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Rule 4.1 - Serve Generally
a. Toss: The server has two opportunities to put the ball into play.
The player or team winning the coin toss has the option to either serve or
receive at the start of the first game. The second game will begin in
reverse order of the first game. The player or team scoring the highest
total of point in game 1 and 2 will have the option to serve or receive at
the start of the tiebreaker. In the event that both players or teams score
an equal number of points in the first two games, another coin toss will
take place and the winner of the toss will have the option to serve or
receive.
b. Manner: After taking a set position inside the service zone, a
player may begin the service motion -- any continuous movement which
results in the ball being served. During the service motion, the ball may
not be bounced anywhere but on the floor within the service zone. 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 referee calling "time
in". The server may not initiate the pre-service motion from outside
of the service zone, but may serve from any place in the service zone.
Either foot or any wheel of a wheelchair 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"
or "wheel faults".
d. Readiness: Once a rally has ended, the players are given a
reasonable amount of time (according to the judgment of the referee) to
return to their respective positions, and then the score is called. If the
server or the receiver is, in the referee's opinion, taking too much time
in commencing play, that player will be accessed with a "Loss of
Point" penalty. (See 4.16)
i) The 10 second rule applies to the server and receiver simultaneously.
Collectively, they are allowed up to 10 seconds after the score is called
to serve or be ready to receive. It is the server's responsibility to look
and be certain the receiver is ready. If the receiver is not ready, the
receiver must signal so by raising the racquet above the head or completely
turning the back to the server. These are the only two acceptable signals.
ii) Serving while the receiving player/team is signaling "not
ready" shall be replayed with no penalty and the server shall be
warned to check the receiver. If the server serves a second consecutive
time without checking the receiver, the referee will assess a fault serve.
iii) After the score is called, if the server looks at the receiver and the
receiver is no signaling not ready, the server may then serve. If the
receiver attempts to signal "not ready" after that point, the
signal shall not be acknowledged and the serve becomes legal.
Rule 4.2 - Serve, in Doubles
a. Server: At the beginning of each game in doubles, each side shall
inform the referee 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". For wheelchair racquetball,
the server's partner musthave at lease one rear wheel in the service box
until the served ball passes the short line. Violations are called
"wheel 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 and Wheel Faults: A foot or wheel fault results when a part
of either foot or any wheels of a wheelchair 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. 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.
h. Illegal Drive Serve: A drive serve in which the player fails to
observe the 17-foot service zone outlined in Rule 4.3.
i. 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.
j. Partner: (a) In doubles, if the server's partner is not in the
service box with both feet on the floor and back to the side wall from the
time the server begins the service motion until the ball passes the short
line.
(b) A served ball that hits the doubles partner while in the doubles box
results in a fault serve. In Open play (one serve), this fault may be
replayed one time only per service. The second instance, on the same
service, will result in a hand out or side out. k. One serve play:
In one serve play, if a serve is called a screen, the server will be
allowed one more opportunity to hit a legal serve. Two consecutive screen
serves results in a side out. l. Dropping the ball: The ball may not
be bounced anywhere but on the floor within the service zone.
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, or the rear wheel in wheelchair racquetball, 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 or Wheel Fault: If the server or his partner
intentionally foot or wheel 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 referee or it has touched the floor twice or three times in
Wheelchair Racquetball.
c. Fly Return: In making a fly return, the follow-through may carry
the receiver or his racquet past thereceiving 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 or three times in
wheelchair racquetball, 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 makes an out serve under Rule 4.6,or;
2.
Fault Serves - He makes two fault serves in succession
under Rule 4.5, or;
3.
Hits Partner - He hits his partner with an attempted
return during the rally.
4.
Return Failure - He or his partner fails to keep the ball
in play by returning it as required by Rule 4.9.
5.
Avoidable Hinder - He or his partner commits an avoidable
hinder under Rule 4.11.
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. The ball may not be carried. (A
carried ball is one which rests on the racquet long enough that the effect
is more of a sling or throw than a hit.) In doubles, both partners may
swing at, but only one may hit, the ball. Each violation of either (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 or for the third time in wheelchair racquetball.
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 or three times in wheelchair racquetball. 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
unless it is the referee's opinion that without the interference the
returner could not have made a play on the ball. (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, or three times in
wheelchair racquetball, 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. The ball may be inspected by the referee at any times
during a game. 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. The referee or any player may request the ball be examined. If the
referee 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 and shall
work to the disadvantage of the player or team which struck the ball after
the rally.
h. Play Stoppage
1.
If a player loses their eye protection or, foreign objects
enter the court, or any outside interference occurs, the referee 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. If it interferes, the call is an "avoidable hinder"
to the offending player. (See Rule 4.11 (8)).
3.
Wheelchair racquetball - If a player, during the serve or the
rally, alters the speed or direction of the chair with any part of their
lower extremities, the referee shall stop the play and the call is an
"avoidable hinder" to the offending player (See Rule 4.11 (10)).
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 local tournament committee, or
the referee in chief, or the referee of the game.
2.
Hitting Opponent - Any returned ball that touches an
opponent on the fly before it returns to the front wall, unless in the
referee's opinion 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 referee.
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 and is subject to acceptance and approval of the referee.
(The referee will grant a dead ball hinder if they believe the holdup was
reasonable and the player would have been able to return the shot, and the
referee may also call an avoidable if warranted.)
b. Effect: The referee's call of hinder stops play and voids any
situation which follows, such as the ball hitting the player. The only
hinders that may be called by a player are described in rules (2), (7) and
(8) above, and all of these are subject to the approval of the referee. 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 referee should be liberal in calling hinders to discourage
any practice of playing the ball where an adversary cannot see it until too
late. It is no excuse that the ball is "killed," unless in the
opinion of the referee the ball could not be returned. 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
An avoidable hinder results in the offending player losing the rally.
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
after the service motion begins. Audible avoidable.
7.
Equipment - At the discretion of the referee, deliberate throwing
off of equipment while ball is in play. (See Rule 4.9 (h) (2)).
8.
The loss of any equipment which interferes with the play of
the ball or safety of the players. (See Rule 4.9 (h) (2)).
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.
Touching the floor - In wheelchair racquetball, altering the
speed or direction of the chair with any part of their lower extremities.
(See Rule 4.9 (h) (3)).
11.
Eye protection - Eye protection must be worn properly on
the bridge of the nose. Failure to do so is an automatic avoidable hinder.
12.
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 60 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 c player will be allowed to continue. Muscle cramps and
pulls, fatigue and other ailments that are not caused by direct contact
(such as with the ball, racquet, wall or floor) will not be considered an
injury.
c. Maintenance Delay
1.
A time out may be called by the referee, at the request of a
player and after substantiation by the referee, because of faulty equipment
or uniform. Two minutes are to be allowed for any uniform adjustment needed
and 30 seconds for any equipment adjustment.
2.
Wheelchair - Such delay must be requested by a player and allowed
by the referee for any malfunction of a wheelchair, prothesis or assistance
device. The delay shall not exceed five minutes and only two delays of this
kind per match may be granted to a player. If, after using both maintenance
delays, a player still experiences difficulties, he has the following
options: the use of his remaining "time outs", the replacement of
the broken equipment and finally, the defaulting of the match.
d. Between Games: In matches played with games to 11 points,
only a one minute rest period is allowed between games. In the case of a
tiebreaker, a two minute rest period is allowed before the game. In matches
played with games to 15 points and matches played with games to 21 points,
a two minute rest period is allowed between the first and second games. A
five minute rest period is allowed between the second game and the
tiebreaker game.
e. Delays: If a player or team fails to report to play following the
time out or rest period, the referee shall call against the offender a time
out or further time out until such time as the offender is ready or has
used all allotted time outs. (See Rules 3.5 (d) and 4.13 (6)).
f. Postponed Games: Any game postponed by referee shall be resumed
with the same score as when postponed.
g. Bleeding: Should any external bleeding occur, the referee must
halt play as soon as the rally is over, charge an injury timeout to the
person who is bleeding, and not allow the match to continue until the
bleeding has stopped.
Rule 4.13 - Technical Foul
The referee is empowered to deduct one point from a player's or team's
score without change in service when, in the referee sole judgement, the
player is being overtly and deliberately abusive. The actual invoking of
this penalty is called a "Technical Foul". If the player or team
against whom the technical was assessed does not resume play immediately,
the referee is empowered to forfeit the match in favour of the opponent. A
third technical foul called upon any one player or team during the course
of a match shall result in the automatic immediate forfeiture of that
match. On game winning rallies technicals will apply to that game. After
the players leave the court on a game ending rally, any technicals will
then apply to the next game.
Examples of actions which may result in technical fouls are:
1.
Profanity - Profanity is an automatic technical and should be
invoked by the referee whenever it occurs.
2.
Excessive arguing.
3.
Threat of any nature to opponent or referee.
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 - Examples include
(i) taking too much time to dry the court,
(ii) excessive questioning of the referee about the rules,
(iii) exceeding the time allotted for a timeout (when no
timeouts are left) or between games,
(iv) repetitive instances of serving when the opponent is
signalling "not ready"
7.
Anything considered to be unsportsmanlike behaviour.
8.
Failure to wear eye protection designed for racquet sports is
an automatic technical (See Rule 2.5 (b)).
Rule 4.14 - Age Group Division
a. Age Categories
1.
10 and under
2.
12 and under
3.
14 and under
4.
16 and under
5.
18 and under
6.
Open - all age groups
7.
Veteran - 30 and over
8.
Senior - 35 and over
9.
Veteran Senior - 40 and over
10.
Master - 45 and over
11.
Veteran Master - 50 and over
12.
Golden Master - 55 and over
13.
Senior Golden Master - 60 and over
14.
Veteran Gold Master - 65 and over
15.
Open Wheelchair Event - all age groups
b. Age Eligibility
1.
Age eligibility effective date for groups 1, 2, 3, 4, and 5
are as of January 1st.
2.
All other age group divisions age eligibility is determined as
of the first day of the tournament.
c. Doubles Teams
1.
Age group divisions apply as per (a) with the addition of
"Mixed Doubles".
2.
Age eligibility applies as per (b).
3.
A doubles team shall consist of two players who meet either
the age requirements or player classification requirements to participate
in a particular division of play. A team with different skill levels must
play in the division of the player with the higher level of ability. When
playing in an adult age division, the team must play in the division of the
younger player. When playing in a junior age division, the team must play
in the division of the older player.
4.
A change in playing partners may be made so long as the first
match of the posted team has not begun. For this purpose only the match
will be considered started once the teams have been called to the court.
The team must notify the tournament director or their delegate of the
change prior to the beginning of the match.
d. Wheelchair Event Participants
1.
Any individual with significant permanent neuro muscular
skeleton disability (spinal cord disorder, poliomyelitis, amputation, etc.)
who will benefit through the opportunity to compete were it not for the
wheelchair adaptation, is eligible.
2.
The participant may wear an appliance that is medically
prescribed providing it does not jeopardize the safety of others, and that
he does not use it to any unfair advantage.
3.
The participant may secure any portion of his body to the
wheelchair.
Rule 4.15 - Team Competition
1.
Where team competitions is involved, coaches or
representatives of such teams are bound by the same rules as players as far
as Rule 4.13 is concerned to be charged against their player.
2.
No coaches or representatives are allowed in the courts at any
time during a match. Failure to observe this is a technical foul and shall
be charged against their player.
Rule 4.16 - Loss of Point Penalty
If the server or the receiver is, in the referee’s opinion, taking too much
time in commencing play, that player will be accessed with a "Loss of
Point" penalty. The "Loss of Point" penalty is similar in
application to a technical but differs in that it is not counted as a technical,
hence the player’s number of allowed technicals is not decremented.
If a player is seen to abuse this penalty (ie. Not
seeming to care if a loss of point occurs, and continually committing this
infraction, as they may be leading and in control), the referee has the discretionary
power to apply a technical to that player for unsportmanship behavior.
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