Section 5: Rules of Play
5.1 Spin (WSF Rules of Squash, Rule 3)
Before the first game, a spin of the racket or other fair method determines which player has the choice of serving first or which side of the court to serve from first. The winner of the spin has the choice.
5.2 Warming Up (WSF Rules of Squash, Rule 4)
Players are entitled to a warm-up period on court before the match commences. At WSF-sanctioned events the warm-up is 5 minutes. Players shall share the use of the ball equitably during the warm-up. If a player is not ready to begin play at the end of the warm-up period, the Referee may apply Conduct regulations.
5.3 Service (WSF Rules of Squash, Rules 7 & 8)
At the start of each game and following each hand-out, the server must serve from one of the two service boxes. The server may choose which box to serve from at the start of a game; thereafter, the server alternates boxes with each successful rally won while serving — unless the Referee awards a stroke to the server, in which case the server serves from the same box again.
Requirements for a good service (Rule 7):
- The server must stand with at least one foot within the service box and no part of either foot touching the service box line (Rule 7.1).
- The server must drop or toss the ball and strike it before it bounces on the floor (Rule 7.2).
- The ball must strike the front wall above the service line and below the out line (Rule 7.3).
- The ball must land in the opposite back quarter of the court on its first bounce — specifically in the area beyond the short line and between the half-court line and the far side wall (Rule 7.4).
- Only one service attempt is permitted per rally (no second serve) (Rule 7.5).
If service is not good for any reason, it is a fault and a hand-out is declared. The receiver becomes the new server. A foot fault is declared if the server fails to have at least one foot inside the service box at the moment of striking the ball.
5.4 The Return of Service and Rally Play (WSF Rules of Squash, Rules 9 & 10)
After a good service, players alternate hitting the ball. Each shot must strike the front wall above the tin and below the out line before touching the floor. The ball may strike any number of side walls or the back wall before reaching the front wall, provided it does not touch the floor first (Rule 9.1).
A player may also play the ball onto a side wall or the back wall first, provided the ball then strikes the front wall above the tin and below the out line (these are called "boast" or "angle" shots).
The ball is NOT good (a player loses the rally) in the following circumstances (Rule 10):
- Down: The ball strikes the tin or the floor below the tin on the front wall (Rule 10.1)
- Out: The ball strikes the out line or above, on any wall (Rule 10.2)
- Not up / Double bounce: The player fails to strike the ball before it bounces twice on the floor (Rule 10.3)
- Carry or Sling: The player deliberately causes the ball to travel along the racket face (Rule 10.4)
- Striking the ball twice: The player strikes the ball more than once in a single attempt (Rule 10.5)
- Body contact before front wall: The ball touches the player's clothing or body before striking the front wall (Rule 10.6)
- Not attempting: The player does not attempt a shot before the ball bounces twice (implicit in Rule 10.3)
5.5 Interference (WSF Rules of Squash, Rule 12)
Interference is one of the most complex aspects of squash rules. Interference occurs when a player's access to the ball, their swing, or their movement toward the ball is obstructed by their opponent.
Obligations of the player who last struck the ball (Rule 12.1):
- Make every effort to provide the opponent with unobstructed direct access to the ball
- Allow the opponent a fair view of the ball
- Allow the opponent freedom to play the ball to any part of the front wall and to either side wall to the back wall
- Avoid creating crowding, causing the opponent to be unable to swing the racket freely
When interference occurs, the Referee may award (Rule 12.4):
- A Let: Replay the rally — awarded when interference occurred but the player could not have made a winning shot and did not clearly have a clear path to the ball; or when the player stops play due to reasonable fear of hitting the opponent with the racket or ball
- A Stroke: Point awarded to the player who was interfered with — awarded when the player would have made a good return had interference not occurred AND the player would have won the rally; or when the player refrains from hitting due to reasonable belief the ball would have struck the opponent
- No let: Denied — awarded when there was no interference, the player created the interference themselves, or the player made no attempt to play the ball despite being able to do so
Turning (Rule 12.6): If a player turns to play the ball behind them (the ball has passed the player and they turn to strike it going back the other direction), the Referee shall stop play and award a let, unless the striker would clearly have won the rally, in which case a stroke is awarded. Play shall not continue where a turning situation has occurred and the risk of striking the opponent is high.
5.6 Lets (WSF Rules of Squash, Rule 13)
A let is the replaying of a rally. Lets are awarded in addition to interference situations in the following circumstances:
- The ball breaks during play (Rule 13.1.1)
- The ball strikes any object that has fallen onto the court (Rule 13.1.2)
- The Referee is unable to make a decision on an interference call (Rule 13.1.3)
- The striker refrains from completing a shot due to reasonable fear of striking the opponent, even if the interference was accidental (Rule 13.1.4)
- A rally is interrupted by an unexpected distraction outside the court
A player must stop play and appeal immediately upon interference. A player who continues to play after interference has occurred is deemed to have accepted the situation and forfeits the right to claim a let or stroke.
5.7 Intervals & Rest Periods (WSF Rules of Squash, Rule 6)
- Between games: 90 seconds maximum (Rule 6.1)
- Prior to the fifth game (if applicable): 120 seconds maximum (Rule 6.2)
- Intervals begin when the previous game ends. Players must be ready to resume at the expiration of the interval. Failure to be ready may result in a Conduct Warning.