Pickleball uses two main scoring systems. Most courts and sanctioned tournaments use side-out scoring. Some leagues and time-boxed events employ rally scoring. Knowing both unlocks smoother games, fewer arguments, and sharper strategy.
What Actually Changes?
- Who can score?
- Side-out: Only the serving side can score.
- Rally: A point is awarded on every rally that is won.
- How do service turns work?
- Side-out (doubles): Each team has two servers per turn—except the very first turn of the game, which has only one (“0–0–2” start).
- Rally (USAP provisional): Each team has one server per turn (no “second server”). The serve changes only when the serving team loses the rally—there is still a side-out.
- Typical game lengths
- Side-out: To 11, win by 2 (sometimes 15 or 21).
- Rally: Commonly to 15 or 21, win by 2. Under USAP’s version, the final winning point must be scored on serve (a built-in “freeze” at game point).
Side-Out Scoring (The Traditional Standard)
How it flows (doubles)
- Opening call: “0–0–2.” The serving team starts with one server to offset first-serve advantage.
- Only servers score: If the serving side wins a rally, it earns a point and the same server continues, switching service courts after each point.
- Two-server turn: After the opening turn, each side’s first server serves until losing a rally; then the second server takes over. Lose again, and it’s a side-out to the other team.
- Score-call format: Server’s score – Receiver’s score – Server number (1 or 2).
Quick example
- Start: 0–0–2, A1 serves from right, wins → 1–0–2 (A1 now serves from left).
- A1 loses the next rally → side-out to Team B; call is 0–1–1 (server’s score first).
- B1 wins two rallies → 2–1–1.
- B1 loses → 2–1–2 (B2 serves).
- B2 loses → side-out to Team A at 1–2–1.
Singles in side-out
One server per side. You only score on your serve, and you serve from right/even when your score is even, left/odd when odd.
Why players love it
- Momentum swings: Breaking serve matters and extends tactical battles.
- Serve as a weapon: You must hold to score, which rewards precision and variety.
Best fits
- Rec play where pacing can breathe.
- Sanctioned tournaments following the official rulebook.
- Training days focused on holding and breaking serve.

Rally Scoring
How it flows
- Every rally produces a point for the rally winner.
- One server per team per turn. The server continues until their team loses a rally; then it’s a side-out and the other team serves.
- End-game “freeze” (built-in): The final winning point must be scored on serve. If the receiving team wins a rally at the opponent’s game point, they do not win the game; they gain the serve with the score adjusted accordingly.
Score-calling in rally scoring
- Doubles: Call two numbers—server’s score – receiver’s score (no server number).
- Singles: Same two-number call.
Variants you might see in leagues
Organizers sometimes layer different “freeze” rules (e.g., both-sides freeze at 20, or a leading-team freeze). Always confirm the event’s format before first serve.
Why organizers love it
- Predictable timing: A point lands every rally, helping schedules stay tight.
- Viewer-friendly: Scores climb steadily; fewer lulls.
Best fits
- League nights with tight bookings.
- Broadcast or showcase events.
- Large round-robins with many teams.
Strategy Shifts: Side-Out vs. Rally
- Risk tolerance
- Side-out: You can press while receiving—opponents can’t score unless they’re serving. Big serves and bold third shots pay off.
- Rally: Every error costs a point. Teams often choose higher-percentage patterns (deep returns, safer third-shot drops).
- Timeouts and momentum
- Side-out: Stop a hot server; momentum hinges on holds and breaks.
- Rally: Stop the point bleed—because the score changes every rally.
- End-game focus
- Side-out: Be ready for extended deuces; closing requires a hold at 10 or beyond.
- Rally: Because the last point must be won on serve, manage timeouts and side-outs to ensure you’re serving on match points.
One-Page Cheat Sheet
Side-Out (doubles)
- Only the serving side scores.
- Start 0–0–2 (one server on the opening turn).
- Thereafter, two servers per team per turn.
- Typical game: to 11, win by 2.
- Call: server score – receiver score – server number.
Rally (USAP provisional)
- Point every rally; one server per team per turn.
- Side-out occurs when the serving team loses a rally.
- Game to 15 or 21, win by 2.
- Final point must be won on serve (built-in freeze).
- Doubles call: two numbers (no server number).
Formats will keep evolving as clubs balance fairness, excitement, and scheduling. Before each match or event, confirm the target score, win-by margin, whether rally or side-out is used, and—if rally—the built-in game-point on-serve rule (plus any extra local “freeze” twists).