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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 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 opponents 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 opponents 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 players
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 opponents 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).
Reprinted from the World Squash Federation
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