ABBREVIATED RULES OF 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 3 or 5 games.
Each game is played to 11 points. The player who scores 11
points first wins the game except that if the score
reaches 10-all, the game continues until one player leads by two
points.
Either player may score points (PAR – point–a–rally). The
server, on winning a rally, scores a point and retains the
service; the receiver, on winning a rally, scores a point and
becomes the server.
(the old scoring method, to 9 points with only the server
able to score points, is still available as an option)
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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