CBRA Racquetball Rules

Back to the top of the pagePART 1 - THE GAME

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.

Back to the top of the pagePART 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.
Back to the top of the pagePART 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.
Back to the top of the pagePART 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.

Back to the top of the pagePART 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.

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