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The Laws of Badminton and Competition Regulations in the BWF Statutes provide the detail on every aspect of the

game of badminton. Below is a brief overview - simplified rules. Scoring System o o o o o o A match consists of the best of 3 games of 21 points. Every time there is a serve there is a point scored. The side winning a rally adds a point to its score. At 20 all, the side which gains a 2 point lead first, wins that game. At 29 all, the side scoring the 30th point, wins that game. The side winning a game serves first in the next game.

Interval and Change of Ends o o o Singles o o o At the beginning of the game (0-0) and when the servers score is even, the server serves from the right service court. When the servers score is odd, the server serves from the left service court. If the server wins a rally, the server scores a point and then serves again from the alternate service court. If the receiver wins a rally, the receiver scores a point and becomes the new server. They serve from the appropriate service court left if their score is odd, and right if it is even. Doubles o o o o o o A side has only one service. The service passes consecutively to the players as shown in the diagram. At the beginning of the game and when the score is even, the server serves from the right service court. When it is odd, the server serves from the left court. If the serving side wins a rally, the serving side scores a point and the same server serves again from the alternate service court. If the receiving side wins a rally, the receiving side scores a point. The receiving side becomes the new serving side. The players do not change their respective service courts until they win a point when their side is serving. When the leading score reaches 11 points, players have a 60 second interval. A 2 minute interval between each game is allowed. In the third game, players change ends when the leading score reaches 11 points.

If players commit an error in the service court, the error is corrected when the mistake is discovered. In a doubles match between A & B against C & D. A & B won the toss and decided to serve. A to serve to C. A shall be the initial server while C shall be the initial receiver. Course of action / Explanation Score Service from Service Court Server & Receiver Winner of the rally A serves to C A and C are the initial server and receiver.

Love All

Right Service Court. Being the score of the serving side is even.

A & B

A & B win a point. A & B will change service courts. A serves again from Left service court. C & D will stay in the same service courts.

1-0

Left Service Court. Being the score of the serving side is odd

A serves to D

C & D

C & D win a point and also right to serve. Nobody will change their respective service courts.

1-1

Left Service Court. Being the score of the serving side is odd.

D serves to A.

A & B

A & B win a point and also right to serve. Nobody will change their respective service courts.

2-1

Right Service Court. Being the score of the serving side is even.

B serves to C

C & D

C & D win a point and also right to serve. Nobody will change their respective service courts.

2-2

Right Service Court. Being the score of the serving side is even.

C serves to B

C & D

C & D win a point. C & D will change service courts. C serves from Left service court. A & B will stay in the same service courts.

3-2

Left Service Court. Being the score of the serving side is odd.

C serves to A

A & B

A & B win a point and also right to serve. Nobody will change their respective service courts.

3-3

Left Service Court. Being the score of the serving side is odd.

A serves to C

A & B

A & B win a point. A & B will change service courts. A serves again from Right service court. C & D will stay in the same service courts.

4-3

Right Service Court. Being the score of the serving side is even.

A serves to D

C & D

Note that this means: o o The order of server depends on the score odd or even same as in singles. The service courts are changed by the servicing side only when a point is scored. In all other cases, the players continue to stay in their respective service court from where they played previous rally. This shall guarantee alternate server.

The rules of badminton are fairly straight forward. Badminton is played on a rectangular court which is divided in two halves by a net. The net should be 5 feet high in the centre and 5 feet 1 inch at the posts. The full court dimensions are 44 feet long and 20 feet wide. The area of the court used for singles is different to the area used by doubles.

Singles Court:Serving: The side tramlines are out, the rear tramlines are in. After the Serve: The side tramlines are out, the rear tramlines are in. Doubles Court: Serving: The side tramlines are in, the rear tramlines are out. After the Serve: The whole court is in.

Each game is played to 21 points, and a point is won by winning a rally regardless of who is serving. This differs from the old scoring system where players could only win a point on their serve and each game was played to 15 points (11 points for ladies singles). A match is the best of three games. If the score reaches 20-all, then the game continues until one side has a two point advantage (for example 2321). If the score gets to 29-29 it becomes sudden death so the winner of the next point wins the game. At the start of a game the server will stand in the right service box and serve diagonally in to his opponents service box. When serving the shuttlecock must be hit below waist height and the racket shaft must be pointing downwards. If the server wins the rally they then serve again, but diagonally from the left hand service box. When the service receiver wins the point they start serving. In singles, the server stands in their right service court when their score is even, and in the left service court when their score is odd. In doubles, if the serving side wins a rally, the same player continues to serve, but changes serving side as in singles so that they serve to a different opponent each time. If the opponents win the rally no one switches side and if the opponents new score is even, the player in the right service court serves, if it is odd, the player in the left service court serves.

FAQ:Q. If the shuttle hits the line is it in or out? A. If the base of the shuttle hits any part of the line the shot is in

REAL Scoring System This is the area which the most drastic changes have been made to the game of badminton. The most recent scoring systems in badminton have been: 3 Games to 15 Points, 3 Games to 11 Points for Womens Singles 5 Games to 7 Points 3 Games to 21 Points (the current system) 3 Games to 15 Points, 3 Games to 11 Points for Womens Singles This is the scoring system which was around for the longest period of time. There was a lot of resistance to changing from this system, but it was criticized for being too long, and therefore not television friendly. The only event which used 3 Games to 11 Points was womens singles. To earn a point you need to have serve If you have serve and you lose a rally, serve goes to your opponent, but you do not lose a point When serving you must serve cross court Even points are served from the right side of the court (eg if you have 4 you serve from the even side) Odd points are served from the left side of the court (eg if you have 3 you serve from the odd side) In doubles each player on a team gets a serve before the other team gets serve, except the very first serve of each game, you only get one In womens singles when the score reaches 10 all, the player who reached 10 first has the option of setting to 13, or they can opt to do nothing and play to 11 In all other events when the score reaches 14 all, the player/team who reached 14 first has the option of setting to 17, or the they can opt to do nothing, and play to 15 Way back in the past there were even more options for setting, including setting at 9 points for women, and 13 points in other events, but well ignore these to avoid confusion After each game players switch to the opposite side of the court in case one side might have an advantage If the players are tied 1 game all, during the third game they must switch sides after the leading player reaches 6 points in the womens singles, or after 8 points in al l other events 5 Games to 7 Points This scoring system was a brief experiment which only lasted for one season. Many players liked it, but it was decided that it was too short and disrupted the natural rhythm of the game too much, or at least thats what I think ; ) With this system all events were played the same, unlike the previous system which had different scoring in the womens singles. To earn a point you need to have serve If you have serve and you lose a rally, serve goes to your opponent, but you do not lose a point When serving you must serve cross court Even points are served from the right side of the court (eg if you have 4 you serve from the even side) Odd points are served from the left side of the court (eg if you have 3 you serve from the odd side) In doubles each player on a team gets a serve before the other team gets serve, except the very first serve of each game, you only get one When the score reaches 6 all, the team that reached 6 first has the option of setting to 8 points, or they can opt to do nothing and play to 7. After each game players switch to the opposite side of the court in case one side might have an advantage If the players are tied 2 games all, during the fifth game they must switch sides after the leading player reaches 4 points

3 Games to 21 Points (the current system) This is the current system and has been since 2006. Initially many players were skeptical, Peter Gade was a known critic of the system at first, but was a quick convert saying he thought it was a good move after playing the new system for a few months. To earn a point you DO NOT need to serve If you have serve and you lose a rally, serve goes to your opponent, and your opponent gets a point When serving you must serve cross court Even points are served from the right side of the court (eg if you have 4 you serve from the even side) Odd points are served from the left side of the court (eg if you have 3 you serve from the odd side) In doubles you always serve from the side from the correct side, this is a confusing point for people coming from the old scoring systems. When the score reaches 20 all, to win a player/team must win by 2 points, with a maximum score of 30-29, this means 29 all is sudden death! After each game players switch to the opposite side of the court in case one side might have an advantage At 11 points during each game there is a 90 second break If the players are tied 1 game all, during the third game they must switch sides after the leading player reaches 11 points Serving When serving there are a few ways that you can fault, be careful to pay attention so you dont make any of these mistakes When serving with an odd number you must stand on the odd side of the court, and when serving an even number you must stand on the even side of the court. You cannot step on any of the lines when serving. You cannot lift or drag your feet while serving. You cannot step into your serve. You cannot throw the shuttle into the air, you must drop it. You must contact the shuttle below waist level. You must contact the shuttle below the level of your wrist (on your racket hand). You must contact the shuttle in one smooth forward motion, you cannot stop the swing, or have a double motion. For a more technical perspective on the rules here are some definitions: DEFINITIONS Player Any person playing Badminton. Match The basic contest in Badminton between opposing sides each of one or two players. Singles A match where there is one player on each of the opposing sides. Doubles A match where there are two players on each of the opposing sides. Serving side The side having the right to serve. Receiving side The side opposing the serving side. Rally A sequence of one or more strokes starting with the service, until the shuttle ceases to be in play. Stroke A forward movement of the players racket. 1. COURT AND COURT EQUIPMENT 1.1 The court shall be a rectangle marked out with lines 40 mm wide as shown in Diagram A. 1.2 The lines marking out the court shall be easily distinguishable and preferably be coloured white or yellow. 1.3 All the lines shall form part of the area which they define. 1.4 The posts shall be 1.55 metres in height from the surface of the court and shall remain vertical when the net is strained as provided in Law 1.10. The posts or its supports shall not extend into the court.

1.5 The posts shall be placed on the doubles side lines as in Diagram A irrespective of whether singles or doubles is being played. 1.6 The net shall be made of fine cord of dark colour and even thickness with a mesh of not less than l5 mm and not more than 20 mm. 1.7 The net shall be 760 mm in depth and at least 6.1 metres wide. 1.8 The top of the net shall be edged with a 75 mm white tape doubled over a cord or cable running through the tape. This tape shall rest upon the cord or cable. 1.9 The cord or cable shall be stretched firmly, flush with the top of the posts. 1.10 The top of the net from the surface of the court shall be 1.524 metres at the centre of the court and 1.55 metres over the side lines for doubles. 1.11 There shall be no gaps between the ends of the net and the posts. If necessary, the full depth of the net at the ends shall be tied to the posts.

DIAGRAM A 2. SHUTTLE 2.1 The shuttle shall be made of natural and / or synthetic materials. From whatever material the shuttle is made, the flight characteristics generally shall be similar to those produced by a natural feathered shuttle with a cork base covered by a thin layer of leather. 2.2 Feathered Shuttle 2.2.1 The shuttle shall have 16 feathers fixed in the base. 2.2.2 The feathers shall have a uniform length between 62 mm to 70 mm when measured from the tip to the top of the base. 2.2.3 The tips of the feathers shall lie on a circle with a diameter from 58 mm to 68 mm. 2.2.4 The feathers shall be fastened firmly with thread or other suitable material. 2.2.5 The base shall be 25 mm to 28 mm in diameter and rounded on the bottom. 2.2.6 The shuttle shall weigh from 4.74 to 5.50 grams. 2.3 Non-Feathered Shuttle 2.3.1 The skirt, or simulation of feathers in synthetic materials, shall replace natural feathers. 2.3.2 The base shall be as described in Law 2.2.5. 2.3.3 Measurements and weight shall be as in Laws 2.2.2, 2.2.3 and 2.2.6. However, because of the difference in the specific gravity and other properties of synthetic materials in comparison with feathers, a variation of up to 10 per cent shall be acceptable.

2.4 Subject to there being no variation in the general design, speed and flight of the shuttle, modifications in the above specifications may be made with the approval of the Member Association concerned, in places where atmospheric conditions due to either altitude or climate make the standard shuttle unsuitable. 3. TESTING A SHUTTLE FOR SPEED 3.1 To test a shuttle, a player shall use a full underhand stroke which makes contact with the shuttle over the back boundary line. The shuttle shall be hit at an upward angle and in a direction parallel to the side lines. 3.2 A shuttle of correct speed will land not less than 530 mm and not more than 990 mm short of the other back boundary line as in Diagram B. Image 2 DIAGRAM B 4. RACKET 4.1 The racket shall be a frame not exceeding 680 mm in overall length and 230 mm in overall width consisting of the main parts described in Laws 4.1.1 to 4.1.5 as illustrated in Diagram C. 4.1.1 The handle is the part of the racket intended to be gripped by a player. 4.1.2 The stringed area is the part of the racket with which it is intended that a player hits the shuttle. 4.1.3 The head bounds the stringed area. 4.1.4 The shaft connects the handle to the head (subject to Law 4.1.5). 4.1.5 The throat (if present) connects the shaft to the head. Image 3 DIAGRAM C 4.2 The stringed area: 4.2.1 shall be flat and consist of a pattern of crossed strings either alternately interlaced or bonded where they cross. The stringing pattern shall be generally uniform and, in particular, not less dense in the centre than in any other area; and 4.2.2 shall not exceed 280 mm in overall length and 220 mm in overall width. However, the strings may extend into an area which otherwise would be the throat, provided that: 4.2.2.1 the width of the extended stringed area does not exceed 35 mm; and 4.2.2.2 the overall length of the stringed area does not then exceed 330 mm. 4.3 The racket: 4.3.1 shall be free of attached objects and protrusions, other than those used solely and specifically to limit or prevent wear and tear, or vibration, or to distribute weight, or to secure the handle by cord to the players hand, and which are reasonable in size and placement for such purposes; and 4.3.2 shall be free of any device that makes it possible for a player to change materially the shape of the racket. 5. EQUIPMENT COMPLIANCE The International Badminton Federation shall rule on any question of whether any racket, shuttle or equipment or any prototype used in the playing of Badminton complies with the specifications. Such ruling may be

undertaken on the Federations initiative or on application by any party with a bona fide interest, includ ing any player, technical official, equipment manufacturer or Member Association or member thereof. 6. TOSS 6.1 Before play commences, a toss shall be conducted and the side winning the toss shall exercise the choice in either Law 6.1.1 or 6.1.2: 6.1.1 to serve or receive first; 6.1.2 to start play at one end of the court or the other. 6.2 The side losing the toss shall then exercise the remaining choice. 7. SCORING SYSTEM 7.1 A match shall consist of the best of three games, unless otherwise arranged (Appendix 2 and 3). 7.2 A game shall be won by the side which first scores 21 points, except as provided in Law 7.4 and 7.5. 7.3 The side winning a rally shall add a point to its score. A side shall win a rally, if the opposing side commits a fault or the shuttle ceases to be in play because it touches the surface of the court inside the opponents court. 7.4 If the score becomes 20-all, the side which gains a two point lead first, shall win that game. 7.5 If the score becomes 29-all, the side scoring the 30th point shall win that game. 7.6 The side winning a game shall serve first in the next game. 8. CHANGE OF ENDS 8.1 Players shall change ends: 8.1.1 at the end of the first game; 8.1.2 at the end of the second game, if there is to be a third game; and 8.1.3 in the third game when a side first scores 11 points. 8.2 If the ends are not changed as indicated in Law 8.1, it shall be done so as soon as the mistake is discovered and when the shuttle is not in play. The existing score shall stand. 9. SERVICE 9.1 In a correct service: 9.1.1 neither side shall cause undue delay to the delivery of the service once the server and the receiver are ready for the service. On completion of the backward movement of servers racket head, any delay in the start of the service (Law 9.2), shall be considered to be an undue delay; 9.1.2 the server and the receiver shall stand within diagonally opposite service courts (Diagram A) without touching the boundary lines of these service courts; 9.1.3 some part of both feet of the server and the receiver shall remain in contact with the surface of the court in a stationary position from the start of the service (Law 9.2) until the service is delivered (Law 9.3);

9.1.4 the servers racket shall initially hit the base of the shuttle; 9.1.5 the whole shuttle shall be below the servers waist at the instant of being hit by the servers racket. The waist shall be considered to be an imaginary line round the body, level with the lowest part of the servers bottom rib; 9.1.6 the shaft of the servers racket at the instant of hitting the shuttle shall be pointing in a downward direction; 9.1.7 the movement of the servers racket shall continue forwards from the start of the service (Law 9.2) until the service is delivered (Law 9.3); 9.1.8 the flight of the shuttle shall be upwards from the servers racket to pass over the net so that, if not intercepted, it shall land in the receivers service court (i. e. on or within the boundary lines); and 9.1.9 in attempting to serve, the server shall not miss the shuttle. 9.2 Once the players are ready for the service, the first forward movement of the servers racket head shall be the start of the service. 9.3 Once started (Law 9.2), the service is delivered when the shuttle is hit by the servers racket or, in attempting to serve, the server misses the shuttle. 9.4 The server shall not serve before the receiver is ready. However, the receiver shall be considered to have been ready if a return of the service is attempted. 9.5 In doubles, during the delivery of service (Law 9.2, 9.3), the partners may take up any positions within their respective courts, which do not unsight the opposing server or receiver. 10. SINGLES 10.1 Serving and receiving courts 10.1.1 The players shall serve from, and receive in, their respective right service courts when the server has not scored or has scored an even number of points in that game. 10.1.2 The players shall serve from, and receive in, their respective left service courts when the server has scored an odd number of points in that game. 10.2 Order of play and position on court In a rally, the shuttle may be hit by the server and the receiver alternately, from any position on that players side of the net, until the shuttle ceases to be in play (Law 15). 10.3 Scoring and serving 10.3.1 If the server wins a rally (Law 7.3), the server shall score a point. The server shall then serve again from the alternate service court. 10.3.2 If the receiver wins a rally (Law 7.3), the receiver shall score a point. The receiver shall then become the new server. 11. DOUBLES 11.1 Serving and receiving courts

11.1.1 A player of the serving side shall serve from the right service court when the serving side has not scored or has scored an even number of points in that game. 11.1.2 A player of the serving side shall serve from the left service court when the serving side has scored an odd number of points in that game. 11.1.3 The player of the receiving side who served last shall stay in the same service court from where he served last. The reverse pattern shall apply to the receivers partner. 11.1.4 The player of the receiving side standing in the diagonally opposite service court to the server shall be the receiver. 11.1.5 The players shall not change their respective service courts until they win a point when their side is serving. 11.1.6 Service in any turn of serving shall be delivered from the service court corresponding to the serving sides score, except as provided in Laws 12. 11.2 Order of play and position on court After the service is returned, in a rally, the shuttle may be hit by either player of the serving side and either player of the receiving side alternately, from any position on that players side of the net, until the shuttle ceases to be in play (Law 15). 11.3 Scoring and serving 11.3.1 If the serving side wins a rally (Law 7.3), the serving side shall score a point. The server shall then serve again from the alternate service court. 11.3.2 If the receiving side wins a rally (Law 7.3), the receiving side shall score a point. The receiving side shall then become the new serving side. 11.4 Sequence of serving In any game, the right to serve shall pass consecutively: 11.4.1 from the initial server who started the game from the right service court 11.4.2 to the partner of the initial receiver. The service shall be delivered from the left service court. 11.4.3 to the partner of the initial server 11.4.4 to the initial receiver, 11.4.5 to the initial server and so on. 11.5 No player shall serve or receive out of turn, or receive two consecutive services in the same game, except as provided in Laws 12. 11.6 Either player of the winning side may serve first in the next game, and either player of the losing side may receive first in the next game. 12. SERVICE COURT ERRORS 12.1 A service court error has been made when a player:

12.1.1 has served or received out of turn; or 12.1.2 has served or received from the wrong service court; 12.2 If a service court error is discovered, the error shall be corrected and the existing score shall stand. 13. FAULTS It shall be a fault: 13.1 if a service is not correct (Law 9.1); 13.2 if, in service, the shuttle: 13.2.1 is caught on the net and remains suspended on its top; 13.2.2 after passing over the net, is caught in the net; or 13.2.3 is hit by the receivers partner; 13.3 if in play, the shuttle: 13.3.1 lands outside the boundaries of the court (i. e. not on or within the boundary lines); 13.3.2 passes through or under the net; 13.3.3 fails to pass over the net; 13.3.4 touches the ceiling or side walls; 13.3.5 touches the person or dress of a player; 13.3.6 touches any other object or person outside the court; (Where necessary on account of the structure of the building, the local badminton authority may, subject to the right of veto of its Member Association, make bye-laws dealing with cases in which a shuttle touches an obstruction). 13.3.7 is caught and held on the racket and then slung during the execution of a stroke; 13.3.8 is hit twice in succession by the same player. However, a shuttle hitting the head and the stringed area of the racket in one stroke shall not be a fault; 13.3.9 is hit by a player and the players partner successively; or 13.3.10 touches a players racket and does not travel towards the opponents court; 13.4 if, in play, a player: 13.4.1 touches the net or its supports with racket, person or dress; 13.4.2 invades an opponents court over the net with racket or person except that the striker may follow the shuttle over the net with the racket in the course of a stroke after the initial point of contact with the shuttle is on the strikers side of the net;

13.4.3 invades an opponents court under the net with racket or person such that an opponent is obstructed or distracted; or 13.4.4 obstructs an opponent, i.e. prevents an opponent from making a legal stroke where the shuttle is followed over the net; 13.4.5 deliberately distracts an opponent by any action such as shouting or making gestures; 13.5 if a player is guilty of flagrant, repeated or persistent offences under Law 16; 14. LETS 14.1 Let shall be called by the umpire, or by a player (if there is no umpire), to halt play. 14.2 It shall be a let, if: 14.2.1 the server serves before the receiver is ready (Law 9.5); 14.2.2 during service, the receiver and the server are both faulted; 14.2.3 after the service is returned, the shuttle is: 14.2.3.1 caught on the net and remains suspended on its top, or 14.2.3.2 after passing over the net is caught in the net; 14.2.4 during play, the shuttle disintegrates and the base completely separates from the rest of the shuttle; 14.2.5 in the opinion of the umpire, play is disrupted or a player of the opposing side is distracted by a coach; 14.2.6 a line judge is unsighted and the umpire is unable to make a decision; or 14.2.7 any unforeseen or accidental situation has occurred. 14.3 When a let occurs, play since the last service shall not count and the player who served last shall serve again,. 15. SHUTTLE NOT IN PLAY A shuttle is not in play when: 15.1 it strikes the net or post and starts to fall towards the surface of the court on the strikers side of the net; 15.2 it hits the surface of the court; or 15.3 a fault or a let has occurred. 16. CONTINUOUS PLAY, MISCONDUCT & PENALTIES 16.1 Play shall be continuous from the first service until the match is concluded, except as allowed in Laws 16.2 and 16.3. 16.2 Intervals: 16.2.1 not exceeding 60 seconds during each game when the leading score reaches 11 points; and

16.2.2 not exceeding 120 seconds between the first and second game, and between the second and third game shall be allowed in all matches. (For a televised match, the Referee may decide before the match that intervals as in Law 16.2 are mandatory and of fixed duration). 16.3 Suspension of play 16.3.1 When necessitated by circumstances not within the control of the players, the umpire may suspend play for such a period as the umpire may consider necessary. 16.3.2 Under special circumstances the Referee may instruct the umpire to suspend play. 16.3.3 If play is suspended, the existing score shall stand and play shall be resumed from that point. 16.4 Delay in play 16.4.1 Under no circumstances shall play be delayed to enable a player to recover strength or wind or to receive advice. 16.4.2 The umpire shall be the sole judge of any delay in play. 16.5 Advice and leaving the court 16.5.1 Only when the shuttle is not in play (Law 15), shall a player be permitted to receive advice during a match. 16.5.2 No player shall leave the court during a match without the umpires permission, except during the intervals as described in Law 16.2. 16.6 A player shall not: 16.6.1 deliberately cause delay in, or suspension of, play; 16.6.2 deliberately modify or damage the shuttle in order to change its speed or its flight; 16.6.3 behave in an offensive manner; or 16.6.4 be guilty of misconduct not otherwise covered by the Laws of Badminton. 16.7 Administration of breach 16.7.1 The umpire shall administer any breach of Law 16.4, 16.5 or 16.6 by: 16.7.1.1 issuing a warning to the offending side; 16.7.1.2 faulting the offending side, if previously warned. Two such faults by a side shall be considered to be a persistent offence; or 16.7.2 in cases of flagrant offence, persistent offences or breach of Law 16.2, the umpire shall fault the offending side and report the offending side immediately to the Referee, who shall have the power to disqualify the offending side from the match. 17. OFFICIALS AND APPEALS

17.1 The Referee shall be in overall charge of the tournament or event of which a match forms part. 17.2 The umpire, where appointed, shall be in charge of the match, the court and its immediate surrounds. The umpire shall report to the Referee. 17.3 The service judge shall call service faults made by the server should they occur (Law 9.1). 17.4 A line judge shall indicate whether a shuttle landed in or out on the line(s) assigned. 17.5 An officials decision shall be final on all points of fact for which that official is responsible except that if, in the opinion of the umpire, it is beyond reasonable doubt that a line judge has clearly made a wrong call, the umpire shall overrule the decision of the line judge. 17.6 An umpire shall: 17.6.1 uphold and enforce the Laws of Badminton and, especially, call a fault or a let should either occur; 17.6.2 give a decision on any appeal regarding a point of dispute, if made before the next service is delivered; 17.6.3 ensure players and spectators are kept informed of the progress of the match; 17.6.4 appoint or replace line judges or a service judge in consultation with the Referee; 17.6.5 where another court official is not appointed, arrange for that officials duties to be carried out; 17.6.6 where an appointed official is unsighted, carry out that officials duties or play a let; 17.6.7 record and report to the Referee all matters relating to Law 16; and 17.6.8 refer to the Referee all unsatisfied appeals on questions of law only. (Such appeals must be made before the next service is delivered or, if at the end of the match, before the side that appeals has left the court). The aim of badminton is to hit the shuttle with your racket so that it passes over the net and lands inside your opponents half of the court. Whenever you do this, you have won a rally; win enough rallies, and you win the match. Your opponent has the same goal. He will try to reach the shuttle and send it back into your half of the court. You can also win rallies from your opponents mistakes: if he hits the shuttle into or under the net, or out of court, then you win the rally. If you think your opponents shot is going to land out, then you should let it fall to the floor. If you hit the shuttle instead, then the rally continues. Once the shuttle touches the ground, the rally is over. In this respect, badminton is not like tennis or squash, where the ball can bounce. You must hit the shuttle once only before it goes over the net (even in doubles). In this respect, badminton is not like volleyball, where multiple players can touch the ball before sending it back over the net. Badminton is played indoors Some of you may be familiar with playing badminton on a beach, or in the garden. This is fine when youre playing it as a casual game, but it doesnt work when you start to get competitive. The shuttle is blown off course by even the slightest breath of wind. Thats why competitive badminton is always played indoors.

Setting up a badminton court Badminton has its own nets and posts; the net is much lower than for volleyball. Sometimes a sports centre will set up the court with a slack volleyball net instead, because the staff dont know anything a bout badminton. Ask for proper badminton posts and a badminton net. If you need to set up the court yourself, then check three things: The net covers the whole width of the court. The net is pulled tight, not slack. The net is in the middle, so that both court halves are the same size.

Often it can be hard to see the badminton court lines, because lines for other sports are also painted on the floor. The badminton court lines should all be in one colour, so try to focus on that. Singles, doubles, and mixed doubles You can have either two or four players on a badminton court: one player on each side, or a team of two players on each side. One-against-one is called singles; two-against-two is called doubles. In doubles, either player can hit the shuttle; you do not have to take it in turns. The only exceptions are the first two shots of the rally; Ill explain this when we discuss serving. In total, there are five types of badminton: Mens singles Womens singles Mens doubles Womens doubles Mixed doubles (each team is a man and a woman)

Mens doubles and womens doubles are also called leveldoubles. These are the only types of badminton played in serious tournaments. In casual play, however, women sometimes play against men (e.g. two women against two men). What are all those lines for? When you first look at a badminton court, you could be forgiven for thinking it has too many lines. This is mainly because the court is marked up for both singles and doubles, which use slightly different court sizes. The outermost lines form the doubles court. So in a doubles rally, the shuttle is allowed to land anywhere on the court. The singles court is slightly narrower than the doubles court. The singles side lines are not the outermost lines, but the next ones in. Taken together with the outermost (doubles) side lines, these make narrow alley shapes along the sides of the court. These alleys are often called the tramlines orside tramlines, since they look like tram or train tracks. So heres another way to think about it: the side tramlines are infor doubles, but out for singles. All the other lines are for serving There are still three lines we havent discussed yet. These lines mean nothing during the main rally, and only apply when youre serving. This is similar to how a tennis court has special lines for serving.

Serving Serving is how you start the rally: someone has to hit the shuttle first! To prevent the server gaining an overwhelming advantage, there are special restrictions placed on serving that dont apply during the rest of the rally. The receiver is the person who hits the second shot in the rally. In doubles, the receivers partner is not allowed to hit this shot. How to serve In badminton, the serve must be hit in an upwards direction, with an underarm hitting action. You are not allowed to play a tennis style serve. The main rule here is that when you hit the shuttle, it must be below your waist. To be exact, the rules define this to be a height level with the lowest part of your ribcage. In other words, you can serve from a bit higher than the top of your shorts, but not much. Service courts The service courts are smaller box shapes inside the court. Well look at what they are used for in a moment, but first lets get the right boxes. Notice that the badminton court has a line down the middle, extending from the back to near the net; this is the centre line. At the front of the court, the centre line is met by another line; this is the front service line. These two lines form a T shape where they meet. A singles service court is a box made from four lines: The centre line A singles side line (inside side line) The front service line The back line (the outside one, all the way at the back)

On your side of the net, you have two service courts: your right service court, and your left service court. The same is true for your opponent. The doubles service courts are slightly different. They are wider, because they use the outside side line (remember: the doubles court is wider); and they are shorter, because they use the inside back line. Thats what the inside back line is for: doubles service, and nothing else. Its probably the most confusing line on a badminton court, because thats all it does! So just to be clear, a doubles service court is made from these four lines: The centre line A doubles side line (outside side line) The front service line The inside back line (not the very back line, but the next one in)

How service courts are used Service courts are used for three things: The server must stand inside a service court. The receiver must stand inside the diagonally opposite service court.

The serve must travel into the diagonally opposite service court.

For example, suppose the server is standing in his left service court. The receiver will be standing in his left service court, which is also where the serve has to go. If the serve is going to land outside the service court, then the receiver should let it fall to the floor. If the receiver hits the serve, then the rally continues even if the serve had been going out. The server and receiver must stay inside their service boxes until the server contacts the shuttle with his racket. After that, they can leave the boxes immediately and move anywhere on court. In a major tournament, a coin toss is used to decide which side will serve first. In more casual club or league games, you usually just throw the shuttle up in the air, let it land, and see which side it points towards: that side serves first. Points, games, and matches Every time you win a rally, you get a point. Starting from zero, the first person to reach 21 points wins the game. In club badminton, this is usually where you stop and choose players for the next game. In standard league or tournament play, however, what really matters is the match. A match is the best of three games: you win the match by winning two games. So a match could last either two or three games. Whenever you win a rally, you also get the next serve. So if your opponent was serving in the last rally, the serve passes to you; if you were serving, you keep on serving. To win, you need a two-point lead You have to win the game by at least two points. If the score reaches 20 20, then 21 points are no longer enough to win the game. You need to win two clear points: two points in a row, one after the other. For example, 2220 would be a winning score, as would 25 23. But 2120 would not be enough, and neither would 2423. If you reach 3029, however, youve won the game. 30 points is the upper limit. This rule is intended to prevent games dragging on too long, especially at the top level of play, where excessively long games put athletes at risk of injury. Always say the servers score first Its a good habit to say the score to your opponent before starting each rally. Its surprisingly easy to lose track of the score, and saying it between rallies helps prevent disputes. When youre saying the score, always say the servers score first. So if you are serving and have 10 points to your opponents 15 points, then the score is 1015 (not 1510). Which side to serve from? Remember that you have two service courts: one on the right, and one on the left. When the servers score is an even number, he serves from the right service court. When his score is an odd number, he serves from the left service court. For this reason, the right service court is also known as the even service court, and the left service court is known as theodd service court. Odd numbers? Even numbers?

Odd numbers start at 1, and go up by 2 Even numbers start at 0, and go up by 2

So the odd numbers are 1, 3, 5, 7, 9, 11, 13, and so on. The even numbers are 0, 2, 4, 6, 8, 10, 12, and so on. Even and odd numbers alternate. So if you keep winning rallies, youll keep serving from a different side each time: right, left, right, left, right, and so on. Because zero is an even number, the game always starts with someone serving from the right (even) service court. What about the receiver? The receivers position is determined not by his own score, but by the servers score. The receiver always stands in the service box diagonally opposite from the server. In other words, both players will be in the even service courts, or both will be in the odd service courts. You can never have one of each (one odd, one even). Scoring in doubles The actual scoring in doubles is simple: instead of each person winning points, each pair wins points. The part that often confuses people is this: how do you decide who serves, who receives, and which side they should be on? At the start of the game, when the score is 00, the serving pair choose who serves for the first rally, and the receiving pair choose who receives. The even/odd rule still holds. So if the servers score is odd, he will serve from the left court (if even, from the right). Just as for singles, the receiver will stand in the diagonally opposite service court. Whenever the serving side wins a rally, the same person serves again (but from the other service court). The serve does not alternate between the partners: it stays with one person, until the opponents win a rally and get the serve. Everyone has a service court To make sense of doubles scoring, you must understand two crucial ideas: Every player has a service court, at all times. When your partner has one service court, you have the other one.

Lets take an example: you are getting ready to serve from your left service court. So your service court is obvious: its the box you have to stand inside. Your partner is not serving or receiving, so he doesnt have to stay within one of the service boxes: he can stand anywhere on your court. Nevertheless, we say that your partner has the right service court. Bizarrely, most people say that your partner is in the right service court. This makes no sense at all, because your partner probably has one foot in each service court! The same idea applies to the receiving side. In this example, the receiver has the left service court, and his partner has the right service court. Until you serve, the receiver must stay within his service court, but the receivers partner can stand wherever he wants. It doesnt matter where you go during the rally

Suppose you serve from the right service court. By the end of the rally, you could easily be standing inside the left service box with your partner standing inside the right box. This has no effect on your service courts for the next rally. In other words, the service courts are set at the start of the rally. Although you move around during the rally, the service courts dont change. At the end of the rally, you have to remember what your service courts were: Who was serving? Who was receiving? From which side?

Once you remember this, you work out the positions for the next rally. When you serve and win the rally Suppose you serve, and then your side wins the rally. For the next rally, you will serve again, but from the other side. In other words: When the serving side win a rally, the server and his partner swap service courts. Remember that you and your partner must always have different service courts. Thats why the servers partner also changes service court here. This change has no effect on the servers partnerhe can still stand wherever he wantsbut he needs to remember his service court for future rallies. The receivers never change their service courts. The only way to change service courts is to win a point when your side is serving. When the receivers win a rally When the receiving side wins a rally, the serve passes to them. Their service courts do not change from the previous rally. If their new score is odd, then whoever has the left service court will serve; if the score is even, then whoever has the right service court will serve. Consequences of this system If you think it through carefully, you can figure out two interesting consequences of this system: You never serve to the same person in two consecutive rallies. When you win back the serve, the new server is whoever wasnt serving last time.

The rules actually state these consequences explicitly: 11.4 Sequence of serving In any game, the right to serve shall pass consecutively: 11.4.1 from the initial server who started the game from the right service court 11.4.2 to the partner of the initial receiver 11.4.3

to the partner of the initial server 11.4.4 to the initial receiver 11.4.5 to the initial server, and so on. 11.5 No player shall serve or receive out of turn, or receive two consecutive services in the same game, except as provided in Law 12. (Law 12 is about how you correct mistakes. Well look at that later.) Its easy to forget the score or forget which side you were on. When you forget, you can usually use those two facts to help remember. For example, suppose you have just won back the serve. You know the score is 10 8, but you cannot remember which side you should be. You also know that last time, your partner was serving (not you). Therefore, you must be serving from the right service court. Similarly, suppose you cannot remember the score. Its either 1310 or 1410, and you have just won back the serve. You know that your partner just received in the right service court, and that he was serving last time. This means you must be serving from the left service court, and therefore the score is 1310. Service faults Badminton has several rules about serving, most of which are meant to limit the advantage that can be gained from a serve. In club badminton play, disputes over the legality of serves are common. It helps to know the rules before you argue over them! With the exception of delays, breaking any of the following rules is a fault. In the case of delays, the umpire will normally warn the players first. If the players continue to delay, then the umpire would usually call a fault. Definitions 9.2 Once the players are ready for the service, the first forward movement of the servers racket head shall be the start of the service. 9.3 Once started, the service is delivered when the shuttle is hit by the servers racket or, in attempting to serve, the server misses the shuttle. These rules define when the service starts, and when it is delivered. These definitions get used in some of the rules below. Delays

9.1.1 Neither side shall cause undue delay to the delivery of the service once the server and the receiver are ready for the service. On completion of the backward movement of the servers racket head, any delay in the start of the service (Law 9.2) shall be considered an undue delay. This is really two rules rolled into one. First, you cannot hold your serve indefinitely, hoping that the receiver will lose concentration or become uncomfortable. Similarly, the receiver cannot delay indefinitely. How long is an undue delay? The rules dont say, because its left to the umpires discretion. In club play, you just have to be reasonable. I suggest you should not take more than five seconds to serve (once ready). The second part of the rule is a convoluted way of saying something quite simple: when serving, you cannot pause between backswing and forwards swing. Many club players use this pause to upset the receivers timing. That is against the rules: its a fault. You might be sceptical about my interpretation here, but I am following official guidance from Badminton England. If you pause between backswing and forwards swing when serving, youre breaking the rules. Of course, you dont have to keep the same speed of swing, and you can also serve without using a backswing at all. Note that this rule also forbids an extremely slow serving action, because that would constitute an undue delay. Where the server and receiver must stand 9.1.2 The server and receiver shall stand within diagonally opposite service courts, without touching the boundary lines of these service courts. Youre not allowed to put your feet on the lines, when serving or receiving. Note that this rule is only about touching the lines: you may lean forwards or sideways so that your racket is outside the service court. Keep both feet on the ground 9.1.3 Some part of both feet of the server and the receiver shall remain in contact with the surface of the court in a stationary position from the start of the serve (Law 9.2) until the service is delivered (Law 9.3). Both feet must stay on the ground until the server contacts the shuttle. Onlysome part of each foot has to stay on the ground; this allows you to shift your weight and even turn your body (as in a forehand high serve). You may not drag a foot along the floor, however. Hit the base of the shuttle first 9.1.4 The servers racket shall initially hit the base of the shuttle. This rule seems incongruous unless you know its history. It was introduced to prevent players using a particular style of low serve. The serve was called theSidek serve or S-serve, after the Sidek brothers who popularised it in the 1980s. It was mainly used as a backhand serve.

The S-serve involved slicing sideways across the feathers of an inverted shuttle, making it spin chaotically so that the receiver had difficulty controlling his return. The S-serve was so effective that many people felt it was ruining the game; eventually, the serve was banned by introducing rule 9.1.4 (above). Tournament video footage of the S-serve is hard to find, but heres one example where both sides are mainly using S-serves (a good example is at 7:41). Note the wild, downwards-swerving path of many serves. The receivers make a large number of errors, and rarely succeed in attacking the S-serves. Although the S-serve is against the rules, other spinning serves are not. You may still slice the serve, and you may even hit the feathers, providing you hit the base first. These techniques may cause the shuttle to spin, wobble, or swerve, although the effect is far less dramatic than an S-serve. Serve from below the waist 9.1.5 The whole shuttle shall be below the servers waist at the instant of being hit by the servers racket. The waist shall be considered an imaginary line round the body, level with the lowest part of the servers bottom rib. This is an important rule: its the one that prevents you from playing a smash as your serve! Note that the waist is not the same as the line of your shorts: its actually the lowest part of your ribcage. To judge how high you can serve from, feel for your lowest rib: the shuttle has to be below this. The angle of the servers racket 9.1.6 The shaft of the servers racket at the instant of hitting the shuttle shall be pointing in a downward direction. At first, this seems an unnecessary rule. We already have rule 9.1.5 to enforce a height limit; why do we need another one? This rule is useful because it prevents players from applying heavy top-spin to their drive serves. These serves travel fast and flat, and can actually swervedownwards after passing the net so that they reach the receiver below net height. They are almost impossible to attack. Drive serves can be perfectly legal, but this rule ensures that all legal drive serves will travel upwards as they pass the netmaking them vulnerable to attack by an alert receiver. No stop-start serving 9.1.7 The movement of the servers racket shall continue forwards from the start of the service (Law 9.2) until the service is delivered (Law 9.3). Many servers like to shake their racket back-and-forth behind the shuttle, as an attempt to disturb the receivers timing. That is a fault. This rule, together with rule 9.1.1, ensures that the service action must be one continuous movement with no double-action feints. To be precise, you are allowed to serve with either of these actions: One backswing immediately followed by oneforwards swing

One forwards swing on its own (no backswing)

Where you have to serve 9.1.8 The flight of the shuttle shall be upwards from the servers racket to pass over the net so that, if not intercepted, it shall land in the receivers service court (i.e. on or within the boundary lines). A serve that hits the line is in. The rule appears to suggest that, even if the receiver hits it back, a serve that was travelling out should be faulted. That is a misinterpretation of the rule: notice that the rule says shall land, not would land! So the rule is technically correct, but its still badly worded. Some silly stuff: even if you were three metres tall and could hit a serve downwards, it would still be against the rules, because the serve must travel upwards. You also are not allowed to use some sneaky trick serve that swerves around the sides of the net posts! No second chances 9.1.9 In attempting to serve, the server shall not miss the shuttle. If you miss the shuttle on serving, you lose the rally. I recommend practising your serve more. Although its not explicitly mentioned anywhere in the rules, you also dont get a second serve. This is different from tennis, where the server gets two attempts to put the ball inside the service court. Faults during the rally Hitting the shuttle to the wrong place 13.3 [It shall be a fault] if in play, the shuttle: 13.3.1 lands outside the boundaries of the court (i.e. not on or within the boundary lines); 13.3.2 passes through or under the net; 13.3.3 fails to pass over the net; These are fairly obvious. Your shot must travel over the net, not underneath, around, or through it; and it must land inside your opponents court (unless he hits it back).

If the shuttle lands on the line, its in. Only the first contact between the shuttle and the floor counts. Shuttles often hit the line and then bounce out; this counts as in. When the shuttle touches something before reaching the floor 13.3 [It shall be a fault] if in play, the shuttle: 13.3.4 touches the ceiling or side walls; 13.3.5 touches the person or dress of a player; 13.3.6 touches any other object or person outside the court; (Where necessary on account of the structure of the building, the local badminton authority may, subject to the right of veto of its Member Association, make bye-laws dealing with cases in which a shuttle touches an obstruction.) You lose the rallly if you hit the shuttle into the ceiling or walls. You also lose the rally if the shuttle touches you or your clothing. The last rule is just a stuffy way of acknowledging that many badminton courts are not perfect. For example, many courts have beams or girders crossing low above them. Most clubs decide to play a let when the shuttle hits a beam. This is standard practice, and I recommend it. You cannot claim a let for hitting the ceiling, however. Otherwise, whenever you were losing the rally, you could just hit the shuttle up to the ceiling and start again! Surprisingly, the rules do not specify a minimum ceiling height. Playing badminton with a low ceiling ruins the game, as it makes defensive shots ineffective. In practice, all major tournaments use very high ceilings, but some local or regional venues do not. Double hits 13.3 [It shall be a fault] if in play, the shuttle: 13.3.7 is caught and held on the racket and then slung during the execution of a stroke; 13.3.8 is hit twice in succession by the same player. However, a shuttle hitting the head and the stringed area of the racket in one stroke shall not be a fault;

13.3.9 is hit by a player and the players partner successively; With a little practice, its possible to catch the shuttle with your racket, using a scooping motion. For obvious reasons, youre not allowed to do this during a rally. Similarly, you may not hit the shuttle twice, on your own or with a partnerfor example, first hitting it up above net height, and then smashing it down! Note that a bad contact is not a fault. Many players, especially older ones, call no shot when they have made a bad contacteither hitting just the frame, or hitting both the frame and the strings. This is not a fault, a nd the rally should continue. Hitting the net or invading the opponents court 13.4 [It shall be a fault] if in play, a player: 13.4.1 touches the net or its support with racket, person or dress; 13.4.2 invades an opponents court over the net with racket or person except that the striker may follow the shuttle over the net with the racket in the course of a stroke after the initial point of contact with the shuttle is on the strikers side of the net; 13.4.3 invades an opponents court under the net with racket or person such that an opponent is obstructed or distracted; If you touch the net or the posts, you lose the rally. This commonly happens with net kills: if the shuttle is tight to the net, it can be hard to play a net kill without hitting the net with your racket. You are not allowed to reach over the net to play your shot. Provided you make contact with the shuttle on your side, however, your racket may then pass over the net during your follow-through action. Its hard to be sure what the rules intend for edge cases, such as a tight brush net kill where the contact point is on your side but the top of your racket is intruding (just slightly) over the net. Even in officiated tournaments, these calls are made by eye, without the aid of video replays or electronic sensors (although video replays are sometimes used when the call is disputed). In practice, the court officials have a hard enough time judging whether the contact point was okay. To spot these edge cases accurately is beyond human ability. In other words, I wouldnt worry about it. Just make sure that you contact the shuttle on your side. When lunging forwards to retrieve a tight drop or net shot, players often put a foot under the net. This is not a fault unless you obstruct or distract the opponentfor example, by treading on his foot! Obstructions and distractions 13.4

[It shall be a fault] if in play, a player: 13.4.4 obstructs an opponent, i.e. prevents an opponent from making a legal stroke where the shuttle is followed over the net; 13.4.5 deliberately distracts an opponent by any action such as shouting or making gestures; Remember that you are allowed to follow-through with your racket over the net, providing you made contact on your side. If your opponent obstructs thissuch as putting his racket in the way so that you would be forced to hit itthen you win the rally. Note that your opponent is allowed to put his racket in the path of the shuttle. He is not allowed to block your stroke, but heis allowed to block your shot. Its a subtle distinction: your stroke is the movement of your racket; your shot is the movement of the shuttle. Deliberate distractions are not allowed. Theres a fine line here: the rule does not prohibit shouting (e.g. when you smash) or expressing yourself through gestures (e.g. a clenched fist after winning a point); but it does prohibit using these to distract your opponent. Lets are much less common than faults. When a let occurs, the rally stops and is replayed, without changing the score or serving positions. Here are the most common causes of a let in club badminton: No one is sure whether the shuttle landed in or out. During the rally, a shuttle from another court was hit onto your court. The receiver wasnt ready for the serve, and asks for it to be played again.

Calling a let 14.1 Let shall be called by the umpire, or by a player (if there is no umpire), to halt play. Call let as soon as you decide a let should be played. Dont wait: you cannot legitimately ask for a let after the rally is over! When the rally is interrupted 14.2 It shall be a let, if: 14.2.7 any unforeseen or accidental situation has occurred. This is the catch-all rule, which covers situations such as another shuttle landing on your court.

Safety should always take priority over manners. When your courts shuttle is accident ally hit onto the next court, the players may not notice. If the shuttle could be stepped on, it is a hazard; unless they stop immediately, I recommend loudly calling let or stop to halt their rally. This may not make you popular, but it could prevent an injury such as a sprained ankle. The players should thank you for interrupting their rally. Instead they may be angry with you, which only shows how stupid people can be. Do the right thing, not the popular thing! Was the shuttle in or out? 14.2 It shall be a let, if: 14.2.6 a line judge is unsighted and the umpire is unable to make a decision; In club badminton, we dont have line judges or umpires, so the players must make their own calls. How to do this is not specified in the rules; its about etiquette and common sense. The player who had the best view should decide. If you hit a flick serve, for instance, then the receiver or his partner would normally make the call. You cannot possibly see as well as your opponents can, because the shuttle is much closer to them. Disputing the receivers call in this circumstance verges on accusing him of cheating. Dont do that unless you are absolutely sure, and remember that its easy to see what you want to see. Sometimes the nearest player does not get a good look at where the shuttle landed, and sometimes another player has a better viewing angle despite being farther away. Whoever had the clearest view should make the decision. Ultimately, the players on court have to reach an agreement. If nobody is sure, or if you cannot overcome a disagreement, then play a let. Dont seek opinions from spectators, unless you agreed to appoint those people as line judges for the game. Arbitrarily seeking outside opinion can be unfair or divisive. Was the receiver ready? 14.2 It shall be a let, if: 14.2.1 the server serves before the receiver is ready (Law 9.4); 9.4 The server shall not serve before the receiver is ready. However, the receiver shall be considered to have been ready if a return of the service is attempted. Many servers try to rush the receiver, by serving before he is ready. If you dont know how to deal with it, this can ruin your return of serve.

If you are not ready when your opponent serves, then stay still. Do not move your racket or your feet. Simply let the shuttle drop to the floor, say that you were not ready, and demand a let. You can also put your left hand up with the palm facing the server in a stop sign. This is a common gesture to indicate you are not ready. The server should wait until you have lowered your hand and settled yourself. You cannot have it both ways, however. If you start to move, or if you start moving your racket towards the shuttle, then you cannot subsequently ask for a replay. A sneaky advantage Whenever the server tries to rush you, you actually gain a statistical advantageprovided you stay calm and do not attempt a return. Heres how it works: If the serve lands in, then you simply ask for the point to be replayed. If the serve lands out, then you take the point! Theres nothing in the rules to stop you doing this. So you are guaranteed not to lose the rally, and you also have a chance of winning the rally. This might seem unfair, but its really the servers fault for attempt ing to rush you. I recommend you do not attempt to serve before the receiver is ready. Its a cheap tactic, and a calm receiver can turn the tactic against you. You might think of abusing this advantage, by always saying you were not ready. Thats actually against the rules too, as it would constitute an undue delay (see below). In an officiated tournament, the umpire watches out for this kind of abuse; if it becomes too disruptive, the umpire will call a fault. In a club game, you just have to be reasonable. Dont allow the server to rush you; but equally, dont try to abuse this rule yourself. Exploding shuttlecock! 14.2 It shall be a let, if: 14.2.4 during play, the shuttle disintegrates and the base completely separates from the rest of the shuttle; Yes, this does happen, although usually only with cheap plastic shuttles. If your smash did the damage, you earn the title Destroyer of Shuttles for the day. Wear it with pride and ideally a crown. Note that only complete separation causes a let. With any other damage the rally continues, no matter how badly the shuttle flies. Ive already discussed this, but its worth looking at the complete rule: 9.5 In doubles, during the delivery of the service (Law 9.2, 9.3), the partners may take up any positions within their respective service courts, which do not unsight the opposing server or receiver. The servers partner must not block the receivers view of the serve. In particular, he must not block the receivers view of the shuttle. Its debatable how much of th e server must be visible.

Realistically, its okay to block vision of some part of the servers body; this commonly happens in mixed doubles, where the woman often crouches in front of the man when he serves. It may be a fault to block vision of the servers racket arm. As always, such nuances are left to the discretion of the umpire. Note that the rule also requires that the server is not unsighted. Again, this is open to interpretation. I suggest that the server should be able to see these things: The receivers racket and the hand holding it The service T (where the centre and front lines meet) The doubles sideline (where it meets the front line)

If the server or the receiver is unsighted, then its not actually a fault. The player who is unsighted sho uld ask for a let. Is the shuttle in play? If you want to interpret the rules correctly in complicated situations, you need to understand the concept of the shuttle being in play. Many faultseverything in sections 13.3 and 13.4only apply when the shuttle is in play. 15. Shuttle not in play A shuttle is not in play when: 15.1 it strikes the net or post and starts to fall towards the surface of the court on the strikers side of the net; 15.2 it hits the surface of the court; or 15.3 a fault or let has occurred. For example, suppose your opponent plays a net shot that does not clear the net: it hits the tape and begins falling down on his side of the court. If you then hit the net with an attempted net kill, you still win the point because the shuttle was already out of play. In general, the first fault or let takes precedence. Anything that comes after is irrelevant, because the shuttle was out of play (informally: the rally had already ended). Obscure faults When the shuttle does not travel towards the opponents court 13.3 [It shall be a fault] if in play, the shuttle: 13.3.10 touches a players racket and does not travel towards the opponents court;

This rule seems unnecessary. I dont know for sure why it exists, but I can think of two t heories: The rule could be intended to take the shuttle out of play early, whenever its obviously not going to reach the opponents court (for example, its travelling backwards). The advantage is that, from this point onwards, the other side cannot be faulted (for example, if they accidentally touch the net). Alternatively, the rule could be intended to remove any ambiguity in other rules about hitting the shuttle. For instance, suppose in doubles the shuttle touches one players racket, continues travell ing backwards, and is then hit by that players partner. Does the first touch count as a hit? This is splitting hairs, but perhaps the rule makers were concerned that players could argue this was only a touch, not a hit. When the shuttle is caught in the net on service 13.2 [It shall be a fault] if, in service, the shuttle: 13.2.1 is caught on the net and remains suspended on its top; 13.2.2 after passing over the net, is caught in the net; This almost never happensbut when it does, the server loses the rally. Obscure lets When the shuttle is caught in the net 14.2.3 [It shall be a let, if] after the service is returned, the shuttle is: 14.2.3.1 caught on the net and remains suspended on its top, or 14.2.3.2 after passing over the net is caught in the net; These rules are the exact counterparts of the two we just discussed. So its a fault for the serve, but for any other shot its a let. Why not simplify the rules so that its always a let? Beats me. When the server and receiver are both faulted 14.2 It shall be a let, if: 14.2.2

during service, the receiver and the server are both faulted; Until the server hits the shuttle, the shuttle is not in play (informally: the rally hasnt started). Its possible for both the server and receiver to be faulted at this point: for example, the server could make a double-action with his racket, and the receiver could take his feet off the ground. If either one of these happened on its own, then the side responsible would be faulted. If both of them happen, then its a let. Note that this situation is not affected by anything that happens after the server hits the shuttle. For example, consider the following sequence: 1. 2. The server makes a double action before hitting the shuttle (breaking rule 9.1.7). After the server hits the shuttle, the receiver hits the net with his racket.

In this case, the server loses the rally. The receiver did not hit the net during service (rule 9.3), and therefore rule 14.2.2 does not apply. By rule 15.3, the shuttle was out of play when the receiver hit the net, and therefore the receiver did not commit a fault. If you understood that, may I suggest a career in academic philosopy?

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