We're excited to invite your organization to India's First-Ever Corporate Pickleball Championship by Axis Bank. A high-energy 3-day tournament designed to bring the corporate world together on the court for fun, fitness and powerful networking.
TOURNAMENT CATEGORIES
Each organization can nominate up to 6 teams
(Men/Women/Mixed)
DIVISIONS
Beginner, Intermediate, Advanced
(All skills are welcome)
DIVISIONS
Beginner, Intermediate, Advanced
(All skills are welcome)
RULES
Court Dimensions
The court measures 44 feet long by 20 feet wide for both singles and doubles. The net is 36 inches high at the sidelines and 34 inches at the center.
Non-Volley Zone (NVZ)
A 7-foot zone on each side of the net, often called the "kitchen," where volleys are prohibited.
Paddle
Must be solid (no strings), with a maximum size of 24 inches (combined length and width) and a maximum length of 17 inches.
Ball
A perforated ball, similar to a wiffle ball, with 26-40 round holes, designed for indoor or outdoor play.
Lines
All lines are 2 inches wide, and the court includes baselines, sidelines, centerlines, and NVZ lines.
Game Format
Played as singles (1 vs. 1) or doubles (2 vs. 2). Games are typically to 11 points (win by 2), though tournament games may go to 15 or 21.
Scoring
- Only the serving team can score points (rally scoring may be used in some recreational settings).
- Points are scored when the opposing team commits a fault (e.g., fails to return the ball, hits out of bounds, or violates a rule).
Serve
- Must be underhand, with the paddle contacting the ball below the server’s waist.
- The serve is made diagonally crosscourt, landing in the opponent’s service court beyond the NVZ.
- The server must stand behind the baseline, with both feet behind the line, and serve without stepping on or over it.
Double Bounce Rule
After the serve, each team must let the ball bounce once before volleying (hitting the ball in the air). This means the receiving team lets the serve bounce, and the serving team lets the return bounce before volleying.
Non-Volley Zone (NVZ)
- Players cannot volley (hit the ball without a bounce) while standing in or touching the NVZ or its lines.
- A player may enter the NVZ after volleying, but cannot volley again until both feet are outside the NVZ.
Faults
- Ball lands out of bounds or in the net.
- Ball fails to clear the NVZ on the serve or return.
- Volleying from within the NVZ or touching the NVZ line during a volley.
- Double-hitting the ball or violating serving rules.
Doubles
- The serving team begins with the player on the right side of the court (based on the score: even = right, odd = left).
- Each player on the serving team gets a chance to serve until a fault occurs (except for the first serve of the game, where only one player serves).
- The server announces the score in the format: [Serving Team Score] - [Receiving Team Score] - [Server Number (1 or 2)].
- Example: “4-2-1” means the serving team has 4 points, the receiving team has 2, and the first server is serving.
Singles
- The server serves from the right side when their score is even and the left side when odd.
- Score is announced as [Server Score] - [Receiver Score].
Service Faults
- Serve lands in the NVZ or out of bounds.
- Server steps on or over the baseline before contact.
- Serve does not clear the net or is volleyed before bouncing.
Doubles Positioning and Rotation
- Players on a team switch sides (left/right) after scoring a point while serving.
- Partners must remain in their respective positions (left or right) during the serve and return until the rally begins.
- After the double bounce rule is satisfied, players may move freely, except for NVZ restrictions.
Line Calls
A ball landing on any part of a boundary line (except the NVZ line during a volley) is considered “in.” Players make their own line calls in recreational play; referees or line judges are used in tournaments.
Code of Conduct
Players are expected to exhibit sportsmanship, resolve disputes respectfully, and call faults on themselves when appropriate.
Time-Outs
Each team gets two 1-minute timeouts per game (11-point games). Additional timeouts may be allowed in longer games.
Side Selection
Determined by coin toss or similar method; winner chooses side or serve/receive.
Switching Sides
In 11-point games, teams switch sides when one team reaches 6 points. In 15-point games, switch at 8; in 21-point games, switch at 11.
Tiebreakers
Games must be won by 2 points. Some tournaments use a rally-scoring format or specific tiebreaker rules (consult tournament director).
EVENT HIGHLIGHTS
Exciting Networking Opportunity
Expert Guidance & Coaching
Fun Filled Evenings
Music, F&B and Meaningful Engagement

DATE, TIME & VENUE

RECOGNITION & PRIZES




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