Rules & how to play

How Badminton works

Two or four players hit a shuttlecock over a high net, trying to land it in the opponent's court. Unlike every other racket sport the projectile never bounces, which makes rallies faster, shorter and more explosive โ€” and makes deception as valuable as power.

01

Scoring

Matches are best of three games to 21 points, using rally scoring โ€” a point is won on every rally regardless of who served. A game must be won by two, and if the score reaches 29โ€“29 the next point decides it.

  • 21 points wins a game, but by a margin of two
  • At 29โ€“29, the first to 30 wins outright
  • Every rally scores, for either side
  • Players change ends after each game, and at 11 in the deciding game
A badminton match in progress
The shuttle never bounces, so every rally is played in the air. Wikimedia Commons
02

The serve

The serve must be struck underarm with the whole shuttle below 1.15 m at the moment of contact, and travel diagonally into the opposite service court. That height restriction is why the serve is a defensive shot in badminton, the opposite of tennis โ€” a high serve invites an immediate smash.

  • Contact must be below 1.15 m from the surface
  • The racket head must point downwards on contact
  • Serve from the right court on even scores, left on odd
  • In doubles, only the serving side's scorer changes court
03

The shuttlecock

A feathered shuttle uses sixteen goose or duck feathers set in a cork base and decelerates violently after being struck โ€” the highest recorded smash leaves the racket at over 480 km/h but arrives far slower. That deceleration is the whole reason the sport's tactics work: power alone cannot win a rally.

04

The court

The court is 13.4 m long and 6.1 m wide for doubles, narrowed to 5.18 m for singles. The service court boundaries differ too: singles service is long and narrow, doubles service short and wide, which is why the tramlines matter differently depending on the format and the moment.

  • Net height 1.55 m at the posts, 1.524 m at centre
  • Singles uses the long, narrow court
  • Doubles uses the full width but a shorter service box
05

Faults

A rally ends immediately on a fault, and the point goes to the other side. The rules on contact are unusually strict โ€” touching the net at all, at any point in the rally, ends it.

  • The shuttle lands outside the court, or fails to cross the net
  • A player touches the net or its posts with racket, body or clothing
  • The shuttle is hit twice, or carried on the racket face
  • A player invades the opponent's court under the net
06

The shots

The rally is a constant negotiation between height and speed. Clears push opponents to the back, drops pull them forward, and the smash finishes the point โ€” but only from a position where the opponent has been moved out of shape first. Deception, disguising a drop as a smash until the last instant, is what separates the elite.

  • Clear โ€” high and deep to the rear court
  • Drop โ€” landing just over the net
  • Smash โ€” steep and flat, the primary winning shot
  • Net shot and lift โ€” the close-range exchange
A feathered shuttlecock
Sixteen feathers in a cork base โ€” a design that decelerates faster than any ball. Wikimedia Commons