Game
ball).
3.
Calling
the
score:
“Not
up. Hand-out,
4–3.”
“Yes
let,
3–4.”
“Stroke
to
Jones,
10–8,
Game
Ball.”
“Fault,
hand-out,
8–3.”
“Not
up, 10-all:
a player
must
win
by
2 points.”
“10–8,
Match
Ball.”
“13–12,
Match
Ball.”
4.
End
of a game:
“11–3,
game
to
Smith.
Smith
leads
1 game
to
love.”
“11–7,
game
to
Jones.
Smith
leads
2 games
to 1.”
“11
–
8,
match
to
Jones,
3 games
to
2,
3–11,
11–7,
6–11,
11–
9,
11–
8.”
5.
Start
of successive
games:
“Smith
leads
1 game
to
love.
Love-all.”
“Smith
leads
2 games
to
1.
Jones
to serve,
love-all.”
“2
games
all.
Smith
to
serve,
love-all.”
2.2
REFEREE
FIFTEEN
SECONDS
To
advise
that
15
seconds
of a
permitted
interval
remain.
HALF-TIME
To
advise
that
2 ½
minutes
of
the
warm-up
period
have
passed.
LET
/ PLAY
A
LET
To
advise
that
a rally
is
to be
replayed
in
circumstances
where
the
wording
“Yes,
Let”
is
not
appropriate
(e.g.
when
neither
player
has
requested
a
let).
NO
LET
To
disallow
a let.
STROKE
TO
(player
or
team)
To
advise
that
a stroke
is
being
awarded.
TIME
To
indicate
that
a permitted
interval
has
elapsed.
YES,
LET
To
allow
a let.
CONDUCT
WARNING
To
advise
that
a Conduct
Warning
is being
issued,
e.g.:
“Conduct
Warning
Smith
for
delaying
play.”
CONDUCT
STROKE
To
advise
that
a Conduct
Stroke
is being
awarded,
e.g.:
“Conduct
Smith,
Stroke
to
(other
player
or
team)
for delay
of game.”
CONDUCT
GAME
To
advise
that
a Conduct
Game
is being
awarded,
e.g.:
“Conduct
Jones,
Game
to
(other
player
or
team)
for
abuse
of opponent.”
CONDUCT
MATCH
To
advise
that
a Conduct
Match
is being
awarded,
e.g.:
“Conduct
Jones,
Match
to
(other
player
or
team)
for dissent
to
Referee.”
APPENDIX
3
-
ALTERNATIVE
SCORING
SYSTEMS
1.
Point-a-rally
scoring
to
15
Rule
2 (Scoring)
is
replaced
by (see
italics):
2.1
The
winner
of
a rally
scores
1 point
and
serves
to begin
the next
rally.
2.2
Each
game
is played
to
15
points,
except
that
if the
score
reaches
14-all,
the
game
continues
until
one
player
leads
by 2
points.
2.3
A
match
is
normally
the
best
of 5 games,
but
may
be
the
best
of 3.
2.
Hand-in/hand-out
scoring
Rule
2 (Scoring)
is
replaced
by (see
italics):
2.1
The
server, on
winning
a rally,
scores
a point;
the
receiver,
on
winning
a rally,
becomes
the server
without
a change
of score.
2.2
Each
game
is played
to 9
points,
except
that
if the
score
reaches
8-all,
the
receiver
chooses,
before
the
next
service,
to
continue
that
game
either
to 9
(known
as
"Set
1")
or to
10
(known
as
"Set
2").
The
receiver
must
clearly
indicate
this
choice
to
the
Marker,
Referee
and
the
opponent.
2.3
A
match
is
normally
the
best
of 5 games,
but
may
be
the
best
of 3.
APPENDIX
4
-
THE
THREE-REFEREE
SYSTEM
1.
The
Three-Referee
System
uses
a Central
Referee
(CR)
and
two
Side
Referees
(SRs)
who
must
work
together
as
a team.
All should
be the
highest
accredited
referees
available.
If the
3
Officials
are
not
of
a similar
standard,
then
the
Referee
of the
highest
standard
should
normally
act
as
the CR.
2.
The
CR,
who
is
also
the
Marker,
controls
the
match
and
must
consult
with
the
SRs before
the match
and
if
necessary
(and
if
possible)
between
games,
to try
and
ensure
consistency
of rules
application
and
interpretation.
One
of
the
SRs
keeps
score
as
a backup.
In the
event
of
a discrepancy
the
CR’s
score
is final.
3.
The
two
SRs
should
be seated
behind
the
back
wall
in
line
with
the
inside
line of
the
service
box
on
each
side,
one
row in
front
of
the
CR.
4.
The
SRs make
decisions
at the
end
of rallies
–
not
during
them
– on
the
following
matters
only:
4.1
When a
player
requests
a let;
or
appeals
against
a
call
or lack
of a
call
of down,
not
up,
out,
or
fault
by
the
CR.
4.2
If
any
Referee
is unsighted
that
Referee’s
decision
is
“Yes,
Let.”
4.3
If
the
CR is
unsure
of
the
reason
for
an
appeal,
the
CR
must
ask
the
player
for
clarification.
4.4
If a SR
is
unsure
of
what
is being
appealed,
the
SR must
ask
the
CR for clarification.
5.
Only the
CR decides
all
other
matters
including
time-periods,
conduct,
injury,
distraction,
broken
ball,
fallen
object,
and
court
conditions,
none
of
which
may
be
appealed.
6.
Every
appeal
must
be decided
by
all
3
Referees,
simultaneously
and
independently.
7.
A
majority
decision
of
the
3 referees
is final,
unless
a video
referee
system
is
in
operation.
8.
The
decision
of
the
3
Referees
must
be
announced
by the
CR
without
revealing
the
individual
decisions.
9.
In
the
case
of
3 different
decisions
(Yes
Let,
No
Let,
Stroke),
the
final
decision
will
be
“Yes,
Let.”
10.
Players
may
speak
only
to
the CR.
Dialogue
must
be kept
to
a minimum.
11.
The
Referees
may
give
their
decisions
using
(in order
of preference):
1.
Electronic
consoles;
or
2.
Referee
Decision
Cards;
or
3.
Hand
signals.
12.
If
hand-signals
are
used:
Yes,
Let
= Thumb
and
forefinger
in
the
shape
of
an
‘L’.
Stroke =
Clenched
fist.
No
Let
= Hand
held
out
flat,
palm downwards.
Ball
was
Down/
Not
Up/
Out/
Fault =
Thumb
Down.
Ball
was
Good
=
Thumb
Up.
APPENDIX
5
-
VIDEO
REVIEW
May
be used
where
the
technology
is
available.
RULES/PROCEDURE
1.
A player
may
request
a review
of
an
Interference
decision
of
Let,
Stroke
or
No
Let
only,
but may
not
appeal
any Marker
calls.
Each
player
has
one
review
per
game;
if
the
original
decision
is overruled,
the
player
retains
the
review.
2.
The
player
must
clearly
and
immediately
ask
the
Central
Referee
(CR)
for
a
“Video
Review,
please.”
3.
The
CR then
states:
“Video
review,
please,
(player’s
name),
on the
Yes,
Let/No
Let/Stroke
decision.”
4.
The
replays
will
be shown
on
the
screens.
5.
The
decision
of
the
Video
Review
Official,
whose
decision
is
final,
will be
displayed
on
the
screens.
6.
The
CR then
states
either:
“Yes,
Let/No
Let/Stroke
decision
upheld,
(player’s
name)
has
no
review
remaining”;
or
“Yes,
Let/No
Let/Stroke
decision
overruled,
(player’s
name)
has
1
review
remaining.”
7.
When the
score
reaches
10-all,
each
player
will
have
only
1
further
review
av |