Play begins with the serve. The serving player must bounce the ball on the floor once and hit it directly to the front wall, making the ball hit the floor beyond the short line; otherwise the serve counts as a fault. The ball may touch one side wall, but not two, prior to hitting the floor; hitting both side walls after the front wall (but before the floor) is a "three wall serve", and a fault. Also, serving the ball into the front wall so that it rebounds to the back wall without hitting the floor first is a long serve, and a fault. Other fault serves include a ceiling serve, in which the ball touches the ceiling after the front wall, and serving before the receiving player is ready. Also, the server must wait until the ball passes the short line before stepping out of the service box, otherwise it is a fault serve. If the server hits the ball directly to any surface other than the front wall the server immediately loses serve regardless of whether it was first or second serve. After the ball bounces behind the short line, or passes the receiving line, the ball is in play and the opposing player(s) may play it. Usually, the server is allowed two opportunities (called first serve and second serve) to put the ball into play (two serve rule), although elite level competitions often allow the server only one opportunity (one serve rule). After a successful serve, players alternate hitting the ball against the front wall. The player returning the hit may allow the ball to bounce once on the floor or hit the ball on the fly. Once the player returning the shot has hit the ball, however, it must strike the front wall before striking the floor. Unlike during the serve, a ball in play may touch as many walls, including the ceiling, as necessary so long as it reaches the front wall without striking the floor.
Scoring If the server wins the rally, then the server scores one point and continues to serve. If the opposing player wins the rally, then no point is scored, but that player then takes over serving. Several different scoring methods have been or are used in the sport: • Under USA Racquetball Amateur scoring rules, matches are best of three games with the first two games to 15 points and a third game to 11 points, if necessary. USA Racquetball rules do not require players to win by two, so a match score line could read 15–14, 14–15, 11–10. • Racquetball Canada matches are also the best of three format two games to 15, tiebreaker to 11, but require a winning margin of at least two points. • From 1981 to 2017, the IRT's scoring was best-of-five games to 11 points, requiring a two-point margin for victory, but by December 2017 the tour had modified their scoring methods to be in line with USAR and IRF standards at the time, and converted to the standard two games to 15, tiebreaker to 11 format. • International competitions run by the International Racquetball Federation (IRF) also followed the two-games to 15, tiebreaker to 11 format from 1981 until 2022, when the international competitions were going to move to Rally Scoring. IRF competitions are now played at 3 of 5 games to 15, win by one except in the last game, with rally scoring. As part of
2022 World Games and World Juniors, IRF modified its rally scoring limits, consisting 3 out of 5 games to 11, win by two. The IRF cited several factors for this change: length of matches, confusing scoring system to casual fans, and the need for faster matches to accommodate more matches. IRF's pivot to rally scoring had an immediate reaction in the NGBs, as most IRF qualifying events in USAR, Racquetball Canada, and other NGBs are now played under the IRF's rally scoring rules.
Hinders Due to the nature of the game, players often occupy the space their opponent(s) want(s) to occupy. This may result in a player blocking his opponent's ability to play the ball. Such occurrences are termed either hinders or penalty hinders. A hinder is a replay of the current rally (the server resumes play at the first serve), while a penalty hinder results in the player who caused the avoidable obstruction to lose the rally. A type of hinder is a screen in which the player is unable to see the ball prior to it passing the opponent. The difference between a hinder and a penalty hinder (or formerly an avoidable hinder) is that in the latter case a player has missed out on a clear opportunity to make a rally-winning shot due to the obstruction by the player's opponent, while in the former case the opportunity missed would not clearly have led to a winning shot. This difference is almost always a judgment call by the referee (if available). There is also a "court" hinder in which some part of the playing field caused the ball to bounce untrue. Often this is the door frame or (recessed) handle or a flaw in the floor or walls. In this case, the rally is a re-serve.
Game variations Racquetball games can be played with two, three or four players, with doubles or singles matches being most common. Two player games are called singles or "one-up" (one vs. one for the entire game), while four player games are doubles with two pairs playing against each other (two vs. two for the entire game). Tournament competitions have divisions for singles or doubles or both. Three-player games are most commonly called "Cut-throat" and sometimes "Ironman" (two-on-one for the entire game) where each player takes turns serving to the other two, who play as a team against the serving player. Another three-player game is "California", "In-and-Out", or "King of the Court" where play is 1 vs. 1 with the third player remaining in the back court out of play while the other two play a rally; the rally winner then serves to the player who was sitting out, and the rally loser stays out of play. Another three-player variation is "Sevens" in which one player plays against two players as a team, with the game being played to seven points; if the two player team gets to seven first, the game is over, but if the solo player gets to seven first then the game continues to 14. If the solo player again reaches 14 first, then the game continues to 21, where the game ends regardless of whether the solo player or the two player team reach 21 first. == Shots of the game ==