Rule 1.1 - Types of Games Racquetball may
be played by two or four players. When played by two it is called "singles,"
and when played by four, "doubles."
Rule 1.2 - Description Racquetball, as the
name implies, is a competitive game in which a racquet is used to serve and
return the ball.
Rule 1.3 - Objective The objective is to win
each rally by serving or returning the ball so the opponent is unable to
keep the ball in play. A rally is over when a side makes an error, or is
unable to return the ball before it touches the floor twice.
Rule 1.4 - Points and Outs Points are scored
only by the serving side when it serves an ace or wins a rally. When the
serving side loses a rally, it loses the serve. Losing the serve is called
a "side-out".
Rule 1.5 - Game, Match and Tie Breaker The
length of a game, match or tie-breaker is set by the CBRA, and is 11 points
for singles play and 15 points for doubles play. The tie-breaker is to 11
points. Two serves per player lower than level 1. Level 1 players may take
only one serve.
PART
II - COURTS AND EQUIPMENT
Rule 2.1 - Courts The specifications
for the standard four-wall racquetball court are:
a. Dimensions: The dimensions shall be 20 feet (6.10 m) wide,
20 feet (6.10 m) high, and 40 feet (12.20 m) long, with back feet (3.65 m)
high. b. Lines and Zones: A racquetball court shall be divided and marked
on the floor and the back wall with 1-1/2 inch (3.8 cm) wide red lines as
follows:
1. Short Line - The back edge of the short line is midway between and
is parallel with the front and back walls dividing the court into equal
front and back courts.
2. Service Line - The front edge of the service line is parallel with
and located 5 feet (1.5 m) in front of the back edge of the short line.
3. Service Zone - The service zone is the space between the outer edges
of the short and service lines.
4. Service Boxes - The service boxes are located at each end of the service
zone and designated by lines parallel with each side wall. The edge of
the lines closest to center court are 18 inches (46 cm) from each side
wall.
5. Drive Serve Lines - The drive serve lines, which form the drive serve
zones are parallel with the side walls and are within the service zone.
The edge of the lines closest to center court are 3 feet (92 cm) from each
side wall. (See Rule 4.3)
6. Receiving Line - The receiving line is a broken line parallel to the
short line. The back edge of the receiving line is five feet (1.5 m) from
the back edge of the short line. The receiving line begins with a line
21 inches (53.2 cm) long that extends from each side wall: the two lines
will be connected by an alternate series of six-inch (15.2 cm) spaces and
six-inch (15.2 cm) lines (17 spaces and 16 lines). (See Rule
4.7 (a)).
7. Safety Zone - The safety zone is the five-foot area bounded by the
back edges of the short line and the receiving line. The zone is observed
only during the serve. (See Rule 4.7 (a)).
8. Out of Court Line - The upper edge of the out of court line is on
the back wall parallel with and located 12 feet (3.65 m) above the floor.
The ball must be clearly be above the upper edge to be considered out of
play.
Rule 2.2 - Ball Specifications The ball shall
be 2 1/4 inches (5.725 cm) in diameter; weigh approximately 1.40 ounces (39.2
gm) with a bounce at 67-72 inches (170-183 cm) from 100 inch (254 cm) drop
at a temperature of 76oF (25oC).
Rule 2.3 - Ball Selection
Players will choose a ball for the match. Balls that are not round or which
bounce erratically shall not be used.
Rule 2.4 - Racquet Specifications
a. Dimensions: The official racquet, including the bumper guard
and all solid parts, may not exceed 21 inches (53.2 cm) in length. b. Thong:
The racquet must include a thong that must be securely wrapped on the player's
wrist. c. Material: The racquet frame may be made of any material, as long
as it conforms to the above specifications. d. Strings: All kinds of strings
are permitted as long as they do not mark or deface the ball. e. Guard: A
racquet normally equipped with a bumper guard may only be played with the
guard or a reasonable substitute.
Rule 2.5 - Apparel
a. Uniform: Players shall wear the team shirt during league play.
Doubles partners shall wear approximately the same colors for identification
purposes. b. Eye Protection: In every CBRA sanctioned game all players including
those who require corrective lenses; must wear lensed eyewear as designed
for racquet sports. The players points will not count if eyewear is not worn.
PART
III - SCORING
Rule 3.1 - Scoring
a. Record: Each player will keep a record of the progress of
the game. b. Announcement
1. Manner - The serving player shall announce the score before
the first serve and shall announce "SECOND SERVE" before the second
serve. 2. Defective Announcement - When the serving player announces a wrong
score and receiving player protests, the ball is not in play until both
players agree on the score.
Rule 3.2 - Viewing League Members League members
watching or viewing the game may, if either or both of the players request,
offer a binding judgment call. The calls that can be appealed are SKIPS, KILLS,
DOUBLE and TRIPLE BOUNCES, SHORT SERVES, THREE-WALL SERVES, CEILING SERVES,
LONG SERVES, NON-FRONT-SERVES, CROTCH SERVES, FOOT FAULTS, WHEEL FAULTS and
VIOLATIONS OF RECEIVING LINE, DRIVE SERVE LINE and OUT OF COURT LINE. Hinders,
avoidable hinders, screen serves, technical fouls or other discretionary calls
can be made by either participating player.
f. How to Appeal: An appeal by a player must be made directly
to the viewing league members immediately after the rally has ended. The
viewing league members will announce the appeal. 4. If the the decision is
not unanimous, the appealed decision is a "no call" and the rally
is replayed.
PART
IV - PLAY REGULATIONS
Rule 4.1 - Serve Generally
a. Toss: The player or side winning the shot closest to the back of the
short serve line is the first server and starts the first game. For the
following games, the players or sides will alternately exchange the first
serve except if there is a tie-breaker game in which case the player or
side scoring the most total points in the previous games of the match shall
serve. In case of a tie of total points there shall be a new toss.
b. Manner: A serve is commenced as the ball leaves the server's hand.
The ball must directly bounce on the floor in the service zone and on the
first bounce be struck by the server's racquet so that it hits the front
wall first and on the rebound hits the floor back of the short line, either
with or without touching one of the side walls.
c. Start: Games are started by the players agreeing to start the game
usually after a short warm-up period.
d. Readiness: When the server is in the service zone, and the receiving
side is ready, the serving player shall call the score and the serve shall
begin. The ball may not be bounced anywhere but on the floor within the
service zone. Accidental dropping of the ball counts as one bounce. (See
(f)).
e. Place: The server may not initiate the pre-service motion, from outside
of the serving zone, but may serve from any place in the service zone. A
foot may extend partially beyond the front line of the service zone. Stepping
over the line (but not completely beyond it) is permitted. Server must remain
in the service zone until the served ball passes the short line. Violations
are called "foot faults”.
f. Dropping the Ball: Any ball dropped within the service
zone and not struck by the server's racquet on the first bounce, resulting
in a legal serve, shall be a fault serve and, if this infraction is repeated
consecutively, it shall result in a side-out.
Rule 4.2 - Serve, in Doubles
a. Server: At the beginning of each game in doubles, each side
shall inform the other team of the order of service, which order shall be
followed throughout the game. Only the first server serves the first time
up and continues to serve throughout the game. When the first server is out,
the side is out and this applies in each game throughout the match. Thereafter
both players on each side shall serve until a handout occurs. It is not necessary
for the server to alternate serves to their opponents. b. Partner's Position:
On each serve, the server's partner shall stand erect with his back to the
side wall and with both feet on the floor within the service box until the
served ball passes the short line. Violations are called "foot faults".
Rule 4.3 - Drive Serve Zones The drive serve
lines are three feet from each side wall in the service zone, dividing the
service area into two 17-foot service zones for drive serves only. The player
may drive serve to the same side of the court on which he is standing so long
as the start of the service motion takes place outside the three-foot line.
The call, or non-call, may be appealed.
a. The drive serve zones are not observed for cross-court drive
serves; hard-Z and soft-Z serves; lob and half-lob serves. b. The racquet
may not break the plane of the 17-foot zone while making contact with the
ball. Violation is a "fault". c. The three-foot line is not part
of the 17-foot zone. Dropping the ball on the line or standing on
the line while serving to the same side is a fault.
Rule 4.4 - Dead Ball Serves Dead ball serves
do not cancel any previous illegal serve. They occur when an otherwise legal
serve:
a. Court Hinders: Hits any part of the court that under local rules is
a dead ball.
b. Broken Ball: If the ball has broken on the serve
where no return is possible. (See Rule 4.9 (g)). c.
Wet Ball: A wet ball serve as per Rule 4.9 (f).
Rule 4.5 - Fault Serves The following serves
are faults and any two in succession result in a side-out.
a. Foot Faults: A foot fault results when a part of either foot
of the server or his partner extends beyond either line of the service zone
before the ball passes the short line. b. Short Serve: Any served ball that
first hits the front wall and on the rebound hits the floor in front of the
back edge of the short line either with or without touching one side wall.
c. Three-Wall Serve: Any served ball that first hits the front wall and on
the rebound hits two side walls on the fly. d. Ceiling Serve: Any served
ball that touches the ceiling after hitting the front wall either with or
without touching one side wall. e. Long Serve: Any served ball that first
hits the front wall and rebounds to the back wall before touching the floor.
f. Out of Court Serve: Any served ball going through any opening in a side
wall without a bounce on the floor. g. Delayed Serve: Failure to serve immediately
after the score is called. h. Missed Ball: Any attempt to strike the ball
on the first bounce that results either in a total miss or in touching any
part of the server's body other than his racquet. i. Illegal Drive Serve:
A drive serve in which the player fails to observe the 17-foot service zone
outlined in Rule 4.3. j. Screen Balls: Passes too
close to the server or the server's partner to obstruct the view of the returning
side. Any serve passing behind the server's partner and the side wall
is an automatic screen. The receiving player shall be given the option of
playing the serve off the back wall even if it is a screen serve. On a serve
to an area where a screen serve may be questionable, the receiver should
indicate that he wants the screen to be called but still continue with the
play. k. Partner: Hits the server's partner on the fly on the rebound from
the front wall while the server's partner is in the service box. Any serve
that touches the floor before hitting the partner in the box is a short serve.
Rule 4.6 - Out Serves Any one of the following
serves results in a side-out:
a. Non-front Serve: Any served ball that strikes the server's partner,
or the ceiling, floor or side wall, before striking the front wall.
b. Touched Serve: Any served ball that on the rebound from the front wall
touches the server, or touches the server's partner while any part of his
body is out of the service box, or the server's partner intentionally catches
the served ball on the fly. (See Rule 4.9 (d)).
c. Out-of-Order Serve: In doubles, when either partner serves out of order.
Any points which may have been scored during an out-of-order serve will
be automatically void with the score reverting to the score prior to the
out-of-order serve.
d. Crotch Serve: If the served ball hits any crotch in the front wall,
it has not hit the front wall first, therefore it is an out. A crotch serve
into the back wall is good and in play.
e. Intentional Foot Fault: If the server or his partner intentionally
foot faults, it shall be deemed a side out.
f. Out of Court Serve: Any served ball from the front wall above the
12 foot line.
Rule 4.7 - Return of Serve
a. Receiving Position
1. The receiver(s) must stand behind the receiving line. Neither the
receiver(s) nor (their) racquet(s) may enter into the safety zone until
the ball bounces or crosses the receiving line.
2. The receiver may not strike the ball on the fly until the ball passes
the receiving line. The call, or non-call, may be appealed. Any violation
by the receiver(s) results in a point for the server.
b. Defective Serve: To eliminate any misunderstanding, the receiving side
should not catch or touch a defectively served ball until called by the
receiving player or it has touched the floor twice.
c. Fly Return: In making a fly return, the follow-through may carry the
receiver or his racquet past the receiving line.
d. Legal Return: After the ball is legally served, one of the players
on the receiving side must strike the ball with his racquet, either on the
fly or before the ball touches the floor twice in order to return the ball
to the front wall either directly or after touching one or both side walls,
the back wall or the ceiling, or any combination of those surfaces. A returned
ball may not touch the floor before touching the front wall. It is legal
to return the ball by striking the ball into the back wall first, then hitting
the front wall on the fly or after hitting the side wall or ceiling.
e. Failure to Return: The failure to return a serve results in a point
for the server.
Rule 4.8 - Changes of Serve
a. Side-out (Half down in Doubles): A server is entitled to continue
serving until:
1. Out Serve - He/she makes an out serve under Rule
4.6,or;
2. Fault Serves - He/she makes two fault serves in succession under Rule
4.5, or;
3. Hits Partner - He/she hits his/her partner with an attempted return
during the rally.
4. Return Failure - He/she or his/her partner fails to keep the ball
in play by returning it as required by Rule 4.9.
b. Effects: In singles, retiring the server retires the side. In doubles,
the side is retired when both partners have been put out except on the first
serve as provided in Rule 4.2(a). When the server
or the side loses the serve, the server or serving side shall become the
receiver; and the receiving side, the server; and so alternately in all subsequent
services of the game.
Rule 4.9 - Rallies Each legal return after the
serve is called a rally. Play during rallies shall be according to the following
rules:
a. One or Both Hands: Only the head of the racquet may be used at any
time to return the ball. The ball must be hit with the racquet in one or
both hands. The use of any portion of the body is an out.
b. One Touch: In attempting returns, the ball may be touched only once
by one player on the returning side. In doubles both partners may swing
at, but only one may hit the ball. Each violation of (a) or (b) results
in the offending player losing the rally.
c. Return Attempts
1. In singles - if a player swings at but misses the ball in play, the
player may repeat his attempt to return the ball until it touches the floor
for the second time.
2. In doubles - if one player swings at but misses the ball both he and
his partner may make further attempts to return the ball until it touches
the floor twice. Both partners on a side are entitles to return the ball.
3. Hinders - If in a player's attempting to return the ball, there is
an unintentional interference by an opponent, it shall be a hinder . (See
Rule 4.10).
d. Touching the Ball: Except as provided in Rule
4.10 (a)(2), any touching of a ball before it touches the floor twice
by a player other than the one making a return results in the offending player
losing the rally. e. Out of Court Ball
1. After Return With A Bounce: Any ball returned to the front
wall which after its first bounce on the floor goes above the out of court
line or through any openings in a side wall shall be declared dead and the
rally replayed. 2. After Return Without A Bounce: Any ball returned to the
front wall which on the rebound without bouncing on the floor, goes above
the out of court line shall be an out or a point against the offending player.
If the ball goes through any opening in a side wall it shall be declared
dead and the rally replayed. 3. No Return: Any ball not returned to the
front wall, but which caroms off a player's racquet above the out of court
line or into any opening in a side wall either with or without touching
the front, ceiling, side or back wall, results in the offending player losing
the rally.
f. Wet Ball: Before serving, the server has to see
that the ball is kept dry. Wetting the ball deliberately shall result in
an avoidable hinder. (See Rule 4.11(9)). At the discretion
of the referee, any wet ball serve shall be considered a dead ball serve.
(See Rule 4.4 (e)). During a rally a suspected wet ball is in play until
the rally is over.
g. Broken Ball: If there is any suspicion that a ball
has broken on the serve or during a rally, play shall continue until the
end of the rally. Any player may request the ball be examined. If the player
decides the ball is broken or otherwise defective, a new ball shall be put
into play and the rally replayed. (See Rule 4.4 (d)). The proper way to
check for a broken ball is to squeeze it by hand. Checking the ball by striking
it with a racquet will not be considered a valid check. h. Play Stoppage
1. If a player loses their eye protection or, foreign objects enter the
court, or any outside interference occurs, the players shall stop the play.
(See Rule 4.10 (a) (6) and Rule
4.11 (7) and Rule 4.11 (11)).
2. If a player loses any part of his equipment,
except his eye protection, time should not be called until the rally is
over, providing the piece of equipment does not strike an opponent or interfere
with ensuing play.
Rule 4.10 - Dead Ball Hinders Hinders are of
two types - "dead ball" and "avoidable". Dead ball hinders
as described in this rule result in the rally being replayed. Avoidable hinders
are described in the Rule 4.11.
a. Situations: The following are dead ball hinders:
1. Court hinders - There will be no court hinders allowed except for
specific areas of a particular court which have been designated IN ADVANCE
of the start of the game by the CBRA league.
2. Hitting Opponent - Any returned ball that
touches an opponent on the fly before it returns to the front wall, unless
the return clearly would not have reached the front wall. A player who
has been hit by the ball can stop play and make the call, though the call
must be made immediately and acknowledged by the other player.
3. Body Contact - Any body contact with an opponent that interferes with
seeing or returning the ball.
4. Screen Ball - Any ball rebounding from the front wall close to the
body of a player on the side which just returned the ball, to interfere
with or prevent the returning side from seeing the ball. (See Rule
4.4 (b)).
5. Straddle Ball - A ball passing between the legs of a player on the
side which just returned the ball, if there is no fair chance to see or
return the ball. A straddle ball is NOT an automatic dead ball hinder.
6. Other Interference - Any other interference
which prevents an opponent from having a fair chance to see or return the
ball.
7. Backswing Hinder - Any body or racquet contact, on the backswing or
en route to or just prior to returning the ball, which impairs the hitter's
ability to take a reasonable swing. This call can be made by the player
attempting the return, though the call must be made immediately and is
subject to the referee's approval. Note the interference may be considered
an avoidable.
8. Safety Holdup - Any player about to execute a return who believes
they are likely to strike their opponent with the ball or racquet may immediately
stop play and request a dead ball hinder. This call must be made immediately.
b. Effect: The call of hinder stops play and voids any situation which follows,
such as the ball hitting the player. A dead ball hinder stops play and the
rally is replayed. The server receives two serves. c. Avoidance: While making
an attempt to return the ball, a player is entitled to a fair chance to see
and return the ball. It is the duty of the side that has just served or returned
the ball to move so that the receiving side may go straight to the ball and
not be required to go around an opponent. The players should be liberal in
calling hinders to discourage any practice of playing the ball where an adversary
cannot see it until too late. Hinders shall be called without a claim by
a player, especially in close plays and on game points. d. In Doubles: In
doubles, both players on a side are entitled to a fair and unobstructed chance
at the ball and either one is entitled to a hinder even though it naturally
would be his partner's ball and even though his partner may have attempted
to play the ball or that he may already have missed it. It is not a hinder
when one player hinders his partner.
Rule 4.11 - Avoidable Hinders There are no avoidable
hinders in CBRA league rules. While the following hinders would result in
loss of serve or a point in competitive league play, they are only counted
as a dead ball hinder at CBRA.
1. Failure to Move - Does not move sufficiently to allow opponent his
shot.
2. Blocking - Moves into a position effecting a block, on the opponent
about to return the ball, or, in doubles, one partner moves in front of
an opponent as his partner is returning the ball.
3. Moving into Ball - Moves in the way and is struck by the ball just
played by his opponent.
4. Pushing - Deliberately pushes or shoves opponent during a rally.
5. Audible Interference - Deliberate noise which interferes with opponent's
ability to play his shot; for example, shouting, stamping feet, hitting
racquet on wall, etc.
6. Time Out - Calling for a time out by either server or receiver once
score has been called. Audible avoidable.
7. Equipment - Deliberate throwing off of equipment
while ball is in play.
8. The loss of any equipment which interferes with the play of the ball
or safety of the players.
9. Wetting the Ball - The server has the responsibility
to see that the ball is kept dry at all times. Wetting the ball deliberately
shall result in an avoidable hinder. (See Rule 4.9 (f)).
10. The loss of eye protection is an automatic avoidable hinder.
11. View Obstruction - A player moves across an
opponent's line of vision just before the opponent strikes the ball.
Rule 4.12 - Rest Periods
a. Time Outs: During a game each player in singles, or each side in doubles,
may request a "time out" for a towel, wiping glasses, change or
adjustment of a glove or uniform. Each "time out" shall not exceed
30 seconds. For each singles player or each side in doubles, no more than
4 "time outs" shall be granted in a game to 31 points; no more
than 3 "time outs" shall be granted in a game to 21 points; no
more than 2 "time outs" shall be granted in a game to 15 points;
and no more than 1 "time out" shall be granted in a game to 11
points except if the game is an 11 point tiebreaker, then 2 "time outs"
shall be granted.
b. Injury: No time out shall be charged to a player who is injured during
play. An injured player shall not be allowed more than a total of fifteen
minutes of rest. If the injured player is not able to resume play after
total rests of 15 minutes, the match shall be awarded to the opponent(s).
On any further injury to same player, the referee in chief or his delegate,
after considering any available medical opinion, shall determine whether
the injured player will be allowed to continue.
c. Maintenance Delay: A time out may be called because of faulty equipment
or uniform. Two minutes are to be allowed for any uniform adjustment needed
and 30 seconds for any equipment adjustment.
PART
V - CBRA SPECIFIC RULES
Rule 5.1 - Late Players A team is entitled
to 1 (one) game for any opposing player who is more than 10 minutes late
for his/her match provided a court is available for the match to start. A
team is entitled to 2 (two) games for any opposing player who is more than
20 minutes late for his/her match provided a court is available for the match
to start. A team is entitled deduct 2 games (-2) for any opposing player
who defaults his/her match without notification.
Rule 5.2 Inappropriate Behavior
1. Profanity
2. Excessive arguing.
3. Threat of any nature to a league member
4. Excessive or hard striking of the ball between rallies.
5. Slamming of the racquet against walls or floor, slamming the door,
or any action which might result in injury to the court or other players.
6. Delay of game, either in the form of taking too much time during time-outs
and between games, in drying the court, in excessive questioning of the
rules.
7. Anything considered to be unsportsmanlike behavior.
8. Failure to wear eye protection designed for racquet sports is an automatic
technical (See Rule 2.5 (b)).
Rule 5.3 Spares
1. A player from a lower level on your team may play up and the score
will count.
2. A spare from an approved list of players may play for a missing player
and the score will count.
3. A player from another team at the same level may play in place of an
injured player and the points will count.
4. A player from another team at the same level may play in place of a
missing player, but no points can be scored by the team. The replacement
player can block points.
5. During playoffs, a replacement player from another team may not receive
points, but may block points only. A player at a lower level on the same
team may receive points for winning.
Rule 5.4 Playing Off All playing off must
take place prior to the scheduled league play and both team captains must
be notified. No points will be awarded to the person requesting the play-off
after the scheduled date of league play.
Rule 5.5 Membership Requirements All CBRA
players and spares must be in possession of a valid City of Brampton racquetball
pass and be CBRA league members.
Rule 5.6 Ranking and Challenging
1. All established players must use last years playing level
as their starting point for this year’s playing level. 2. Challenging Up
a Level
a. A player may challenge up a level on his/her own team at any time
during the season. The challenger must win 3 games out of a 5 game match.
b. A player may challenge up one level during a designated challenge
month if he/she meets ALL the following criteria:
i) that person has played in at least 70 percent of the scheduled team
matches, AND
ii) is in the top 3 positions at that level, and has won at least 70
percent of the matches, based on player statistics kept by the league,
AND
iii) Notifies the president of his/her intent to challenge, AND
iv) Is sanctioned by the president to challenge a specified player ranked
in the bottom 3 positions in the level immediately above the challenger,
AND
v) wins 3 games in a 5 game match during the challenge month.
c. If the person who has been challenged cannot or will not take part
in the challenge during challenge month, the challenge will be deemed to
be successful. The challenger must notify the president of the outcome
of the challenge. d) If the challenge is successful, the successful challenger
and the losing opponent change positions on each others team.