Seeking Volunteers!

The International Pickleball Federation has several open positions. Apply Today!


The IPF Rulebook

The IPF Official Guide to Global Pickleball Play

2024 Edition


In the summer of 1965, on Bainbridge Island, Washington, in the United States of America, a playful pickle sprouted. Three dads – Congressman Joel Pritchard (see Figure 1), Bill Bell, and Barney McCallum – dreamt up a backyard game for their kids: PICKLEBALL! With echos of tennis, whispers of table tennis, and a sprinkle of badminton's grace, pickleball bloomed. Named after the family dog or leftover oarsmen from other teams (depending on who you ask), pickleball has become a global phenomenon, captivating players of all ages with its infectious blend of fun and friendly competition.

Figure 1 – Founder Joel Pritchard and the Original Pickleball Court
Figure 1 – Founder Joel Pritchard and the Original Pickleball Court

Although it has echoes of its cousin sports, pickleball sings its own tune. Picture a mini-tennis court or a double-sized badminton court with “kitchens” (non-volley zones) carved out at 2.1 m (7 feet), a lower net, a not-too-bouncy perforated ball, and paddles larger than pingpong’s – these are its instruments. There’s a special dance in the "kitchens,” serving diagonally, points ticking by side-out scoring or rally scoring (depending on where you play), and victory beckoning at 11, 15, or 21, with a two-point lead for thrilling.

This "fastest-growing sport in the world," as it is now known, is a joyful dance with its blend of skill, strategy, and pure fun, much like a summer fruit salad. Easy to grasp, social, and budget-friendly, it welcomes all slices of life: young, old, fit, or fancy-free. Whether played indoors or out, in singles or doubles, pickleball thrives on courtesy and cooperation, where a dash of sportsmanship sweetens every rally.

The low bounce, the forbidden volley zones, the gentle underhand serve – these are the spices that make pickleball sizzle. And for those who play the game while seated, a modified set of rules awaits, ensuring everyone enjoys playing the game. Wheelchair players, please consult the IPF 2024 Official Guide to Global Para Pickleball (Coming soon).

Dive deeper into the rules in the chapters to come. But remember, at its heart, pickleball is a summer's whim, a playful pickle that blossomed into a global phenomenon. So, grab your paddle and step onto the court safely. Let the fun begin! Welcome to the world of pickleball, where the IPF is more than just the global governing body; we're your partner, and we all play – and win – together!

4-1. Figure 2 illustrates pickleball paddle and balls, and Figure 3 illustrates pickleball court dimensions. For details on equipment specifications, court specifications, and other technical details related to equipment testing, please refer to the IPF Equipment Standards Manual 2023.

Figure 2 – Pickleball Paddle and Balls
Figure 2 – Pickleball Paddle and Balls

Figure 3 – Pickleball Court Dimensions
Figure 3 – Pickleball Court Dimensions

Standard pickleball court dimensions are 13.41 m long by 6.10 m wide (44 feet x 20 feet) with 0.05 m (2 inches) thickness for all lines.

A standard net height is 0.91 m (36 inches) at the sidelines (not at the net posts) and 0.86 m (34 inches) in the middle.

4-2. Apparel Guidelines – what to wear:

  1. No Camouflage: Avoid clothes that have similar colors to the pickleballs.
  2. Keep it Classy: Words, pictures, logos, etc., on your clothes should be in good taste and non-offensive or inappropriate.
  3. Court-Friendly Shoes: Wear shoes that won't scratch or damage the court. Choose the right court shoes to support side-to-side movement and prevent injury.
  4. Follow the Rules: If clothing violates the rules, the Tournament Director can call a non-chargeable time-out to request a change. Failure to comply may result in a match forfeit.

5-1. Around The Post (ATP): A legal shot that allows the player to return the ball with a daring curve, by passing the usual over-the-net route.

5-2. Ball in Play: When the ball is actively rallied between players, from the serve until it stops moving. (Also see 5-18. Live Ball).

5-3. Carry: A shot in which the pickleball is not hit cleanly and remains on the face of the paddle during the forward swing.

5-4. Coaching: Any form of communication from someone other than a player's partner on the court that a team may use to gain an advantage/avoid a rules violation. It is illegal except during time-outs.

5-5. Court: The playable area within the boundaries of the baselines and sidelines.

5-6. Cross-Court: The diagonally opposite side from the net where the ball was last hit.

5-7. Dead Ball: A ball that is out of play.

5-8. Distraction: Uncommon physical actions that interfere with the opponent's play.

5-9. Double Bounce: The ball hits the ground twice on one side of the net before returning it. Wheelchair players, please consult the IPF 2024 Official Guide to Global Para Pickleball (Coming soon).

5-10. Double Hits: Striking the ball twice before returning it.

5-11. Fault: A rule violation that ends a rally.

5-12. First Server (DOUBLES): The player serving from the right/even service court after a side-out, based on the team’s score.

5-13. Forfeit: A player/team gives up due to injury, illness, or penalty that award opponent(s) the game/match.

5-14. Groundstroke: Hitting the ball from midcourt or baseline, either forehand or backhand, after it bounces.

5-15. Hinder: Anything non-player interference, excluding permanent objects.

5-16. Left/Odd Court: The left service court, used by the Opening Server (in doubles) or the singles server when their score is odd.

5-17. Line Call: A loud call or hand signal made by a player or line referee to indicate that a live ball has landed outside the court.

5-18. Live Ball: The moment the referee or the server/their partner begins announcing the score. (Also see 5-2. Ball in Play).

5-19. Momentum: The force that keeps a player moving after they hit a volley. It ends when the player regains their balance and control.

5-20. Non-Volley Zone (NVZ): The 2.1 m by 6.1 m (7 ft by 20 ft) area and its bounding lines next to the net where players can't volley. The NVZ is designed to prevent powerful volleys that are difficult to return.

5-21. Officiating Team: The group in charge of enforcing regulations, and maintaining order during a match, led by the tournament Head Referee and associate referees.

5-22. Opening Server (DOUBLES): The player who serves first for their team at the open of the game.

5-23. Permanent Object: Any object on or around the court that may hinder play, such as net posts/legs, ceiling, officials, and spectators in their designated positions.

5-24. Plane of the Net: Imaginary planes extending beyond the net on all sides.

5-25. Playing Surface: The court and the area immediately surrounding used for play.

5-26. Profanity: Offensive words, phrases, or gestures.

5-27. Rally: Uninterrupted play between the serve and a fault.

5-28. Receiver: The player diagonally opposite the server who should return the serve.

5-29. Replay: A restarted rally, without points or server change.

5-30. Right/Even Court: The right service court, used by the Opening Server (in doubles) or the singles server when their score is even.

5-31. Retirement: A player/team stops playing mid-match, due to injury or strategic reasons, handing the victory to their opponent(s).

5-32. Second Server (DOUBLES): The partner of the first server, who serves after the first server loses the serve.

5-33. Serve: The opening stroke of the rally, initiating play by hitting the ball with the paddle.

5-34. Server: The player who performs the serve, following the specific rules and requirements for a service.

5-35. Service Court (Right/Left): The serving zone on either side of the centerline for starting rallies, or where the serve must land.

5-36. Serving Area: The zone behind the baseline and between the sideline and the centerline.

5-37. Side-out: When last point is lost on player/team, the serve is switched to player(s) on the other side of the net.

5-38. Technical Foul (TF): For unsporting behavior, the referee takes away a point, or gives one to the other team if the offending team has no points. This happens after either two Technical Warnings (yellow cards) or something bad enough for a Technical Foul (red card).

5-39. Technical Warning (TW): A referee's (yellow card) reminder to players to adhere to the rules and maintain proper conduct on the court. No points are taken away or given.

5-40. Verbal Warning: Referee gives a talking-to for inappropriate behavior. Each team gets one per match.

5-41. Volley: A contact with the ball before it touches the ground.

5-42. Wheelchair Player: Anyone playing pickleball in a wheelchair, regardless of disability. Their wheelchair is considered an extension of the player and subject to all relevant body-related rules.

5-43. Withdrawal: A player or team chooses to drop out of their registered tournament (before/during) for any reason.

6-1. Fundamentals of Serving:

  1. A pickleball game (doubles or singles) always begins with a serve and initiates with the player on the right/even half (facing the net) of the court serving first.
  2. The first serving player (singles) or team (doubles) of the game is determined by a coin toss, etc. in tournament play, or by local rules in recreational play.
  3. Only one serve attempt is allowed per server.
  4. For beginners, serving is about getting the ball in play, not attacking.
  5. The serve can hit the net, but it must clear the NVZ and must land in the correct service court.
  6. A ball touching any part of the centerline, sideline, and baseline of the correct service court is considered good.
  7. If the serve is good, the players continue to rally until one player commits a “fault” which ends the rally.
  8. If the serve crosses the net and hits the service returner or their partner, even after touching the net, the serving team wins the point. This has been nicknamed the "Nasty Nelson" serve.
  9. Serve diagonally across the court from behind the baseline using volley serve or bounce serve, aiming deep and center to keep opponent back. The direction of the arm determines where the ball will land. Follow through and stay behind the baseline until the third shot. Always keep the paddle up between hits!
  10. To serve – The server stands behind the baseline within their serving area with at least one foot on the ground and do not step onto the court while serving.( Wheelchair players, please consult the IPF 2024 Official Guide to Global Para Pickleball (Coming soon)). Release of the ball must be visible to the receivers and referee and only using one hand, ensuring no spin or manipulation; release from paddles are allowed for both volley serve/bounce serves. (see Figures 4 & 5).
  11. Volley Serve: Follow the rules in 6-1.j, using either forehand or backhand swing, the server: must hit up on the ball with an underhand stroke; must keep paddle head below the wrist; and must contact the ball below belly button imaginary line.
  12. Figure 4 – Legal Volley Serve

    Figure 4 – Legal Volley Serve

  13. Bounce Serve: Follow the rules in 6-1.j, using a forehand or backhand swing, the server hits the ball after it bounces on the playing surface. The server must either drop the ball from one hand or release it from their paddle from any natural height. The ball must not be thrown, tossed, or hit upward with the paddle. The ball can bounce any number of times and anywhere on the playing surface. The restrictions on the Volley Serve (Rule 6-1.k) do not apply to the Bounce Serve.
  14. Figure 5 – Legal Bounce Serve

    Figure 5 – Legal Bounce Serve

  15. Player Readiness:
    • Before serving, signal "not ready" by player:
      • Raising their paddle or non-paddle hand above their head
      • Turning their back to the net.
    • Signals after the score starts are ignored, except for hinders (not out-of-position players).
  16. 10-Second Rule: The server has 10 seconds to hit the ball after the score is called; exceeding results in a fault. If the serving team needs repositioning, reset the 10 sec after everyone gets ready.
  17. Calling the Score: The score is called once players both sides are ready (or should be). In non-officiated matches, the server calls the score, but their partner can if needed. Stick to one score announcer during the game unless someone can't speak.
  18. Wrong Score Called: The referee/player may stop play before the return of serve to correct the score. Stopping after point starts is a fault, even if player correctly identifies the error. Finish the rally, then correct the score before the next serve.
  19. Replay or Fault:
    • Officiated Matches: If unsure about the serve, the referee can call a replay before the receiver hits the ball. If clearly wrong, the referee calls a fault.
    • Non-Officiated Matches: If the service returner sees a dodgy spin or hidden ball release before serving, they can ask for a replay before hitting the ball. Receivers cannot call faults for service motion violations.
  20. Service Foot Faults: During the serve, the server must stand behind the baseline within their serving area with at least one foot on the ground and do not step onto the court while serving.
  21. Service Faults (Loss Serve):
    1. Server hits the ball during the score call
    2. Using an illegal volley serve/bounce serve (6-1.k/6-1.l)
    3. Ball hits a permanent object before the ground
    4. Ball touches the server/partner/their belongings
    5. Ball lands in NVZ
    6. Ball lands outside the service court
    7. Ball hits the net and lands in NVZ
    8. Ball hits the net and lands outside the service court
    9. Server/partner calls a time-out after the serve.
  22. Service Return Faults: The server scores if the receiver/partner:
    1. Is touched by the ball or blocks the ball before it bounces.
    2. Receiver/partner calls a time-out after the serve has initiated.

6-2. Player Positions and Side-out Scoring/Serve to Score:

  1. The court has two halves as players face the net: right/even and left/odd.
  2. Player positions check each rally in officiated matches:
    • BEFORE: The referee confirms (corrects if necessary) player positions and serving order.
    • DURING:
      • Correct error call (referee/player) = replay.
      • Incorrect referee call = replay.
      • Incorrect player call = fault on that player.
    • AFTER: player positions’ errors stand.
  3. Doubles Play: (Side-out Scoring)
    • Before each serve, the serving player/referee calls out the entire score with 3 numbers in this order – serving team’s score, opponent’s score, and then server’s position (1 or 2).
    • Player positions for both serving and receiving teams are dictated by their teams’ scores and their opening servers in the game. Team’s score even (0, 2, 4...): opening server stands on the right. Team’s score odd (1, 3, 5...): opening server goes left; partner adjusts. This is key to the pickleball refereeing world
    • The first serve of each game: Only one teammate of the opening team gets to serve to prevent an unfair advantage. They announce the opening score, which is always “0-0-2” – meaning, each team begins with “0” points and the “2” indicates that the opening server is acting as the 2nd server.
    • After winning each point on their serve, the player alternates service court position with their partner and serves diagonally to the other opponent’s service box. The player keeps serving until they commit a fault.
    • Each turn after a side-out, both teammates get the opportunity to serve until their team commits two faults.
    • NOTE: Player’s position as 1 or 2 is not fixed during the game; however, what does not change is that after each side-out, the player on the right/even half is the 1st server.
    • Doubles partners can roam anywhere on their respective team’s side of the net, except when serving and when receiving the serve.
  4. Serve and score: Player can only score a point when they are serving and win the rally or if the opponent gets a technical foul (TF) when they have no points.
  5. The first team to score 11, 15, or 21 with a 2-point lead wins.
  6. Singles Play: All the rules are the same as in doubles, except just one player on each side of the net. The server/referee calls the score with only two numbers – the server’s score then the opponent’s score. The server serves from the right service court when the score is even and from the left when the score is odd.

6-3. Rally Scoring – Please consult the IPF Guide to Rally Scoring 2024.

7-1. Determining Initial Player/Team who Kicks off the Match:

  1. In a tournament, how is it determined which player/team has first choice of END, SERVE, or RECEIVE? Players use a fair method (number on score card or coin toss, etc.) to determine.
  2. If the winner(s) choose ‘Serve/Receive’ first, the loser(s) pick ‘Starting End’, or vice versa.
  3. No take-backs once chosen.

7-2. Doubles:

  1. Must visibly wear the “opening server” band provided at the tournament. b) Want to change
  2. Want to change the opening servers between games? Must inform the opponent(s) or referee (if present).

7-3. Change of Ends:

  1. Player(s) change ends and serve after each game (2/3 match).
  2. Change ends between games (2 min) and during a game (1 min); but players can agree to restart earlier.
  3. In matches with an odd number of total games, during the last game, teams change ends at score thresholds of 6 (unless the first game was a forfeit), 8, or 11 for the game targets of 11, 15, or 21, respectively, while maintaining the same server.
  4. Technical foul at end change doesn't affect switching. The server keeps serving.
  5. If the serving team faults after scoring to change ends, it doesn't matter, change anyway. The server keeps serving.
  6. If teams miss the end change, do it when noticed. No fault and score unchanged. The server keeps serving.

8-1. Code of Ethics for Calling Lines in Pickleball:

Pickleball has rules, but it also has sportsmanship. Etiquette and fair play are key spirit. Players always aim for accuracy and favor opponent on close calls. When in doubt, call "in" and honor the opponent. After a rally, players can overrule their calls to their disadvantage.

8-2. Line Calling Responsibilities:

Players call lines on their side (except short serves, service foot faults, and NVZ faults if referees present). When unsure of their own call, they may ask the opponent's opinion, which stands if clear. Any unclear calls can be appealed before the next serve to the referee(s) or Tournament Director (if no referees), but consulting others cancel their own call of that rally. Players must loudly convey "OUT" calls (hand signal alone unacceptable).

8-3. "IN" Serve: The ball must touch the correct service box, including the lines (except for the NVZ line).

8-4. "IN" After Serve: The ball must land in the court or touches any court line.

8-5. "IN" When in Doubt: If you are not sure, call "in".

8-6. Teammates Must Agree: If there is a disagreement, "in" is the ruling.

8-7. Spectators’ Input Not Allow: Call the ball based on your own observations.

8-8. Call "OUT" Only When Certain: All “out” calls must be clear and made before the opponent hits the next ball or ball dies.

8-9. Partner communication during play not a line call. "Out" calls after bounce are line calls and subject to faults.

Instructions for Identifying Pickleballs: (see Figure 6)

9-1. Players: Only call “out” if there’s clear space between the line and the ball.

9-2. Referees: Ball must land completely outside the lines to be out.

9-3. Close calls are tough, call out only if sure.

9-4. Key points for Line Referees:

  1. Call confidently, but only if sure.
  2. Follow the ball, focus on outside of the line.
  3. When in doubt, call it “in”.

9-5. Remember, the pickleball:

  1. Does not compress like a tennis ball.
  2. Only the bottom (about the size of a nickle or a bottle’s cap) touches the ground.
  3. Where it touches ground matters, not the overhang.
  4. If any part touches the line, it's “in”.
Figure 6 – "In" and "Out" Balls
Figure 6 – "In" and "Out" Balls

(Wheelchair players, please consult the IPF 2024 Official Guide to Global Para Pickleball (Coming soon)).

10-1. Faults:

  1. Any body part, anything from player’s body, or paddle touches NVZ before/during/after hitting the ball.
  2. The momentum pushes the player or anything they’ve touched including their partner into the NVZ, even if the ball dies first.
  3. Player touched the NVZ then volley before BOTH feet are completely re-established outside the NVZ.
  4. Player enters the NVZ while volleying.

10-2. No Faults:

  1. Player can enter/stay in NVZ before/after returning bounced balls.
  2. Begin volley from outside NVZ and stay outside the NVZ even after the ball is dead.
  3. Player can jump over the NVZ diagonally on their side of the net to hit a volley. This has been nicknamed the “Erne” shot.
  4. It's okay if their partner is in the NVZ while player volley the ball as long as they are not touching their partner.

11-1. Regular Time-Out (RTO):

  1. Each player (singles) or team (doubles) gets 2 regular time-outs in 11/15-point games, 3 in 21-point games; 1 minute each time.
  2. Play resumes after 1 minute or everyone's ready (whichever comes first).
  3. Call a time-out before the next serve if you have any left. No penalty if calling without remaining time-outs.
  4. Referee alerts players at “15 seconds”. At the end of the time-out period, announce “Time in”, and then call the score even if players aren't ready.
  5. Server must serve within 10 seconds or lose the point.

11-2. Medical Time-Out (MTO): Need medical help? Inform referee.

  1. Each player only gets one 15-minute MTO per match.
  2. On-site medical staff or, if unavailable, Tournament Director, will arrive to assess:
    • Referee starts 15-minute countdown when help arrives to assess the request.
    • The clock keeps ticking even if off-venue treatment.
    • Transport time doesn't count.
    • In case of real injury, use all 15 minutes or lose it.
    • Faking it results in a technical warning (TW) and losing a regular time-out, and no more MTO is allowed for that player in the match. If no regular breaks are left, a technical foul (TF) is given.
  3. Can't play after a 15 minute medical break? MATCH FORFEIT. The injured player may request for a MTO extension. Remaining standard time-outs can be used here to delay retirement.
  4. Blood on a player or on the court - The referee stops play for cleanup using “Referee Time-Out” and then restarts.
  5. Follow the procedures in Rule 11-1.d to resume.

11-3. Equipment Time-Out:

Gear up! Players fix equipment or wardrobe changes between games or during regular breaks. If it's crucial for safety, the referee grants a 2-minute break with no stalling. Follow Rule 11-1.d to resume.

11-4. Break Between Games:

  1. A 2-minute break between games. Can start early if ready.
  2. Want to use next game's time-outs before starting? Inform the referee or opponents.

11-5. Break Between Matches:

  1. A 10-minute break between matches. Can start early if ready.
  2. Championship Tie-Breaker: If Loser's Bracket champions beat Winner's Bracket champions, a 15-point tie-breaker follows (10-minute max break). Match restart follows the usual rules.

11-6. Uninterrupted Play:

  1. Game on! Quick water sips or towel wipes between rallies are permissible, but no stalling.
  2. If it slows down the flow, the referee will call it and announce the score.

11-7. Paused Games:

Play resumes with the same server, score, and remaining time-outs as when it was stopped due to extraordinary circumstances.

11-8. Other Rules for Time-Outs:

  1. No time-outs before matches or between games (except in later games of multi-match sets).
  2. The referee can call time-outs for emergencies, safety concerns, or court issues (bleeding, debris, etc.). No charges to players for these. Restart follows standard procedures.
  3. Play resume: follows standard procedures in Rule 11-1.d to restart after any time-out.

12-A. Play Stops (Dead Ball) When:

  1. Referee-called or player-committed fault.
  2. Referees call a hinder or player’s valid hinder = replay.
  3. Actions stop play (e.g., equipment issue).
  4. Ball bounces opponent's court then touches a permanent object – the player/team who hit wins!
  5. NVZ violations occur – penalty applied immediately.
  6. Other faults occur before the next serve – penalty applied when identified.

12-B. Play Stops (Fault) For:

  1. Netting: Ball hits the striker’s side of the net without ever crossing it.
  2. Under/Between Net: Hitting the ball under the net or between the net and post.
  3. Direct Object Contact: Serve hitting any permanent object before bouncing on the court.
  4. No Bounce: The server or the service returner violates the double-bounce rule by hitting the ball before it bounces once on their side of the court.
  5. Double Bounce: Standing player fails to return the ball before it bounces twice on their side. Wheelchair players, please consult the IPF 2024 Official Guide to Global Para Pickleball (Coming soon).
  6. Out of Bounds: Ball lands out of bounds or bouncing out first on the striker’s side.
  7. Stopping the Ball: Stopping a live ball before it bounces (except as allowed in Rule 6-1.p on Wrong Score Called).
  8. Carrying/Catching: Holding or catching the ball on the paddle during serve or play.
  9. False Hinder: Calling a hinder that the referee judges invalid.
  10. Non-Refereed Ball Carrying: In non-refereed matches, carrying extra balls only if invisible to opponents. A dropped extra ball during play is a fault.
  11. Post-Serve Ball Contact: the ball hits any part of the player, clothing, or anything they're carrying. EXCEPTIONS:
    1. Player’s paddle or hand below the wrist.
    2. Hand Switch: both hands on paddle during hand switching (one must remain).
    3. Two-Handed Stroke: either hand below the wrist during a two-handed stroke (one must remain).
  12. Plane of the Net:
    1. Early return: Hitting the ball before it fully crosses the net.
    2. Crosses net before hitting the ball.
    3. Crosses net without hitting the ball.
    4. Net interference: Player/clothing/paddle touching the net, posts, or opponent's court while the ball is live.
    5. After hitting, player (and their stuff) can cross the net, but can’t touch opponent's court with themselves or equipment.
    6. Backspin ball returning to opponent's side? Player can reach under/over/around to hit it, but only AFTER it crosses back over the net.
  13. Breaching specific rules in Chapter 6, 10, and 13.

13-1. Around The Post (ATP) Shot:

  1. Go around the net post. Ball doesn't need to cross back over.
  2. Can hit it low or high from anywhere outside the post.

13-2. Ball Issues: Suspect a bad ball? Play on until the rally ends, then:

  1. Officiated Matches: Ask the referee (before the next serve) if the ball is bad. Replay only if the broken ball affected the rally. If it’s soft/degraded, replace the ball, no replay.
  2. Non-Officiated Matches: Both teams agree? Replace the bad ball. Replay for broken ball only if it affects the rally. Can't agree? The previous rally stands. If it’s soft/degraded, replace the ball, no replay.

13-3. Broken Paddle: Keep playing unless it causes a fault.

13-4. Distractions: Don't distract opponents while they play. (The referee may call a fault.)

13-5. Double Hits: Two consecutive hits are allowed, but only in one fluid motion by the same player. Any break in direction, double-touch, or hitting by another player during serve or rally results in a fault.

13-6. Electronic Equipment While Competing On-Court:

  1. No headphones or earbuds except hearing aids.
  2. No smart phones/smart watches.

13-7. Hurt During Rally: An injury does not pause an ongoing rally.

13-8. Items on the Court: Clothes or gear land on player’s side (except in the NVZ)? Play on unless the ball hits the item.

13-9. Missed Shot: Play on! The ball is alive until it bounces twice or another fault happens.

13-10. Net:

  1. If the ball lands inbounds after hitting the top of the net or cables, it remains in play (except during the serve, Rule 6-1.e).
  2. Net malfunction during a rally is a hinder = replay.
  3. Double Bounce: A player/team wins the rally if the ball they hit bounces twice in the opponent’s court untouched.
  4. Net systems with horizontal bar and center base: (Figure 7)
    • Before net: Ball hits bar/base – Fault.
    • After net (except serve): Replay if the ball:
      • Hits bar/base, caught between bar/net, hits deflecting/draping net (on the ground or after bounce)
      • Bounces once, and then performs the above.
    • Serve: Fault if ball touches bar/base or gets caught between net/bar (see Figure 7), or go through net/post (see Figure 8).
  5. Ball travels between the net and the posts – Fault. (Figure 8)
Figure 7 – Temporary Net System & Figure 8 - Spaces Between Posts & Nets In Permanent Net System
Figure 7 – Temporary Net System & Figure 8 - Spaces Between Posts & Nets In Permanent Net System

13-11. Net Posts:

  1. Including anything attached are out-of-bounds.
  2. Touch them while the ball is live – Fault.

13-13. One Paddle:

  1. Players can only use one paddle during a rally.
  2. Must possess it when hitting the ball.

13-14. Switching Hands: Players can swap hands anytime.

13-15. Two-Handed Shots: Doubling up on the grip is permitted.

The International Pickleball Federation (IPF): Shaping the Rules, Igniting the Passion.

Pickleball isn't just a game; it is a community. Respect the rules, honor your opponents, and above all, cherish the joy of the game and its healthy competition. Beyond net volleys and backhand smashes, this guide thrives on a symphony of hearts and minds. To the tireless contributors, a volley of thanks for igniting the passion, crafting their countries' rules, and painting a vibrant portrait of pickleball's global heartbeat. Together, we've served up the first edition that echoes across courts worldwide. The IPF 2024 Official Guide to Global Pickleball Rules lays the foundation for enjoyable and fair play. But our journey doesn’t end here. Explore The IPF Frequently Asked Rule Questions for a deeper understanding of specific rules, enriched with detailed explanations and illustrations. Let the game, and gratitude, continue!

The next edition serves as a roadmap to the future of the international pickleball, crafted with the voices of players like you. At the IPF, we don't merely govern the game; we co-create it with you. Together, let's elevate pickleball beyond the court, the medal, the prize, creating a global phenomenon where every rally is a celebration, every dropshot a masterpiece, and every player holds a paddle to a world of endless smiles and limitless possibilities.

Dive into its depths, dissect its lines, and let your feedback resonate. Grab your paddle, unleash your passion, and join the chorus. Your voice becomes the next chapter in pickleball's global story. Please share your thoughts with us at: rules@theIPF.org.

Source: This revised rulebook is a combination of original content and adaptations from the "2022 OFFICIAL IFP RULEBOOK," which incorporated elements from the "USAPA 2010 Edition Official Pickleball Rulebook" with permission from USAPA.

International Pickleball Federation (IPF)
All Rights Reserved

@2022, revised 2024

Join the International Pickleball Federation.

Join today and support pickleball worldwide.

Country Membership Application