Badminton rules in five minutes
Rules baseline: Badminton World Federation Statutes, Section 4.1, Laws of Badminton, in force 26 April 2025, Version 5.0 (2). BWF competition regulations, alternative laws, Para badminton provisions, and national or local competition rules may add authorised variations.
- Objective: win rallies by landing the shuttle on or inside the opponent's court or by causing the opponent to commit a fault.
- Players, court, and equipment: singles has one player per side and uses the narrower singles sidelines; doubles has two and uses the wider doubles sidelines. The lines form part of the areas they define. BWF Laws 2–5 separately control rackets and shuttle specifications, while the detailed guide covers shuttle speed testing and approved-shuttle rules.
- How play begins: a toss decides the first choice of serving or receiving, or starting end. The other side then takes the remaining choice.
- How a rally begins: the server and receiver stand in diagonally opposite service courts. Under the standard BWF service law, the whole shuttle must be below 1.15 metres when struck, the initial contact must be with its base, and the racket movement must continue forwards.
- Scoring: each rally awards one point. A game is normally first to 21; at 20-all a side must lead by two, but at 29-all the side scoring the 30th point wins.
- Match and winner: a match is normally best of three games unless otherwise arranged. The side winning a game serves first in the next game.
- Service courts: the serving side uses the right court when its score is zero or even and the left when its score is odd. The detailed player sequence differs between singles and doubles.
- Main faults: a shuttle landing out, failing to cross the net, touching a player, being carried or illegally hit twice, player net contact, illegal invasion, obstruction, deliberate distraction, or an incorrect service ends the rally against the offending side.
- Lets and restarts: a let cancels play since the last service and the same server serves again. Examples include serving before the receiver is ready, certain simultaneous service faults, a disintegrating shuttle, or an unforeseen accidental situation.
- Go deeper: start with warm-up, toss, and choice-of-ends rules, court dimensions and boundary lines, in-or-out and line-call rules, line-call challenges and instant review, officials and their signals, serving rules and service faults, scoring and service order, intervals, end changes, and continuous play, delays, time-wasting, and readiness, hindrance, distraction, and coaching, or misconduct and penalty cards, then use the edge-case guides for net invasion, double hits, a shuttle caught on the net, receiver readiness, and venue obstructions.