PICKLEBALL RULES

GENERAL LEAGUE RULES

Team captains are responsible for reporting scores after your game through the Rally & Tap Pickleball website. Teams have a 48-hour window to report scores after the game ends. Please be timely with your score reporting so league standings can stay updated for playoff positioning.

To report the score:

  1. Login to your Player Page (click on your username)
  2. Tap the “Schedule” tab
  3. Tap the “Record Score” button next to the game in the schedule to submit your scores

Other Tips:

  • If you notice the score is already there, it’s because the opposing team captain has already reported it. If the score is reported incorrectly, please email us, and we can start a Score Dispute if necessary.
  • Did you or the other team forfeit the game? Head to ‘Record Score’ and submit a forfeit win (or loss).

Standings/Schedules: Players can view league schedules and standings by logging into their player profile and clicking on ‘Schedule and Standings’.

Team Rosters: All players must be added to the team roster by the team captain. This confirms that all players have agreed to our policies and signed the online waiver.

Substitute Players: Substitute players are allowed but must be added to the team roster. Adding a substitute player from another team in the same league is allowed, but regular/consistent use of a substitute player in the same league is considered unsportsmanlike and is not encouraged.

Playoff Eligibility: For a player to be eligible for a playoff game, the following criteria must be met, or the team will default the game:

  • Be on the Rally & Tap Pickleball online team roster.
  • Play a minimum of two regular season games in a 6-10 week season or three regular season games in an 11-14 week season.
  • Play for only one team per league/pool in playoff games. If a player plays for two teams, the second game will be defaulted.

A forfeit will occur if a team cannot field a squad by 15 minutes after the official start time.

Before the Game: If your team does not meet the minimum number of players and/or the gender minimum requirements before the game starts, your captain MUST speak to the opposing team captain regarding the outcome (i.e., forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the fun-first spirit of Rally & Tap Pickleball, team captains are encouraged to agree to an opponent’s request to have the game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Inclement Weather: In the event of inclement weather, follow our foul weather policy available on the website and the sport-specific instructions provided.

We understand that incidental contact between players is inevitable, but all players should go out of their way to avoid creating unsafe play.

Unsportsmanlike Conduct: Any unsportsmanlike conduct may result in immediate expulsion from the league. This includes physical or rough play, verbal abuse, damage to facility property, and/or loss of facility permit. Fighting will result in immediate expulsion from the league.

For more details, view our complete Unsportsmanlike Conduct policy on our website.

Let’s keep the game fun and safe for everyone!

Drinking alcoholic beverages, use of drugs and smoking at your game site before, during, or after your game is strictly prohibited. Offenders will be asked to leave the league without refund. No Exceptions.
A Game Coordinator (GC) presence is an essential part of our pickleball leagues, depending on the season and facility locations. They are not referees, as all games are self-officiated. Instead, they are on-site to be neutral supporters for both teams, clarify rules, manage equipment, start/stop games, and inform players of league news. A Game Coordinator may stop a game before the full time has expired due to overly aggressive play, persistent unsportsmanlike conduct, or general violations of the game rules. Let’s keep it fun and fair with the help of our awesome GCs!

LEAGUE RULES + FORMAT

Structure
This one-time class, led by a certified coach, covers the rules, scoring, and basic skills. Get ready to serve, dink, and smash your way into the game!

Equipment for Classes

  • RTP will provide paddles, balls and nets on-site.
  • Players are welcomed to bring their own paddle if they wish.
  •  

Structure
This program spans over several weeks, with each session featuring expert instruction and gameplay. You’ll work on serving, third shots, dinking, and strategy. This program is ideal for those who’ve completed an Intro to Pickleball program or have some game experience. If you’d like to review our Pickleball rules ahead of time, keep on reading!

Equipment for Classes

  • RTP will provide paddles, balls and nets on-site.
  • Players are welcomed to bring their own paddle if they wish.

Objective
Pickleball is a team sport where two teams play on a court divided by a net. The goal is to send the ball over the net to win points or when the opponent cannot return it.

Scoring

  • Official pickleball scoring (side-out scoring) is used for all games where points are scored only by the serving team.
  • If a game is tied when time runs out, teams will play in one (1) sudden death rally to deem a winner.  

Line Calls

  • A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.”
  • A serve contacting the non‐volley zone line is short and a fault.
  • A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present.
  • Players will call the lines on their side of the court.
  • No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call. An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.

Service Sequence

  • At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team.
  • The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service.
  • If a point is scored, the server switches sides and the server initiates the next serve from the left‐hand court.
  • As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.
  • When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team.
  • Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.
  • Double Bounce Rule: When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).

Serve

  • The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve).
  • Paddle contact with the ball must be below the server’s waist (navel level).
  • The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck.
  • The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.
  • Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve.
  • If a ball from another court interferes with your game, you may call it and re‐do the serve.

Non-Volley Zone (The Kitchen)

  • The non‐volley zone is the court area within seven feet on both sides of the net.
  • Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.
  • It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines.
  • It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens.
  • A player may legally be in the non‐volley zone any time other than when volleying a ball.
  • A player may enter the non‐volley zone before or after returning any ball that bounces.
  • If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone.
  • The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball.
  • Non‐volley zone faults may be called by any player on either team.

Faults

  • A fault is any action that stops play because of a rule violation.
  • A fault by the receiving team results in a point for the serving team.
  • A fault by the serving team results in the server’s loss of serve or side out.
  • A player must have possession of the paddle when it makes contact with the ball.
  • A fault occurs when:
    • A serve does not land within the confines of the receiving court.
    • The ball is hit into the net on the serve or any return.
    • The ball is volleyed before a bounce has occurred on each side.
    • The ball is hit out of bounds.
    • A ball is volleyed from the non‐volley zone.
    • A ball bounces twice before being struck by the receiver.
    • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
    • There is a violation of a service and/or non‐volley zone rule.
    • A ball in play strikes a player or anything the player is wearing or carrying.
    • A ball in play strikes any permanent object before bouncing on the court.

Objective
Pickleball is a team sport where two teams play on a court divided by a net. The goal is to send the ball over the net to win points or when the opponent cannot return it.

Game Length and Structure

  • Rally & Tap Pickleball’s Drop-In program follows a ladder-style format.
  • The winning team from your game moves up to the higher court, and the losing team moves down to the lower court.
  • Each game is 12 minutes in length.
  • Before you start your new game, switch partners with the opponent across from you. This allows everyone to play with (and against) different players.
  • Official standings are not kept as this is simply a casual and social style of play.
  • The gym is reserved for a specific time according to the online schedule. Players can stay and play the entire time or drop in at their convenience but we encourage everyone to join us at the start to ensure the most amount of playing time.

Equipment

  • Players are required to bring their own paddle to every game.
  • RTP will have game balls available to use at the game location.
  • Nets are stored at the gym, and players are encouraged to help with setup and takedown, but wait for the Game Coordinator.

Players on Court and Skill Levels

  • Teams consist of 2 players on the court with no minimum gender requirements. 

Game Set-Up

  • Pickleball nets will be set up by the Rally & Tap Pickleball Game Coordinator or facility staff upon arrival to your game.
  • To determine who serves first, teams can do a coin toss or rock-paper-scissors. The winner will have the option to choose court side or to serve or receive. If the winner chooses to serve or receive, the loser picks the starting court side. If the winner chooses the starting court side, the lower chooses to serve or receive.
  • Teams are responsible for keeping score.

Scoring

  • Official pickleball scoring (side-out scoring) is used for all games where points are scored only by the serving team.
  • If a game is tied when time runs out, teams will play in one (1) sudden death rally to deem a winner.  

Line Calls

  • A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.”
  • A serve contacting the non‐volley zone line is short and a fault.
  • A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present.
  • Players will call the lines on their side of the court.
  • No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call. An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.

Service Sequence

  • At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team.
  • The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service.
  • If a point is scored, the server switches sides and the server initiates the next serve from the left‐hand court.
  • As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.
  • When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team.
  • Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.
  • Double Bounce Rule: When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).

Serve

  • The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve).
  • Paddle contact with the ball must be below the server’s waist (navel level).
  • The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck.
  • The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.
  • Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve.
  • If a ball from another court interferes with your game, you may call it and re‐do the serve.

Non-Volley Zone (The Kitchen)

  • The non‐volley zone is the court area within seven feet on both sides of the net.
  • Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.
  • It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines.
  • It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens.
  • A player may legally be in the non‐volley zone any time other than when volleying a ball.
  • A player may enter the non‐volley zone before or after returning any ball that bounces.
  • If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone.
  • The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball.
  • Non‐volley zone faults may be called by any player on either team.

Faults

  • A fault is any action that stops play because of a rule violation.
  • A fault by the receiving team results in a point for the serving team.
  • A fault by the serving team results in the server’s loss of serve or side out.
  • A player must have possession of the paddle when it makes contact with the ball.
  • A fault occurs when:
    • A serve does not land within the confines of the receiving court.
    • The ball is hit into the net on the serve or any return.
    • The ball is volleyed before a bounce has occurred on each side.
    • The ball is hit out of bounds.
    • A ball is volleyed from the non‐volley zone.
    • A ball bounces twice before being struck by the receiver.
    • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
    • There is a violation of a service and/or non‐volley zone rule.
    • A ball in play strikes a player or anything the player is wearing or carrying.
    • A ball in play strikes any permanent object before bouncing on the court.

Objective
Pickleball is a team sport where two teams play on a court divided by a net. The goal is to send the ball over the net to win points or when the opponent cannot return it.

Game Length and Structure

  • Rally & Tap Pickleball’s Play & Social program follows a ladder-style format.
  • The winning team from your game moves up to the higher court, and the losing team moves down to the lower court.
  • Each game is 12 minutes in length.
  • Before you start your new game, switch partners with the opponent across from you. This allows everyone to play with (and against) different players.
  • Official standings are not kept as this is simply a casual and social style of play.
  • The gym is reserved for a specific time according to the online schedule. Players can stay and play the entire time or drop in at their convenience but we encourage everyone to join us at the start to ensure the most amount of playing time.

Equipment

  • Players are required to bring their own paddle to every game.
  • RTP will have game balls available to use at the game location.
  • Nets are stored at the gym, and players are encouraged to help with setup and takedown, but wait for the Game Coordinator.

Players on Court and Skill Levels

  • Teams consist of 2 players on the court with no minimum gender requirements. 

Game Set-Up

  • Pickleball nets will be set up by the Rally & Tap Pickleball Game Coordinator or facility staff upon arrival to your game.
  • To determine who serves first, teams can do a coin toss or rock-paper-scissors. The winner will have the option to choose court side or to serve or receive. If the winner chooses to serve or receive, the loser picks the starting court side. If the winner chooses the starting court side, the lower chooses to serve or receive.
  • Teams are responsible for keeping score.

Scoring

  • Official pickleball scoring (side-out scoring) is used for all games where points are scored only by the serving team.
  • If a game is tied when time runs out, teams will play in one (1) sudden death rally to deem a winner.  

Line Calls

  • A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.”
  • A serve contacting the non‐volley zone line is short and a fault.
  • A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present.
  • Players will call the lines on their side of the court.
  • No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call. An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.

Service Sequence

  • At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team.
  • The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service.
  • If a point is scored, the server switches sides and the server initiates the next serve from the left‐hand court.
  • As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.
  • When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team.
  • Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.
  • Double Bounce Rule: When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).

Serve

  • The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve).
  • Paddle contact with the ball must be below the server’s waist (navel level).
  • The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck.
  • The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.
  • Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve.
  • If a ball from another court interferes with your game, you may call it and re‐do the serve.

Non-Volley Zone (The Kitchen)

  • The non‐volley zone is the court area within seven feet on both sides of the net.
  • Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.
  • It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines.
  • It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens.
  • A player may legally be in the non‐volley zone any time other than when volleying a ball.
  • A player may enter the non‐volley zone before or after returning any ball that bounces.
  • If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone.
  • The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball.
  • Non‐volley zone faults may be called by any player on either team.

Faults

  • A fault is any action that stops play because of a rule violation.
  • A fault by the receiving team results in a point for the serving team.
  • A fault by the serving team results in the server’s loss of serve or side out.
  • A player must have possession of the paddle when it makes contact with the ball.
  • A fault occurs when:
    • A serve does not land within the confines of the receiving court.
    • The ball is hit into the net on the serve or any return.
    • The ball is volleyed before a bounce has occurred on each side.
    • The ball is hit out of bounds.
    • A ball is volleyed from the non‐volley zone.
    • A ball bounces twice before being struck by the receiver.
    • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
    • There is a violation of a service and/or non‐volley zone rule.
    • A ball in play strikes a player or anything the player is wearing or carrying.
    • A ball in play strikes any permanent object before bouncing on the court.

Objective
Pickleball is a team sport played by two teams on a court divided by a net. The objective is for each team to send the ball over the net until they win the point or when the opponent cannot return it.

Game Length

  • Teams will play two 45-minute matches.
  • Matches start and end according to your online RTP schedule.
  • If games start late, games must finish at the scheduled time.
  • If a set is not complete when time runs out or a game is stopped, then the team in the lead is considered to have won that set. A team must have at least 5 points in a set to count as a win, otherwise it is deemed a tie. Similarly, if the third set is not played, then it is considered a tie.

Equipment
Players are required to bring their own paddle to every game. Rally & Tap Pickleball will have game balls available to use at the game location.

Players on Court, Gender Ratio, and Defaults

  • Teams are comprised of 2 players on the court. There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A default for the match (all sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

Game Set-Up

  • Pickleball nets will be set up by the RTP Game Coordinator or facility staff upon arrival to your game.
  • To determine who serves first, teams can either flip a coin or rock-paper- scissors. The winner will have the option to choose court side or to serve or receive. If the winner chooses to serve or receive, the loser picks the starting court side. If the winner chooses the starting court side, the lower chooses to serve or receives. Teams are responsible for keeping score.

Scoring

  • Matches are comprised of three sets which equals one match.
  • Each set is to 11 points.
  • The first team to score 11 points by a two-point margin wins the set (with a hard cap of 15 points).
  • Official pickleball scoring (side-out scoring) is used for all games where points are scored only by the serving team.

Line Calls

  • A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.”
  • A serve contacting the non‐volley zone line is short and a fault.
  • A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present.
  • Players will call the lines on their side of the court.
  • No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call. An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.

Service Sequence

  • At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team.
  • The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service.
  • If a point is scored, the server switches sides and the server initiates the next serve from the left‐hand court.
  • As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.
  • When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team.
  • Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.
  • Double Bounce Rule:  When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).

Serve

  • The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve).
  • Paddle contact with the ball must be below the server’s waist (navel level).
  • The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck.
  • The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.
  • Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve.
  • If a ball from another court interferes with your game, you may call it and re‐do the serve.

Non-Volley Zone (Commonly referred to as ‘The Kitchen’)

  • The non‐volley zone is the court area within seven feet on both sides of the net.
  • Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.
  • It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines.
  • It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens.
  • A player may legally be in the non‐volley zone any time other than when volleying a ball.
  • A player may enter the non‐volley zone before or after returning any ball that bounces.
  • If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone.
  • The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball.
  • Non‐volley zone faults may be called by any player on either team.

Faults

  • A fault is any action that stops play because of a rule violation.
  • A fault by the receiving team results in a point for the serving team.
  • A fault by the serving team results in the server’s loss of serve or side out.
  • A player must have possession of the paddle when it makes contact with the ball.
  • A fault occurs when:
    • A serve does not land within the confines of the receiving court.
    • The ball is hit into the net on the serve or any return.
    • The ball is volleyed before a bounce has occurred on each side.
    • The ball is hit out of bounds.
    • A ball is volleyed from the non‐volley zone.
    • A ball bounces twice before being struck by the receiver.
    • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
    • There is a violation of a service and/or non‐volley zone rule.
    • A ball in play strikes a player or anything the player is wearing or carrying.
    • A ball in play strikes any permanent object before bouncing on the court.

Playoffs

  • Matches are comprised of best-of-three sets which equals one match.
  • Each set is to 11 points (win by a two-point margin, no cap).
  • Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.
  • The RTP office will update the playoff schedule once all scores have been submitted and after the last regular season game. Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective
Pickleball is a team sport played by two teams on a court divided by a net.  The objective is for each team to send the ball over the net until they win the point or when the opponent cannot return it.

Game Length

  • Teams will play one match per night. A match consists of 6 games of 12 minutes each. Teams will have a short break between games to rest, talk strategy or to use for a sudden death rally point.
  • Matches start and end according to your online Rally & Tap Pickleball schedule.
  • If games start late, games must finish at the scheduled time.

Equipment

  • Players are required to bring their own paddle to every game.
  • Rally & Tap Pickleball will have game balls available to use at the game location.

Players on Court, Gender Ratio, and Defaults

  • Teams are comprised of 4 players (open gender). Each game will be played with 2 players on the court and two players on the bench. Teams can play with 3 players, however, please follow the matchup requirements for a 3-player team.
  • A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).
  • If your team does not meet the minimum number of players prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of Rally & Tap Pickleball, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

  • Pickleball nets will be set up by the Rally & Tap Pickleball Game Coordinator or facility staff upon arrival to your game.
  • To determine who serves first, teams can do a coin toss or rock-paper-scissors. The winner will have the option to choose court side or to serve or receive. If the winner chooses to serve or receive, the loser picks the starting court side. If the winner chooses the starting court side, the lower chooses to serve or receive.
  • Teams are responsible for keeping score.
  • Each player on the team will wear a coloured wristband based on their skill level. The wristband you wear week-to-week may change as your personal skill level may change after each week of games.
    • The highest skilled player wears Green
    • The second skilled rated player wears Red
    • The third highest skilled player wears Yellow
    • The lowest skilled player wears Blue
  • The lineup for game is determined by rotating players onto the court. Each individual player will compete in 3 of the 6 games each night. The 12-minute matchups for each game are determined by positions:

Game 1: Green + Red vs. Green + Red
Game 2: Yellow + Blue vs. Yellow + Blue
Game 3: Green + Yellow vs. Green + Yellow
Game 4: Red + Blue vs. Red + Blue
Game 5: Green + Blue vs Green + Blue
Game 6: Red + Yellow vs Red + Yellow

If your team is short one player (arrives with 3 players only), each player will take a turn wearing the absent player’s bracelet. When it’s the absent player’s turn to play, the opponent will choose which present player substitutes in. A player cannot substitute in for the absent player more than once.

Teams cannot play with less than 3 players (game is forfeited).  

At the start of each game, teams must determine their positions and identify themselves with the provided Rally & Tap Pickleball wristbands. Once the match has started, players cannot reorganize their lineup or change wristbands. 

Scoring

  • Matches are comprised of 6 games of 12 minutes.
  • Official pickleball scoring (side-out scoring) is used for all games where points are scored only by the serving team.
  • If a game is tied when time runs out, teams will play in one (1) sudden death rally to deem a winner.  
  • Record the score of each game. Teams receive one point for each game that is won.
  • Here is an example for a match between Pickadillies and Big Dills:
    • Game 1 = Pickadillies 10 vs Big Dills 7
    • Game 2 = Pickadillies 12 vs Big Dills 9
    • Game 3 = Pickadillies 6 vs Big Dills 10
    • Game 4 = Pickadillies 11 vs Big Dills 5
    • Game 5 = Pickadillies 13 vs Big Dills 10
    • Game 6 = Pickadilles 7 vs Big Dills 11
    • Enter these game scores online, and the match score will be Pickadillies 4 Big Dills 2

Line Calls

  • A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.”
  • A serve contacting the non‐volley zone line is short and a fault.
  • A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present.
  • Players will call the lines on their side of the court.
  • No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call. An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.

“Challenge Chicken”

  • If a player on the opposite side of the net would like to “Challenge” an opposing team’s line call, they MUST toss the rubber chicken onto the court to signify the challenge. In the event of a challenge, teams must re-serve and replay the point.
  • A team is allowed one “Challenge Chicken” per game, however, it cannot be used in the last 2 minutes of the game.
  • In the first-and-foremost-for-fun spirit of Rally & Tap Pickleball, teams must only use this opportunity to challenge indecisive calls and not misuse the rule.

Service Sequence

  • At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team.
  • The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service.
  • If a point is scored, the server switches sides and the server initiate the next serve from the left‐hand court.
  • As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.
  • When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team.
  • Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.
  • Double Bounce Rule: When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).

Serve

  • The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve).
  • Paddle contact with the ball must be below the server’s waist (navel level).
  • The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck.
  • The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.
  • Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve.
  • If a ball from another court interferes with your game, you may call it and re‐do the serve.

Non-Volley Zone (The Kitchen)

  • The non‐volley zone is the court area within seven feet on both sides of the net.
  • Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.
  • It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines.
  • It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens.
  • A player may legally be in the non‐volley zone any time other than when volleying a ball.
  • A player may enter the non‐volley zone before or after returning any ball that bounces.
  • If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone.
  • The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball.
  • Non‐volley zone faults may be called by any player on either team.

Faults

  • A fault is any action that stops play because of a rule violation.
  • A fault by the receiving team results in a point for the serving team.
  • A fault by the serving team results in the server’s loss of serve or side out.
  • A player must have possession of the paddle when it makes contact with the ball.
  • A fault occurs when:
    • A serve does not land within the confines of the receiving court.
    • The ball is hit into the net on the serve or any return.
    • The ball is volleyed before a bounce has occurred on each side.
    • The ball is hit out of bounds.
    • A ball is volleyed from the non‐volley zone.
    • A ball bounces twice before being struck by the receiver.
    • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
    • There is a violation of a service and/or non‐volley zone rule.
    • A ball in play strikes a player or anything the player is wearing or carrying.
    • A ball in play strikes any permanent object before bouncing on the court.

Playoffs

  • Team playoff position in standings: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.
  • Playoffs matches: In the event that the score is 3-3 at the end of a playoff match, the tie breaker is most points scored. The team with the highest sum of points scored will be declared the winner of the match. For example:
    • Game 1 = Pickadillies 10 vs Big Dills 7
    • Game 2 = Pickadillies 12 vs Big Dills 9
    • Game 3 = Pickadillies 10 vs Big Dills 8
    • Game 4 = Pickadillies 6 vs Big Dills 12
    • Game 5 = Pickadillies 7 vs Big Dills 11
    • Game 6 = Pickadillies 5 vs Big Dills 9
  • The match score is 3-3 and Pickadillies scored 50 points, while Big Dills scored 56. Big Dills will be declared the winner for this playoff match as they scored more points overall.
  • If the sum of the points scored is still tied, then the tie breaker is +/- (the higher of the sum of points scored minus the sum of points scored against).
  • If its still tied after that, then the tie breaker is least points against.
  • The Rally & Tap office will update the playoff schedule once all scores have been submitted and after the last regular season game. Please do not assume the time/location of your playoff game until team names have been posted into the schedule.