How to Keep Score in Pickleball: The Ultimate Guide

You’ve just finished an incredible, lung-busting rally. The dinks were perfect, the drives were powerful, and you finally forced an error. High-fives all around! And then, the game grinds to a halt with that all-too-familiar question: “Wait… what’s the score?”
If this sounds like your typical game, you’re not alone. Pickleball’s unique scoring system is often the biggest hurdle for new players. It can seem confusing, counterintuitive, and maybe even a little quirky. As AARP Champions Tour Pro Eva Welsher puts it, “Wrapping your head around the scoring system might seem tricky at first”.
But here’s a little secret: that scoring system is part of what makes pickleball so strategic and fun. It’s not just a set of rules; it’s the engine of the game’s drama and momentum.
This guide is here to turn you from a score-avoider into a score-keeper pro. We’ll break down every piece of the puzzle, from the basic principles to the nitty-gritty of doubles rotation and even the increasingly popular rally scoring. By the end, you won’t just understand the score—you’ll be the one on the court everyone turns to for the right call. You’ll know the rules, the positions, and the ‘why’ behind it all.
So grab your paddle, and let’s dive in.
The Three Golden Rules of Pickleball Scoring
Before we get into the specifics of doubles and singles, let’s establish three foundational principles that govern almost every game of pickleball. Internalize these, and you’re already halfway there.
Rule #1: Only the Serving Team Can Score
This is the absolute bedrock of traditional pickleball scoring, also known as “side-out scoring”. Think of it like this: only the team that is currently serving holds the “magic wand.” They are the only ones who can cast a spell to earn a point.
If you are on the serving team and you win the rally, you score one point. If you are on the
receiving team and you win the rally, you do not score a point. Instead, you win something just as valuable: the serve. This is called a “side-out”. Winning the rally as the receiver means you take the magic wand from your opponents and now have the opportunity to start scoring points yourself.
This rule creates a fascinating ebb and flow. A team can go on a hot streak and win five rallies in a row, but if they were the receiving team for all five, the scoreboard won’t change at all. It’s all about earning the right to serve and then capitalizing on it.
Rule #2: Play to 11, Win by 2
In a standard game of pickleball, the first team to reach 11 points wins. However, there’s a crucial catch: you must win by at least two points.
This means a score of 11-10 is not a winning score. The game must continue until one team establishes a two-point lead. For example, if the score is tied 10-10, the next winning score would be 12-10. If it gets to 11-11, the winner needs to reach 13-11, and so on. This rule ensures that a victory is decisive and not just the result of one lucky shot or a single service break at the end of the game. It forces the winning team to prove their mettle under pressure.
While 11 points is the standard for recreational play, you might see games played to 15 or 21 in some tournaments or leagues, but the “win by two” principle almost always applies.
Rule #3: Always Call the Score Before You Serve
This isn’t just good manners; it’s a fundamental rule of the game. Before every single serve, the server must announce the score loudly and clearly for all players to hear.
Why is this so important?
- It Prevents Confusion: It keeps all four players on the same page and drastically reduces the chances of “What’s the score?” arguments.
- It Allows for Corrections: If the score is called incorrectly, any player can point it out before the rally begins. This prevents playing an entire point under a false score, which can be difficult to unwind later.
- It Reinforces the Score: The simple act of saying the score out loud helps the server (and everyone else) remember it, especially after a long, distracting rally.
Think of it as a built-in communication tool that maintains the integrity and flow of the game.
The Heart of the Game: Decoding Doubles Scoring
This is where most beginners get tangled up. The three-number score call can seem like a secret code, but once you learn the logic, it’s surprisingly simple.
The Three-Number Call: “Me, You, Who?”
In doubles, the score is always called as a sequence of three numbers.
** – –**
Here’s a simple mnemonic to remember the order: Me, You, Who?
- Me: My team’s score.
- You: Your team’s score.
- Who: Who on my team is serving (Server 1 or Server 2)?
Example: Let’s say your team has 6 points, your opponents have 3, and you are the first server for your team’s turn. You would call the score: “6-3-1”. If you lost that rally and the serve passed to your partner (the second server), they would call the score:
“6-3-2”.
The “0-0-2” Start Explained: The First Server Exception
Every single game of doubles pickleball begins with the server calling the score “0-0-2”. This is often the first point of confusion for new players. Why start with server number two?
The reason is simple: to minimize the advantage of serving first. In pickleball, serving is a huge advantage because it’s the only way to score. To balance the scales, the team that serves first only gets
one service turn before the ball goes to the other side.
Think of it as a small handicap. The team that wins the coin toss gets the first serve, but for that turn only, they are treated as if their first server has already lost their turn. Once that first player (the “second” server) loses the rally, it’s an immediate side-out. For the rest of the game, every other service turn will be normal, with both players on a team getting a chance to serve.
The Serving Sequence: Server 1 vs. Server 2
This is the most crucial—and most misunderstood—part of doubles scoring. The labels “Server 1” and “Server 2” are not permanent identities. They are temporary roles that are assigned for each service turn.
Here’s how the sequence works after the initial “0-0-2” serve of the game:
- Gaining the Serve (Side-Out): When the other team has finished their service turn, your team gets the serve.
- Determining Server 1: The player on the right-hand side of your court at the moment you gain the serve is always Server 1 for that turn. Their partner is automatically Server 2.
- Server 1’s Turn: Server 1 serves the ball. They will continue to serve—switching sides with their partner every time they score a point—until their team loses a rally.
- Server 2’s Turn: When Server 1’s team loses a rally, the serve does not go to the opponents. Instead, it goes to their partner, who is Server 2. Server 2 now serves from whichever side of the court they are currently on. They will continue to serve—and switch sides on points won—until their team loses a second rally.
- Side-Out: When Server 2’s team loses a rally, that is a side-out. The service turn is over, and the ball goes to the opposing team. The opponents will then start their service turn, with whichever of them is on the right side becoming their new Server 1.
This cycle repeats for the entire game. The key takeaway is that your server number can change each time your team gets the serve back, depending on which side of the court you are on when the side-out occurs.
The On-Court Dance: Player Positioning and Rotation
Understanding where to stand and when to move is directly linked to keeping the score correctly. If you know the positioning rules, you can often solve any score confusion that arises.
Serving Team: The “Win-and-Switch” Rule
The rule for the serving team is simple: you only switch sides of the court with your partner when you score a point.
- If you serve and win the point, you and your partner swap sides before the next serve.
- If you serve and lose the rally (a fault), you do not switch. You and your partner stay put. The serve either goes to your partner (if you were Server 1) or it’s a side-out (if you were Server 2).
Receiving Team: The “Stay-Put” Rule
The rule for the receiving team is even simpler: you never switch sides. Your positions are fixed for the entire duration of the other team’s service turn, no matter how many points they score. You only change your positions at the start of a new game or if you use a timeout to do so.
The Ultimate Score-Keeping Trick: The Even/Odd Rule
This is the single most powerful tool for keeping track of the score and ensuring everyone is in the correct position. If you remember nothing else from this guide, remember this.
At the very beginning of the game, take a mental note of which player on your team starts on the right-hand side of the court (the “even” court). Let’s call this person your team’s “Starting Server.”
For the rest of the game, that player’s position on the court is directly tied to whether your team’s score is even or odd.
- When your team’s score is EVEN (0, 2, 4, 6, 8, 10), your “Starting Server” must be on the right side of the court.
- When your team’s score is ODD (1, 3, 5, 7, 9), your “Starting Server” must be on the left side of the court.
This works in reverse, too. If you lose track of the score, just look at your positions. Is your “Starting Server” on the right? Your score must be an even number. Are they on the left? Your score must be odd. This simple check can instantly resolve most scoring disputes.
To make it even clearer, here is a handy cheat sheet:
Player Role | Your Team’s Score is EVEN (0, 2, 4…) | Your Team’s Score is ODD (1, 3, 5…) |
Starting Server (Player who began the game on the right) | Must be on the Right/Even Court | Must be on the Left/Odd Court |
Starting Server’s Partner | Must be on the Left/Odd Court | Must be on the Right/Even Court |
A Full Doubles Game Walkthrough: Putting It All Together
Let’s make these abstract rules concrete by walking through the start of a hypothetical game.
Our Teams:
- Team Pumas: Anna and Ben. Anna will be their “Starting Server” (she starts on the right).
- Team Jaguars: Chloe and David. Chloe will be their “Starting Server.”
Score: 0-0-2, Pumas Serving
- The Call: Anna calls out, “0-0-2.”
- Positions:
- Anna (Pumas) is on the right/even court, serving.
- Ben (Pumas) is on the left/odd court.
- Chloe (Jaguars) is on the right/even court, receiving.
- David (Jaguars) is on the left/odd court.
- Action: Anna serves. The rally is played, and Chloe hits the ball into the net.
- Result: Point for Team Pumas.
DIAGRAM DESCRIPTION: The court shows Anna on the right, Ben on the left for the Pumas. Chloe is on the right, David on the left for the Jaguars. An arrow shows Anna serving diagonally to Chloe.
Score: 1-0-2, Pumas Serving
- The Call: Anna calls out, “1-0-2.”
- Positions:
- Because they scored a point, Anna and Ben switch sides. Anna is now on the left/odd court, serving. Her score (1) is odd, and as the Starting Server, she is correctly on the odd side.
- Ben is now on the right/even court.
- Chloe and David (receiving team) do not switch. Chloe is still on the right, David is still on the left.
- Action: Anna serves diagonally to David. After a short rally, Ben hits a volley out of bounds.
- Result: Team Pumas loses the rally. Because they started on server “2,” this is a side-out.
DIAGRAM DESCRIPTION: The court shows Anna on the left, Ben on the right for the Pumas. Chloe and David are in their original positions. An arrow shows Anna serving diagonally to David.
Side Out! Score: 0-1-1, Jaguars Serving
- The Call: Chloe calls out, “0-1-1.”
- Positions:
- The serve now belongs to Team Jaguars. Chloe is on the right side, so she becomes Server 1 for this turn.
- David is on the left side.
- Anna and Ben are receiving. Their score is 1 (odd), so their Starting Server (Anna) must be on the left/odd court. Ben is on the right/even court.
- Action: Chloe serves to Ben. The rally ends when Anna hits a winner down the line.
- Result: Team Jaguars loses the rally. The serve now goes to their partner, David, who is Server 2.
Score: 0-1-2, Jaguars Serving
- The Call: David calls out, “0-1-2.”
- Positions:
- Team Jaguars lost the last point, so they do not switch sides. David is on the left/odd court, and he serves from there.
- Chloe is on the right/even court.
- Anna and Ben (receiving team) do not switch. Anna is on the left, Ben is on the right.
- Action: David serves to Anna. The rally ends when David hits the ball into the net.
- Result: Team Jaguars loses the rally again. Because they were on Server 2, this is a side-out. The serve goes back to Team Pumas.
DIAGRAM DESCRIPTION: The court shows Chloe on the right, David on the left for the Jaguars. An arrow shows David serving diagonally to Anna, who is on the left for the Pumas.
Side Out! Score: 1-0-1, Pumas Serving
- The Call: Ben calls out, “1-0-1.”
- Positions:
- Team Pumas gets the serve back. Their score is 1 (odd). According to the Even/Odd rule, their Starting Server (Anna) must be on the left/odd court. This means Ben is on the right/even court.
- Because Ben is on the right side, he is now Server 1 for this service turn.
- Action: Ben serves to Chloe… and the game continues!
This walkthrough demonstrates how all the rules—the score call, the server number, the side-out, and the positioning—work together in a dynamic, logical system.
Singles Scoring: Simple, Fast, and Fun
After the complexities of doubles, you’ll be happy to hear that singles scoring is much more straightforward. It follows the same core principles (only the server scores, win by two), but with a few key simplifications.
The Two-Number Score
In singles, you only have two numbers to worry about: ** –**. The server’s score is always called first. There is no third number because there is no second server.
Your Score, Your Side
This is the golden rule of singles positioning. Where you serve from is determined entirely by your own score.
- If your score is EVEN (0, 2, 4…), you serve from the right/even side of the court.
- If your score is ODD (1, 3, 5…), you serve from the left/odd side of the court.
The receiver simply lines up on the court diagonally opposite the server.
The Singles Serving Sequence
In singles, you only get one chance. If you are serving and you lose the rally, it is an immediate side-out. The serve goes directly to your opponent. You serve, win points, and switch sides until you lose a rally. Then, it’s your opponent’s turn.
Quick Example:
- Score: 0-0. You serve from the right (even score). You win the point.
- Score: 1-0. Your score is now 1 (odd), so you move to the left side to serve. You win the point again.
- Score: 2-0. Your score is 2 (even), so you move back to the right side to serve. This time, you hit the ball into the net and lose the rally.
- Side-Out. The score remains 2-0. Your opponent now gets to serve. Their score is 0 (even), so they will start their serve from the right side of their court.
To help clarify the differences, here’s a quick comparison:
Feature | Doubles Scoring | Singles Scoring |
Score Call | 3 Numbers:– | 2 Numbers:- |
Server Number | Yes (1 or 2), except for the first serve (starts at 2) | No |
Serving Turns | Each partner serves until a lost rally (after the first side-out) | One lost rally results in an immediate side-out |
Positioning Rule | Based on team score and the Starting Server’s position | Based on the server’s individual score |
For the Extra Curious: What is Rally Scoring?
As you play more pickleball, you may encounter an alternative format called rally scoring. It’s not the traditional method, but it’s gaining popularity in leagues, tournaments, and on crowded public courts because it makes game times more predictable.
The core concept is simple: a point is scored on every single rally, regardless of which team served. If you win the rally, you get a point. That’s it.
This changes a few other things:
- Games are to 15 or 21: Because points are scored much faster, games are played to a higher total, typically 15 or 21, still winning by two.
- No Second Server: Just like in singles, there is no Server 2. If the serving team loses a rally, they lose the point, and it’s an immediate side-out. The score is only two numbers.
The “Freeze” Rule
The most exciting twist in rally scoring is the “freeze”. When a team reaches game point (for example, 20 points in a game to 21), their score is “frozen.” From that moment on, they can
only score the final, winning point when they are serving.
Meanwhile, their opponent (who is not frozen) can continue to score points on any rally. This creates dramatic, high-pressure endings where a trailing team can mount a comeback. If the trailing team also reaches the freeze threshold (e.g., 20-20), then both teams are frozen, and the game essentially reverts to traditional side-out scoring, where you can only win on your serve.
Always be sure to ask about the local rules before starting a rally-scoring game, as the specifics can vary.
Avoid the Confusion: Top 5 Scoring Mistakes (and How to Fix Them)
Everyone makes scoring mistakes, especially when starting out. Here are the most common ones and how to avoid them, turning potential confusion into confident play.
- Forgetting the Server Number (1 or 2): This leads to confusion about whether a lost point is a side-out or just a switch to the second server.
- The Wrong Player Serving or Receiving: This happens when players lose track of the Even/Odd rule and serve out of position. It’s a fault if not corrected.
- Switching Sides Incorrectly: The most common errors are the serving team switching on a lost point or the receiving team switching at all.
- Losing Track of the Score: It’s easy to get caught up in a great rally and completely forget the score you just heard.
- Not Communicating: Relying on one person to be the “score master” is a recipe for disaster and arguments.
Here is a simple troubleshooting guide to help you and your partners stay on track:
The Mistake | Why It’s a Problem | The Fix / Memory Aid |
Forgetting Server Number | Leads to serving out of order and confusion about whether a side-out occurs. | Announce the full three-number score loudly before every serve. After your Server 1 loses a rally, your partner can confirm by saying, “Okay, I’m server 2”. |
Wrong Player Serving | It’s a fault if not corrected before the next serve. Can lead to replayed points or lost rallies. | Use the Even/Odd Rule as your north star. Before serving, do a quick mental check: “Our score is 6 (even). Is our starting server on the right? Yes? Good to go”. |
Switching Sides Incorrectly | Puts players in the wrong position, causing chaos and faults. | Serving team: “We only switch if we win.” Receiving team: “We never switch.” Chant it if you have to!. |
Losing Track of the Score | Halts the game and causes disputes. | Before the server calls the score, silently repeat the previous score in your head. It’s like creating a mental recording. |
Not Communicating | Leads to all of the above mistakes. | Designate one person on the serving team to be the primary score-caller, but have the partner confirm with a nod. A simple, “Yep, 4-2-1,” from the partner works wonders. |
You’ve Got This!
The scoring system in pickleball, with its three-number call and unique rotations, might seem like a high barrier to entry, but it’s a puzzle with a very logical solution. Once you grasp the core concepts—the three golden rules, the “Me, You, Who” of doubles, and the powerful Even/Odd positioning trick—you’ll find that it all clicks into place.
Like any other skill in pickleball, from the third-shot drop to the cross-court dink, keeping score gets easier with practice. Be patient with yourself and with other players on the court. A friendly, “Hey, let’s just confirm the score,” can solve almost any issue. Remember, the game is built on a foundation of cooperation and fair play.
Now you have the knowledge. You understand the “what” and the “why.” You’re ready to step on the court not just to play, but to lead with confidence.
For those who want to dive even deeper or are preparing for tournament play, the definitive source for every rule is the official USA Pickleball Rulebook. You can find the latest version on their website, usapickleball.org.
Now, go play. And when someone asks, “What’s the score?” you’ll have the answer.