ABBREVIATED RULES ON SQUASH
(based
on the 2001 rules, effective 30-Apr 2001)
This
abbreviated version of the World Singles Squash Rules is to help
players to understand the basics. All players should read the
complete Rules. The Rule numbers in brackets in each heading
refer to the full Rules.
THE SCORING (Rule
2)
A match is the
best of five games. Each game is to nine points, unless the
score reaches eight-all. At eight-all the receiver
(non-server) has to choose to play either to nine points
(known as "Set One") or to ten points (known as "Set Two").
(There is no requirement that a player needs to be two points
ahead to win a game).
Points are
scored only by the server. When the server wins a rally he or
she scores a point; when the receiver wins a rally he or she
becomes the server.
THE WARM-UP (Rule
3)
Before the
start of a match, the two players are allowed up to 5 minutes
(2½ minutes on each side) to "warm-up" themselves and the ball
on the match court.
When a ball
has been changed during a match, or if the match has been
resumed after some delay, the players warm-up the ball to
playing condition.
The ball may
be warmed up by either player during any interval in the
match.
THE SERVICE (Rule
4)
Play commences
with a service. The player to serve first is decided by the
spin of a racket. Thereafter, the server continues serving
until losing a rally, when the opponent becomes the server and
the server becomes "hand out".
The player who
wins the preceding game serves first in the next game.
At the
beginning of each game and when the service changes from one
player to the other, the server can serve from either service
box. After winning a rally the server then continues serving
from the alternate box.
To serve a
player stands with at least part of one foot on the floor
within the service box. For a service to be good, it is served
directly onto the front wall above the service line and below
the out line so that on its return, unless volleyed, it
reaches the floor within the back quarter of the court
opposite to the server's box.
GOOD RETURN (Rule
6)
A return is
good if the ball, before it has bounced twice on the floor, is
returned correctly by the striker onto the front wall above
the tin and below the out line, without first touching the
floor. The ball may hit the side walls and/or the back wall
before reaching the front wall.
A return is
not good if it is "NOT UP" (ball struck after bouncing more
than once on the floor, or not struck correctly, or a double
hit); "DOWN" (the ball after being struck, hits the floor
before the front wall or hits the tin) or "OUT" (the ball hits
a wall on or above the out line).
RALLIES (Rule
8)
After a good
service has been delivered the players hit the ball in turn
until one fails to make a good return.
A rally
consists of a service and a number of good returns. A player
wins a rally if the opponent fails to make a good service or
return of the ball or if, before the player has attempted to
hit the ball, it touches the opponent (including racket or
clothing) when the opponent is the non-striker.
NOTE: AT ANY
TIME DURING A RALLY A PLAYER SHOULD NOT STRIKE THE BALL IF
THERE IS A DANGER OF HITTING THE OPPONENT WITH THE BALL OR
RACKET. IN SUCH CASES PLAY STOPS AND THE RALLY IS EITHER
PLAYED AGAIN ("A LET") OR THE OPPONENT IS PENALISED.
HITTING AN
OPPONENT WITH THE BALL (Rule
9)
If a player
strikes the ball, which, before reaching the front wall, hits
the opponent, or the opponent’s racket or clothing, play
stops.
If the return
would have been good and the ball would have struck the
front wall without first touching any other wall, the
striker wins the rally, provided the striker did not "turn".
If the ball
either had struck, or would have struck, any other wall and
the return would have been good, a let is played.
If the return
would not have been good, the striker loses the rally.
TURNING (Rule
9)
If the striker
has either followed the ball round, or allowed it to pass
around him or her - in either case striking the ball to the
right of the body after the ball had passed to the left (or
vice-versa) - then the striker has "TURNED".
If the
opponent is struck by the ball after the striker has turned,
the rally is awarded to the opponent.
If the
striker, while turning, stops play for fear of striking the
opponent, then a let is played. This is the recommended
course of action in situations where a player wants to turn
but is unsure of the opponent’s position.
FURTHER
ATTEMPTS (Rule
10)
A player,
after attempting to strike the ball and missing, may make a
further attempt to return the ball.
If a further
attempt would have resulted in a good return, but the ball
hits the opponent, a let is played.
If the return
would not have been good, the striker loses the rally.
INTERFERENCE
(Rule 12)
When it is his
or her turn to play the ball, a player is entitled to freedom
from interference by the opponent.
To avoid
interference, the opponent must try to provide the player with
unobstructed direct access to the ball, a fair view of the
ball, space to complete a swing at the ball and freedom to
play the ball directly to any part of the front wall.
A player,
finding the opponent interfering with the play, can accept the
interference and play on, or stop play. It is preferable to
stop play if there is a possibility of colliding with the
opponent, or of hitting him or her with racket or ball.
When play has
stopped as a result of interference the general guidelines
are:
The player is
entitled to a let if he or she could have returned
the ball and the opponent has made every effort to avoid the
interference.
The player is
not entitled to a let (i.e. loses the rally)
if he or she could not have returned the ball, or accepts
the interference and plays on, or the interference was so
minimal that the player’s access to and strike at the ball
was not affected.
The player is
entitled to a stroke (i.e. wins the rally) if the
opponent did not make every effort to avoid the
interference, or if the player would have hit a winning
return, or if the player would have struck the opponent with
the ball going directly to the front wall.
LETS (Rule
13)
A let is an
undecided rally. The rally does not count and the server
serves again from the same box.
In addition to
lets allowed as indicated in the paragraphs above, lets can be
allowed in other circumstances. For example, a let may be
allowed if the ball in play touches any article lying on the
floor, or if the striker refrains from hitting the ball owing
to a reasonable fear of injuring the opponent.
A let must be
allowed if the receiver is not ready and does not attempt to
return the service, or if the ball breaks during play.
CONTINUITY OF
PLAY (Rule
7)
Play is
expected to be continuous in each game once a player has
started serving. There should be no delay between the end of
one rally and the start of the next one.
In between all
games an interval of 90 seconds is permitted.
Players are
permitted to change items of clothing or equipment if
necessary.
BLEEDING,
INJURY AND ILLNESS (Rule
16)
If an injury
occurs which involves bleeding, the bleeding must be stopped
before the player can continue. A player is allowed a
reasonable time to attend to a bleeding wound.
If the
bleeding was caused solely by the opponent’s action, the
injured player wins the match.
If the
bleeding recurs no further delay is allowed, except that the
player can concede a game, using the 90 second period
between games to attend to the wound and stop the bleeding.
If unable to stop it, the player must concede the match.
For an injury
not involving bleeding, it must be decided whether the injury
was either caused by the opponent or self inflicted or
contributed to by both players.
If caused by
the opponent, the injured player wins the match if any
recovery time is needed.
If
self-inflicted, the injured player is allowed 3 minutes to
recover and must then play on, or concede a game using the
90 second rest period between games to recover.
If contributed
by both players, the injured player is allowed an hour to
recover.
A player who
is ill must play on or can take a rest period by conceding a
game and using the 90 second interval to recover. Cramps,
feeling sick and breathlessness (including asthma) are
considered illnesses. If a player vomits on court, the
opponent wins the match.
DUTIES OF
PLAYERS (Rule
15)
Rule 15
provides guidelines for players. For example 15.6 states that
deliberate distraction is not allowed. Players should read
this rule in full.
Some of the 8
sub-sections deal with situations related to matches under the
control of officials (Referee/Marker). The use of officials is
not covered in this abbreviated version.
CONDUCT ON
COURT (Rule
17)
Offensive,
disruptive or intimidating behaviour in squash is not
acceptable.
Included in
this category are: audible and visible obscenities, verbal and
physical abuse, dissent, abuse of racket, court or ball,
unnecessary physical contact, excessive racket swing, unfair
warm-up, time-wasting, late back on court, deliberate or
dangerous play or action and coaching (except between games).
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