rulesbeginners

Pickleball Scoring Explained (Singles & Doubles)

T
The Dink Spot
||14 min read

If you have ever stood on a pickleball court and had no idea what the score was, you are in good company. Scoring is, without question, the most confusing part of pickleball for new players. The game itself is intuitive -- hit the ball over the net, keep it in bounds, do not volley in the kitchen. But the moment someone calls out three numbers before serving, most beginners freeze. "4-2-1? What does the 1 mean? Wait, whose serve is it?"

The three-number system in doubles is the main culprit. It sounds complicated the first time you hear it, and watching a game does not always make it clearer. But here is the good news: once the pattern clicks, you will never struggle with it again. It is not actually complex -- it is just unfamiliar. The system is logical, consistent, and designed to keep the game fair.

This guide walks you through pickleball scoring step by step, starting with the basics and building up to the full doubles system with concrete examples. By the end, you will understand exactly what those three numbers mean, how to keep track during a game, and how to avoid the mistakes that trip up every beginner.

The Basics

Before getting into the specifics of doubles and singles, here are the core scoring concepts that apply to every pickleball game.

Only the serving team can score. This is the single most important scoring rule, and it surprises a lot of newcomers. If the receiving team wins a rally, they do not get a point. They get the serve. You have to earn the right to serve before you can put points on the board, which creates the natural back-and-forth rhythm that defines pickleball.

Games are played to 11, win by 2. A standard pickleball game ends when one team reaches 11 points with at least a 2-point lead. If the score reaches 10-10, play continues until someone pulls ahead by 2 -- so 12-10, 13-11, 14-12, and so on. There is no cap.

Tournament games can go higher. In competitive tournament play, games are sometimes played to 15 or 21 instead of 11. The win-by-2 rule still applies. Most recreational games stick to 11.

You score when the receiving team faults. A fault is anything that ends the rally against the receiving team -- hitting the ball out of bounds, into the net, volleying from the kitchen, or violating the two-bounce rule. When the receiving team faults, the serving team gets a point and the server serves again. When the serving team faults, no point is scored -- the serve simply moves on.

Doubles Scoring: The Three-Number System

This is the section that matters most, because doubles is how the vast majority of pickleball is played, and the three-number score is what confuses people. Let's break it down completely.

In doubles, the score is always called as three numbers: serving team's score, receiving team's score, and the server number. The server number is either 1 or 2, and it tells you which player on the serving team is currently serving.

So when you hear "4-2-1," here is what it means:

  • The serving team has 4 points
  • The receiving team has 2 points
  • The first server on the serving team is serving

If that server wins the rally, the score becomes 5-2-1. The same server keeps serving, switching to the other side of the court. If that server faults (hits the ball into the net, out of bounds, or commits any other fault), the serve passes to their partner. The score is now called as 4-2-2 -- same scores, but the second server is up. If the second server also faults, it is a side out, and the other team takes over serving.

Server 1 vs. Server 2

The server number is not a permanent label. It resets every time your team gets the serve. Here is how it works: when your team earns the serve (through a side out), whichever player is standing on the right side of the court becomes server 1, and the player on the left side becomes server 2. Server 1 always serves first. If they score, they switch sides with their partner and serve again. If they fault, server 2 takes over. If server 2 also faults, it is a side out.

This means the same player might be server 1 on one possession and server 2 on the next, depending on where they are standing when their team gets the serve.

Walking Through a Full Example

Let's trace through the start of a game to see how the scoring flows in real time.

The game starts at 0-0-2. This is the one exception to the normal pattern, and we will explain why in a moment. For now, just know that the very first serve of the game is treated as if the second server is serving.

The starting team's server stands on the right side and calls "zero-zero-two." They serve diagonally to the receiving team.

Scenario 1: The serving team wins the rally. The score becomes 1-0-2. The server switches to the left side and serves again. Let's say they win that rally too -- the score is now 2-0-2. They switch back to the right side. This continues as long as the serving team keeps winning rallies.

Scenario 2: The serving team faults on the first rally. Because the game started at 0-0-2, this is treated as the second server faulting. That means it is an immediate side out. No points scored. The other team gets the serve at 0-0-1 -- their first server takes over from the right side.

Let's continue from there. The new serving team's first server calls "zero-zero-one" and serves. They win the rally. Score: 1-0-1. They switch sides and serve again. This time, they fault. The serve goes to their partner. Score is called as 1-0-2. The second server wins a rally: 2-0-2. Then faults. Side out. The first team gets the serve back at 0-2-1 (their score is still 0, the opponents have 2, and the player on the right side is server 1).

Another Quick Sequence

To hammer it home, here is a later-game sequence starting at 5-3-1:

  1. Server 1 serves. Serving team wins the rally. Score: 6-3-1.
  2. Server 1 serves again from the other side. Serving team faults. Serve goes to partner. Score: 6-3-2.
  3. Server 2 serves. Serving team wins the rally. Score: 7-3-2.
  4. Server 2 serves again. Serving team faults. Side out. Other team serves at 3-7-1.

Notice how the first and second numbers swap on a side out -- the team that was receiving is now serving, so their score comes first.

The Start-of-Game Exception: Why 0-0-2?

Every pickleball game begins at 0-0-2 instead of 0-0-1. Only one player on the starting team gets to serve on the very first possession. This exists for fairness. The team that serves first already has an inherent advantage -- they get the first chance to score. If both players on the starting team got to serve on the first turn, that advantage would be too large. By limiting the first possession to one server, the rule balances the opening of the game. After that initial turn, both players on each team get to serve before any side out.

Singles Scoring

If doubles scoring feels like a lot, singles will be a relief. It is much simpler.

In singles, the score is only two numbers: the server's score and the receiver's score. There is no server number because there is only one player on each side -- there is no partner to pass the serve to.

The serve follows your score. When your score is even (0, 2, 4, 6, etc.), you serve from the right side of the court. When your score is odd (1, 3, 5, 7, etc.), you serve from the left side. This is consistent and predictable, which makes it easy to verify that you are in the right position.

For example, if the score is 3-5 (you have 3, your opponent has 5), you serve from the left side because your score is odd. If you win the rally, the score becomes 4-5, and you move to the right side for the next serve because your score is now even.

When you fault in singles, the serve goes directly to your opponent. There is no second server and no intermediate step. You fault, they serve. That is it.

How to Call the Score

Calling the score correctly is not just a formality -- it is a practical habit that keeps the game organized and prevents disputes.

Always call the score before serving. This is required in tournament play and strongly encouraged in recreational games. In doubles, call all three numbers clearly: "4-2-1." In singles, call both numbers: "3-5." Do it every single time, even if you just called it ten seconds ago.

Say it loud enough for all four players to hear. One of the most common sources of confusion in recreational pickleball is a mumbled score that only one side of the court catches. Project your voice. You do not need to shout, but everyone on the court should be able to hear you clearly.

If you forget the score, just ask. There is no penalty for asking what the score is. It happens to everyone, including experienced players. It is far better to stop and confirm than to serve with the wrong score and create a bigger mess later. A quick "What's the score?" is completely normal and expected.

Use your court position as a memory aid. Here is a useful trick: at the start of each possession, you and your partner are in your "home" positions. If you are on the right side and your team's score is even, you are in the right spot. If your score is odd and you are on the right, something is off. Your position on the court and your score should always match -- even score means the starting right-side player is on the right, odd score means they have switched to the left. This is one of the best ways to catch scoring errors before they snowball.

Side Out

A side out is when the serve switches from one team to the other. Understanding when and why side outs happen is key to following the flow of the game.

In doubles, a side out happens after both servers on the serving team have faulted. Server 1 faults, the serve passes to server 2. Server 2 faults, and it is a side out -- the other team now serves. The only exception is the start of the game, where only one server gets a turn before the first side out.

In singles, a side out happens immediately when the server faults. There is no second server, so any fault by the serving player gives the serve to the opponent.

No points are scored on a side out. This is worth emphasizing. A side out is simply a change of serve. The receiving team does not get a point for forcing a side out -- they get the opportunity to serve, which gives them the chance to start scoring. Remember: only the serving team can score. A side out just shifts who has that opportunity.

Common Scoring Mistakes

Here are the mistakes that trip up beginners most often. Knowing about them in advance will save you from confusion during your first games.

Forgetting who is server 1 vs. server 2. This is the most common mistake in recreational doubles. Players lose track of whether they are the first or second server, especially after a few side outs. The fix: always check your court position when your team gets the serve. Right side is server 1, left side is server 2.

Not calling the score before serving. In casual games, players often skip calling the score to keep the pace up. This leads to disagreements two or three points later when nobody can remember the count. Make calling the score a non-negotiable habit, even in the most relaxed recreational game.

Thinking the receiving team can score. This is the mistake that confuses the most new players. When the receiving team wins a rally, they feel like they should get a point. They do not. They get the serve. It takes a few games for this to feel natural, but it is fundamental to how pickleball works.

Serving from the wrong side. In both doubles and singles, your court position should correspond to the score. If you are serving from the wrong side, the score is almost certainly wrong too. Before every serve, do a quick mental check: does my position match the score?

Losing track after a long rally. An exciting, extended rally is great for the game but terrible for everyone's short-term memory. After a rally that goes 15 or 20 shots, it is common for players to blank on the score. Do not be embarrassed -- just ask. It is better to confirm than to guess.

Frequently Asked Questions

Why does the game start at 0-0-2?

The game starts at 0-0-2 to limit the advantage of serving first. If the starting team got two full servers on their opening possession (0-0-1 followed by 0-0-2), they could potentially build a significant early lead before the other team even touches the ball. By starting at 0-0-2, only one player serves on the first turn, and a single fault results in a side out. This makes the opening more balanced.

What happens if both teams reach 10-10?

Play continues. There is no sudden death or tiebreaker. The win-by-2 rule means teams keep playing until one team leads by at least 2 points. The game could end at 12-10, 13-11, 15-13, or any other score with a 2-point margin. In theory, there is no upper limit. In practice, games rarely go much past 15 in these situations because one team usually pulls away eventually.

Can the receiving team score points?

No. Only the serving team can score points in pickleball. When the receiving team wins a rally, they earn the serve through a side out, but no point is added to their score. They must then win rallies while serving to score. This rule applies in both singles and doubles and is one of the defining features of pickleball scoring.

What does "side out" mean?

A side out is when the serve transfers from one team to the other. In doubles, a side out occurs after both servers on the serving team have faulted. In singles, it happens after a single fault by the server. No points are scored on a side out -- it is simply a change of possession. The term comes from volleyball, which uses a similar concept.

Keep the Score, Find a Court

Pickleball scoring has a learning curve, but it is a short one. After a handful of games, the three-number system will feel automatic, and you will be the one confidently calling "7-4-2" before your serve. The key is repetition -- play a few games, call the score every time, and it will click faster than you expect.

For a complete breakdown of all the rules -- serving, the kitchen, the two-bounce rule, and everything else -- check out our pickleball rules guide. Ready to play? Find courts near you in our LA court guides and put your scoring knowledge to the test.

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