Padel rules
scoring, tiebreaks, serving, lets, out-of-bounds shots, double hits, wall play and out-of-court play
Scoring
Standard game scoring:
0 points — “love” or simply “zero”. 1 point — 15. 2 points — 30. 3 points — 40. 4 points, with a margin of at least two points — game.
At 40–40, the score is called deuce. One pair must then win two consecutive points: the first gives them advantage, and the second wins the game.
Golden point:
at 40–40, one deciding point is played
the receiving pair chooses whether to receive from the right or left side of the court
the pair that wins that point wins the game
Star point:
the Star point is played after two advantage cycles have failed to decide the game
at the first deuce, an advantage point is played. If the pair with advantage loses that point, the score returns to deuce and a second advantage point is played. If the score returns to deuce again, a single deciding Star point is played
the receiving pair chooses whether to receive from the right or left side of the court
the pair that wins the Star point wins the game
Amateur point scoring:
americano and Mexicano sessions often use simple point scoring — 1, 2, 3 and so on — rather than 15–30–40
games are usually played to a total divisible by four, such as 16, 24 or 32 points
each player serves twice before the serve passes to the next player, following the rotation
Note: confirm the deuce format before your match begins.
Tiebreak
If you are playing a set match and the score reaches 6–6, a tiebreak is played.
The score runs 1, 2, 3 and so on, rather than 15–30–40. The first pair to reach seven points with a margin of at least two points wins the tiebreak.
Serving in a tiebreak:
Point 1: The player whose turn it is to serve starts the tiebreak. They serve once from the right side.
Points 2 and 3: The serve passes to the opposing pair. The next server serves two consecutive points: the second point from the left side and the third from the right.
Points 4 and 5: The serve returns to the first pair, but to their other player. They also serve two consecutive points: the fourth point from the left and the fifth from the right.
The sequence then continues in the same order: each new server serves two points. The first server in the tiebreak is the only player to serve just one point.
Players change ends every six points in total — for example, after 4–2 or 5–1, then after 7–5 or 8–4 if the tiebreak continues.
Match tiebreak: some formats use a match tiebreak instead of a full deciding set. If the set score is 1–1, the third set may be replaced by a tiebreak to seven or ten points, won by a margin of at least two points.
Note: a set decided by a tiebreak is recorded as 7–6. The tiebreak score may also appear in brackets, for example: 7–6 (7–4).
Serving rules
A serve is taken from the right or left side of the court, depending on the score. The ball must first bounce on the ground within the server’s area: behind the service line, between the sideline and the imaginary extension of the centre line.
The ball must be struck at waist height or below. At the moment of contact, both feet must also remain within the server’s area.
The ball must travel diagonally over the net and bounce in the service box on the opponent’s side. Service-box lines count as in: if the ball lands on a line, the serve is good.
The returner may only hit the ball after it has bounced in their service box. A volley return is not allowed and results in an immediate loss of the point, with no replay.
Note: the ball must not cross the service line before it is struck. In other words, it must bounce strictly behind that line.
Players have two attempts to serve into the correct box. For serve faults and more detail, see Service faults. For stroke technique, see Serve technique.
Service faults
Players have two attempts to serve into the correct box.
A serve is a fault, and the server loses the point if it is their second consecutive fault, when:
the ball is struck above waist height
the ball does not bounce before it is struck — in other words, the player serves out of the air
the server steps on or over the service line or sideline at the moment of contact
the ball does not land in the opponent’s service box — for example, it hits the net, wall, fence, service area or goes out of court
the ball clears the net and lands in the correct service box, but hits the metal fence before its second bounce
Note: if the ball clears the net, bounces in the correct service box and then hits the glass, it is not a fault; play continues.
For circumstances in which a serve is replayed, see Service lets. For stroke technique, see Serve technique.
Service lets
A serve is replayed in several situations. If a let occurs on the first serve, the server receives two new attempts. If it occurs on the second serve, the server receives one new attempt. There is no limit to the number of consecutive lets.
A let is called when:
the receiver is not ready for the serve — for example, they raise a hand or turn away
a ball from a neighbouring court enters your court
the serve touches the net and then lands in the correct service box, remaining playable: it does not hit the metal fence or go out of court
Note: if a serve touches the net, lands in the correct service box, and then hits the metal fence or leaves the court, it is a fault, not a let. Under FIP rules, a let on a first serve restores two serves; on a second serve, it restores only the second serve.
The rally: when is the ball in play?
The ball is in play from a valid serve — after the correct bounce and contact — until a let is called or the point is decided.
A valid return:
the ball must first bounce on the opponent’s court before it can hit the wall, glass or metal fence
you may play the ball directly into the opponent’s court or via your own walls: hit the ball first, let it rebound off your wall, then send it into the opponent’s court
if the ball bounces in the opponent’s court and then leaves the court, or hits the ceiling, lighting or another permanent fixture, the striking pair wins the point
The rally ends when:
the ball bounces twice on one side of the court
the ball hits the net and does not cross onto the opponent’s side
the ball hits a player’s body or clothing. That player’s pair loses the point
a player, their racket — even if it leaves their hand — or their clothing touches the net or net post. If the ball was already out, touching the net afterwards does not change the result of the point
the ball goes out of court. See Out of play for more detail
a let is called. See Service lets for more detail
If, after a valid bounce, the ball becomes lodged in the metal fence or on the horizontal top surface of a wall, the pair that played the ball wins the point.
Note: once the ball is clearly out, anything that happens afterwards does not affect the outcome of the rally.
Prohibited actions during a rally:
do not hit the ball on the opponent’s side while it is still above the net
do not hit the ball before it has crossed the net onto your side
do not reach across the net with your racket or body to play the ball on the opponent’s side
if a player, their racket or anything they are wearing touches the net, net posts, net cord or any part of the opponent’s court while the ball is in play, their pair loses the point
if a player jumps over the net or enters the opponent’s side during a rally, their pair loses the point
Note: your racket may cross over the net after contact, provided that you made contact with the ball on your own side of the court.
Out of Play
The ball is out when:
it leaves the court — by going over a wall or through a door where out-of-court play is not permitted
it hits a wall or fence on the opponent’s side before bouncing on the court
it bounces twice on one side of the court
it hits a permanent fixture, such as lights, a roof or elements of the venue, unless the competition rules state otherwise
If, after a valid bounce, the ball becomes lodged in the metal fence or on the horizontal top surface of a wall, the pair that played the ball wins the point.
Note: If an opponent’s ball goes over a wall but first bounces in your court, some clubs allow you to run through the doors and return it. If there are no suitable doors or no safe external playing area, the ball is out. See Out-of-court play for more details.
Playing the Walls
The main feature of padel is that you can — and should — use the walls.
The basic rule is that the ball must bounce on your side of the court before you play it off the glass. One exception is a volley at the net, where you hit the ball before it bounces. See the Volley section for more detail.
If the ball hits the metal fence after bouncing on your side during a rally, play continues. If the same happens on a serve, it is a fault.
Note: if the ball bounces twice on your side, you have already lost the point, even if you manage to touch it with your racket afterwards.
Out-of-court play
Some clubs have doors and a safe external area around the court. If the ball leaves through a door after your opponent’s shot but has first bounced in your court, you may run outside and try to return it.
If the ball leaves the court without first bouncing in the court, the striking player loses the point.
Whether out-of-court play is permitted depends on the club’s facilities and the tournament rules.
For official out-of-court play, specific safety conditions are required:
there must be two exits on each side of the court
the area around the court must provide at least 3 metres of clear width and 4 metres of clear length on each side, with at least 3 metres of unobstructed height. There must be no posts, benches or other obstacles
Double hit
A double hit occurs when one player touches the ball twice with their racket during a single stroke, or when the ball touches the rackets of both players in the same pair one after the other.
In either case, it is a fault and the pair loses the point.
A dragged shot is not a double hit. This is when the ball rolls or slides across the racket face during one continuous contact, rather than making two separate contacts. Play continues.
It is also not a double hit if both partners attempt to play the ball at the same time, one player hits the ball and the other hits their partner’s racket.
Note: if the ball clearly makes two contacts with the racket — even during one swing — it is a fault. Only one continuous dragged contact is allowed, where the ball does not rebound but slides across the racket face.
In a disputed situation, replay the point.
Match breaks
Under FIP rules, a match should be played continuously.
Here are the time limits for breaks and delays:
between points: up to 20 seconds
at a changeover: up to 90 seconds
between sets: up to 120 seconds
medical treatment for an injury or treatable medical condition: once for each injury, for up to three minutes. Treatment may continue during the following two changeovers, within the normal changeover time
after an interruption caused by circumstances beyond the players’ control — for example, rain, a lighting failure or an emergency — a short warm-up may be permitted before play resumes: from zero to three minutes, depending on the length of the interruption
More in this section
- Padel rulesscoring, tiebreaks, serving, lets, out-of-bounds shots, double hits, wall play and out-of-court play
- Tactics & doubles playbasic tactics, court positioning and common beginner mistakes
- Game formatsan overview of game formats: set matches, Mexicano, Americano, divisions, Win Court, group stage and playoffs
- Padel shotsserving, forehands, backhands, volleys, lobs, chiquitas, bandejas, víboras, smashes, bajadas, contrapared shots and defensive topspin shots
- Match preparationwarm-ups and injury prevention
- Court etiquettecourt etiquette and on-court behaviour
- Court & equipmentcourt dimensions and layout, plus padel rackets, balls, footwear and clothing
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