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