A Pickleball court is the same size as a badminton court but with an added non-volley zone, often called the "kitchen," near the net. The court is divided into two halves by a net, and each side has a service area.
Points can only be scored by the serving side. A point is scored if the opposing player or team:
Fails to return the ball.
Volleys the ball in the non-volley zone (the kitchen).
Hits the ball out of bounds.
Hits the ball into the net.
Volleys the ball before it bounces at least once.
The game begins with a serve, and the player standing on the right side of the court always serves first. To serve, you must hit the ball underhanded and ensure it lands in the diagonal service area of the opposing side. Importantly, the serve must clear the net and avoid landing in the kitchen (the non-volley zone). This zone is clearly marked on the court, so you’ll always know where it's safe to stand.
A key rule in Pickleball is the Double Bounce Rule: after the serve, the ball must bounce once on each side before players can volley it (hit it in the air without letting it bounce). This means the receiving player or team must let the ball bounce before returning it, and after that, both teams can begin volleying the ball.
A game is played to 11 points, and a team must win by at least 2 points. If the leading team has less than a 2-point advantage, the game continues until one team is 2 points ahead.
A standard Pickleball court is 20 feet wide by 44 feet long for both doubles and singles play. It is divided by a net that stands at 36 inches at the sidelines and 34 inches in the middle. The court is divided into two halves by the net, and each side has a non-volley zone (the “kitchen”) extending 7 feet from the net.
Serving Rules: The serve must be made underhand (below the waist), with the paddle making contact with the ball below the server’s waist.
The serve is diagonal, starting from the right-hand side of the court and must land in the opposite service box.
The ball must clear the net and not land in the kitchen (the non-volley zone).
Only the serving side can score.
The serve must be made from behind the baseline, and the server must keep one foot behind the baseline when serving.
After the ball is served, the ball must bounce once on each side of the court before players can begin volleying (hitting the ball in the air). This means:
The receiving team must let the serve bounce before returning it.
The serving team must let the return of serve bounce before they can hit it back.
Players cannot volley the ball (hit it out of the air) while standing in the non-volley zone (the kitchen).
Players are allowed to enter the kitchen to hit a ball that has bounced, but they must exit the kitchen before they can volley again.
Games are typically played to 11 points, and you must win by at least 2 points.
Points can only be scored by the serving team. If the receiving team wins a rally, they earn the right to serve but do not score a point.
In doubles, each player serves before the serve switches to the other team. For example, Player 1 serves first for their team, then Player 2 serves, and the serve rotates to the opponents.
If the server faults (e.g., serving out of bounds or into the kitchen), the server loses their serve. In doubles, the first server's partner also loses their serve if the first server faults.
A fault is any action that stops play because of a rule violation. Common faults include:
Failing to return the ball.
Volleying the ball in the non-volley zone.
Hitting the ball out of bounds.
Serving the ball into the net or out of bounds.
Not following the double bounce rule.
In doubles, players switch sides of the court when their team wins the serve. This means players take turns serving and alternating sides during the game.
When the score reaches 6 points in doubles (or at any other predetermined time in tournament play), sides are switched to ensure fairness regarding any court-side advantages.
Doubles: Each team has two players who alternate hitting the ball during a rally. Players must remain on their own side of the court, but they can move freely around the court once the ball has been returned.
Singles: The rules are similar to doubles, except each player is responsible for the entire court.
A game is typically played to 11 points, but a team must win by at least 2 points. If the score is tied at 10-10, play continues until one side leads by 2 points.
In doubles, after each team’s first fault, the serve rotates to the other player. After both players on a team have served and made faults, the serve switches to the opposing team.
Pickleball was created to be a fun, competitive, and highly social sport. Since its inception, it has embodied an ethic of good sportsmanship that includes respect, fair play, and graciousness in winning and losing. The purpose of this guide is to encourage behaviours that reflect these foundational values. The Official Rules of Pickleball take precedence over this guide in any and all situations.
1. Treat all players, officials, volunteers, staff, and spectators with courtesy and respect.
Introduce yourself to any players you do not know.
Never use foul language or obscene gestures. Never denigrate another person.
At the end of each game, meet the other players at the net to acknowledge them in a positive manner. In officiated matches, thank the referee.
Accommodate players with adaptive needs when possible.
2. Know the Official Rules of Pickleball, apply them fairly and cooperate in any situation that is not expressly covered by the rules.
3. Practice good sportsmanship when making line calls.
Respect your opponents' right to make all calls on their end of the court.
Call your own shot “out” if you see that it is out.
If you question an opponent’s call, do so respectfully and do not argue.
If you defer a line call to your opponents, accept their call graciously.
Do not call a ball “out” unless you see it clearly and are certain it is out.
Promptly correct any wrong call your partner may make.
Resolve any uncertainty in favor of your opponents.
4. Call a fault on yourself or your partner as soon as the fault occurs, regardless of whether your opponents are aware of the fault.
Watch your own and your partner’s feet for service or Non-Volley Zone foot faults
Accept your opponent’s and partner’s fault calls graciously.
Admit if the ball hits you or your paddle on the way out of bounds.
5. Claim a replay only if a hinder affects your team’s ability to play the ball.
6. In social play, rotate on and off courts fairly, courteously, and in accordance with local practice.
Don’t jump ahead of others who are waiting to play.
Don’t invite someone else forward in line or rearrange paddles so they can move up to play with you; move yourself back instead.
Don’t call a lower score or start a second game to avoid leaving the court.
Be prepared to play when it is your turn.
If you must cross over or behind an active court, wait until play is stopped and cross quickly in a single group to minimize disruption of that game.
7. Make safety a priority while using common sense.
If a ball strays onto your court, make eye contact with the correct person and roll or toss it back to them without disrupting play on other courts.
If your ball enters another court, immediately warn any players whose safety may be in jeopardy by loudly calling “ball” or some other warning. If the ball is rolling behind their court and does not present a danger to players, do not interrupt play but wait until play stops to retrieve it or ask for its return.
Never throw your paddle or strike the ball in anger or frustration.
8. As a stronger player in social play, be kind to other players.
Avoid hitting excessively to a weaker player.
Do not slam the ball directly at other players.
9. Be considerate about playing up and playing down.
Be willing to play sometimes with less-skilled players.
Do not demand to play with more skilled players; ask them nicely if you wish to play with them.
10. Be a respectful and supportive partner.
Avoid criticism and negative non-verbal communications.
Provide coaching and advice only when requested.
The DUPR (Dynamic Universal Pickleball Rating) is a standardized rating system used to assess the skill level of players in pickleball. Developed by the Pickleball Global platform, the DUPR system provides a consistent and dynamic way to rank players based on their performance in actual games. It’s designed to be more accurate and reliable than other systems by taking into account factors such as match outcomes, the skill level of opponents, and the scoring margin.
A DUPR rating is a numeric value that reflects a player’s skill level in pickleball, ranging from 1.0 (beginner) to 7.0 (elite). The system is used to match players of similar skill levels in tournaments, leagues, and social games. Here's what each rating generally corresponds to:
1.0 - 2.0: Beginner
1.0: New to the game, still learning basic rules and concepts.
1.5: Can sustain a rally, but still lacks consistency and understanding of strategy.
2.0: Beginning to understand positioning, shot selection, and basic strategy. Can rally for a short period but struggles with control and consistency.
2.5 - 3.0: Novice / Beginner-Intermediate
2.5: Comfortable with basic strokes but still making frequent mistakes. Struggles to maintain rallies, especially when under pressure.
3.0: Fairly consistent with groundstrokes, serves, and returns. Still learning advanced techniques and positioning but can play competitive matches against similarly rated players.
3.5 - 4.0: Intermediate
3.5: Has a solid understanding of the game and can sustain rallies. Able to hit some advanced shots like drop shots and dinks, but still inconsistent at times.
4.0: Strong fundamentals with consistent strokes. Beginning to understand advanced strategies and can execute more sophisticated shots (e.g., volleys, serves with spin) under pressure.
4.5 - 5.0: Advanced
4.5: Highly skilled players who execute advanced shots and strategies regularly. Strong at both offense and defense, with a focus on control and consistency. Can compete in most competitive tournaments.
5.0: Elite-level skills with excellent shot-making, strategy, and court awareness. Can read the game well and handle fast-paced rallies and difficult situations with poise.
5.5 - 6.0: Advanced / Elite
5.5: Very strong competitive players, often participating in advanced tournaments. Excellent at dictating play and handling pressure situations. Advanced footwork, shot selection, and positioning.
6.0: Near-professional level. Highly skilled, with an in-depth understanding of the game’s tactics and techniques. Can dominate play in high-level tournaments, often competing for medals.
6.5 - 7.0: Elite / Pro-Level
6.5: Professional-level players with extraordinary skill. Consistently successful in national and international competitions. They execute a wide range of advanced shots with precision and can adapt to any style of play.
7.0: Top-tier players, often competing at the highest levels of professional pickleball. These players can win major tournaments and have deep knowledge of the game, demonstrating extraordinary physical and mental skills.
DUPR ratings are calculated using an Elo-based algorithm, which adjusts a player's rating based on the outcome of matches, the rating of their opponents, and the score margin. The system aims to provide a fair rating by:
Taking into account who you play: If you win against a higher-rated player, you gain more points than if you win against a lower-rated player.
The margin of victory: Winning a match by a large margin can lead to a higher rating increase than winning by a small margin.
Consistency: The more matches you play, the more accurate and reflective your rating becomes.
One of the most important features of the DUPR system is its dynamic nature. Unlike static systems where a player’s rating might stay fixed until a new event or tournament, DUPR ratings continuously update as players compete. As players win or lose, their ratings adjust accordingly, making the system flexible and responsive to real-world performance.
The DUPR system is widely used in tournaments, leagues, and casual play for the following reasons:
Matchmaking: Helps match players of similar skill levels, improving the quality of competition.
Tournament Seeding: Ensures players are seeded appropriately in tournaments, so matches are fair and competitive.
Tracking Progress: Players can track their improvement over time, seeing how their ratings change as they gain experience and skills.
Consistency: Because DUPR is used across various pickleball organizations, it provides a universal way to compare skill levels.
To get your official DUPR rating, you need to play in sanctioned events or matches where your results are recorded. Ratings are typically updated after each match, especially in tournament settings. You can check your DUPR rating through various platforms or apps that track pickleball scores and rankings, such as the Pickleball Global app or website.
In summary, the DUPR rating system provides an accurate and dynamic way to measure a player’s skill level and match them with similarly skilled competitors. It offers a comprehensive range of ratings, from beginner to elite levels, helping both casual players and serious competitors track progress, improve, and enjoy fair and competitive play.