Guides · Rules
When people say “pickleball” they usually mean doubles. It is the format the sport grew up on, the one most recreational sessions run, and the one where the kitchen, the dink and the third-shot drop do their best work. Singles exists, is played at every tournament, and is a legitimately different sport that happens to use the same court. Here is everything that changes between them, from the rulebook down to where you stand.
| Singles | Doubles | |
|---|---|---|
| Score call | Two numbers: server – receiver | Three numbers: server – receiver – server number |
| Servers per turn | One; lose the rally and it is a side-out | Two; the first fault passes the serve to the partner, the second is the side-out |
| Start of game | Normal serve from the right at 0–0 | “0–0–2”: the opening team gets only one server |
| Who serves | The one player, alternating boxes by score | The partner on the right when the turn starts is server 1 |
| Who receives | The one opponent | The partner standing diagonally opposite the server; the other partner may not return it |
| Position rules | Server must be behind the correct box by score | Server and receiver must be the correct players in the correct boxes; partners may stand anywhere |
The third number in doubles is the source of most confusion and is covered in detail in the scoring guide. The short version: it tells everyone whether the serving team is on its first or second server, which is how close the receivers are to getting the ball back.
The two-bounce rule hands the receiving team the kitchen line, so a doubles point almost always develops the same way. The receiver’s partner is already at the line. The receiver returns deep and joins them. The serving team, stuck at the baseline for the third shot, either drops the ball softly into the kitchen and walks in behind it or drives it and hopes. Within four or five shots all four players are at the kitchen line and the rally becomes a dink exchange: soft crosscourt balls, patience, waiting for something to sit up, then a speed-up and a scramble.
That structure produces a few things that only exist in doubles.
Two players at the line leave a seam between them, and the ball down the middle is the highest-percentage shot in doubles because the net is lowest there and because it makes two people decide who hits it. The convention is that the player with the forehand in the middle takes it, which for two right-handers means the player on the left. Teams that have not agreed on this lose a lot of points watching the ball go between them.
The rules only say which player must serve and which must receive; they do not say where the partners must stand. Stacking exploits that. Both partners line up on the same side before the serve, and after the ball is hit they slide into the positions they prefer, so that a left-hander can always keep their forehand in the middle or a strong player can always cover the backhand side. It looks odd the first time you see it and it is completely legal, provided the correct player serves from behind the correct box and the correct receiver returns.
“Mine,” “yours,” “bounce it,” “out,” “switch.” Doubles rallies are fast enough that partners talk through them, and the teams that do it well win more points on organisation than on shot-making.
Take one player off each side and the geometry changes completely. The court is the same 20 feet wide, but now one person has to cover all of it. There is no partner at the line during the serve, so the receiver starts deep and alone. Rallies are longer in distance and shorter in shots. The dink game is still there but is much less dominant, because a soft ball to one side of the kitchen opens the other side of the court, and a single player cannot hold the line against a well-placed drop and a passing shot.
A popular halfway house. Two players use only half the court, either crosscourt from each other or straight ahead of each other, so each rally has the compressed, dinky character of doubles without a partner. It is a drilling format as much as a game and is one of the most useful ways to practise the kitchen exchanges you need in doubles when only two people show up.
Doubles, for three reasons. It is what most sessions run, so it is what you will be invited to. It teaches the kitchen game, which is the part of pickleball that is not just small tennis. And it is physically forgiving, which means you can play for two hours and learn from a hundred rallies instead of twenty. Singles is worth playing once you have the drop and the dink, because it exposes every weakness in your movement and your placement, and that is exactly why it improves your doubles.
The free online pickleball game on this site has singles against the computer on three difficulty levels, doubles with an AI partner against two opponents, and local two-player singles on one keyboard. In doubles you control the player nearer the camera and your partner holds a lane; the first serve of the game is the one-server 0–0–2 sequence, and after that both players on a side serve before the side-out, exactly as above. The scoring is rally scoring rather than side-out, for reasons explained in the scoring guide. The how-to-play page has the controls for each mode.

Keep going: the three-number call and the 0–0–2 start in pickleball scoring explained, and why the serving team is on the back foot in the two-bounce rule.
Or play doubles with an AI partner and see who takes the middle.