Badminton Rules & Beginner Coaching Guide

Simple, soft, and professional. Clear rules, full lists of fouls and mistakes, plus step-by-step coaching for new players.

Quick Start: 10 Essentials

Begin here 10 items
  1. Match: best of 3 games to 21 (rally scoring—every rally is a point).
  2. Win a game by 2 points; at 29–29 next point wins (30).
  3. Serve diagonally, below waist, with a single smooth underhand motion.
  4. Server’s score even → serve from right; odd → left (singles/doubles service side).
  5. Lines are in. If any part of the shuttle touches a line, it’s in.
  6. No double hits, no carry/scoop; one hit per side.
  7. You can hit the shuttle if it touches the net and crosses; play continues.
  8. Don’t touch the net with racket, body, or clothing.
  9. At 11 points (in each game) you may take up to a 60 s interval; 120 s between games.
  10. Change ends each game; in game 3 also when a side first reaches 11.
This page is a practical, beginner-ready distillation of the Laws of Badminton. It covers all situations you’re likely to encounter in club and school play.

Core Rules (Comprehensive, Beginner-Focused)

Rule Areas 8 sections

1) Match & Scoring

  1. Best of 3 games to 21 using rally scoring.
  2. Win by 2 points; cap at 30.
  3. Coin/toss at start: winner chooses to serve/receive first or select side.
  4. Who wins a rally scores a point and serves next.
  5. In doubles, only the correct receiver may return the serve.

2) Serving Laws

  1. Underhand action with a single continuous forward motion.
  2. At contact the entire shuttle is below the server’s waist (bottom rib line).
  3. Racket head below the server’s hand at impact.
  4. Both feet in contact with the court and stationary until contact.
  5. Serve must travel diagonally to the receiver’s service court.

3) Service Courts & Order

  1. Even score → right service court; odd → left.
  2. If the server wins a rally, they alternate courts and serve again.
  3. If the receiver wins a rally, they become the server (apply even/odd rule).
  4. Doubles: partners do not swap ends; the server alternates service courts on consecutive points won.
  5. Doubles: only the diagonally positioned receiver may return the serve.

4) During a Rally

  1. Shuttle landing on any line is in.
  2. Shuttle may touch the net and remain in play if it crosses over.
  3. Only one hit per side; no double contact or carrying.
  4. No reaching over the net to hit the shuttle before contact is made on your side (follow-through may cross).
  5. Players can move anywhere on court after the serve; no positional restriction.

5) Faults (Point to Opponent)

  1. Shuttle lands out or fails to cross the net.
  2. Double hit or carry/scoop.
  3. Touching the net with racket, body, or clothing.
  4. Obstructing or distracting an opponent.
  5. Any illegal service action or serving to the wrong court.

6) Lets (Rally Replayed)

  1. Receiver was not ready and made no attempt to return the serve.
  2. Shuttle breaks or separates during the rally.
  3. Outside interference (e.g., stray shuttle on court).
  4. Umpire cannot decide due to simultaneous faults or uncertainty.

7) Intervals & Change of Ends

  1. Up to 60 seconds at the first game interval (when a side reaches 11).
  2. Up to 120 seconds between games.
  3. Change ends after each game and, in game 3, when a side first reaches 11.

8) Court & Equipment

  • Court: 13.40 m long; singles width 5.18 m; doubles width 6.10 m.
  • Short service line to net: 1.98 m.
  • Net height: 1.524 m at center; 1.55 m at posts.
  • Shuttles: feather or synthetic; choose speed for temperature/altitude.
  • Shoes: non-marking with good lateral grip.
Brief Count: 8 rule areas above summarise what beginners need to play correctly in clubs, schools, and social matches.

Faults, Fouls & Wrong Plays (Full Beginner List)

Service Faults Shuttle/Net Faults Player/Conduct 26 items

A) Service Faults

  1. Contacting shuttle above the server’s waist (bottom rib line).
  2. Racket head not below the server’s hand at impact.
  3. Double motion or pause (feint that stops and restarts).
  4. Feet lifting or moving before contact (both feet must touch the court).
  5. Serving to the wrong court (not diagonal) or the shuttle lands out.
  6. Missing the shuttle entirely on an attempted serve.
  7. Delaying the serve excessively after starting the motion.

B) Shuttle/Net/Boundary Faults

  1. Shuttle lands outside boundary lines.
  2. Shuttle fails to cross the net.
  3. Shuttle caught in the net on the striker’s side.
  4. Double hit or carrying the shuttle.
  5. Hitting the shuttle before it passes to your side (reaching over without initial contact on your side).
  6. Striking the shuttle twice in succession by the same player in one stroke.

C) Player Position/Obstruction Faults

  1. Touching the net or its supports with racket, body, or clothing.
  2. Invading the opponent’s court over or under the net in a way that obstructs play.
  3. Obstructing or distracting an opponent (shouting, gestures, deliberate movement).
  4. Deliberately delaying the game (time-wasting).
  5. Partner (in doubles) returning the serve instead of the proper receiver.

D) Conduct & Discipline (Fouls)

  1. Racket abuse (hitting posts/floor), shuttle abuse, or swearing.
  2. Coaching outside permitted intervals or disrupting play.
  3. Persistent misconduct after verbal warning.
  4. Yellow card (official warning) escalation to red card (fault/point) for continued offenses.
  5. Severe cases may lead to disqualification.
  6. Unsporting behavior (e.g., deliberate hindrance, feigned injury).
  7. Ignoring umpire instructions.
  8. Leaving the court without permission during a match.
Tip: In friendly games without officials, agree beforehand to replay (let) close calls and keep rallies moving.

Common Beginner Mistakes (and Quick Fixes)

GripFootworkServePositioningTacticsMindset 30 items

A) Grip & Contact

B) Footwork

C) Serving & Return

D) Positioning & Rotation

E) Shot Selection & Tactics

F) Mindset & Etiquette

Coaching Instruction Set (Step-by-Step)

Warm-upSkillsDrillsConditioningCool-down 5 blocks

1) Warm-up (8–10 minutes)

  1. 2–3 min light jog or side-shuffles around court.
  2. Dynamic mobility: ankle circles, hip openers, arm swings (1 min each).
  3. Activation: 2×10 bodyweight squats, 2×10 calf raises.
  4. Shadow footwork: split step + four corners × 2 rounds.

2) Fundamental Skills (12–15 minutes)

  1. Grip check: forehand handshake, backhand thumb grip.
  2. Contact point: feeder toss → strike slightly in front.
  3. Serve mechanics: 3×10 low serves landing just past the short line.
  4. Net touch: 3×10 gentle net shots (let the shuttle roll off the strings).

3) Drills (20–25 minutes)

  1. Five-point star: base → FL, FR, RL, RR, base (2 rounds). Focus on recovery.
  2. Clear–drop pattern: player A clear deep, player B drop; alternate × 20 shots.
  3. Drive exchange: mid-court drives, quick hands: 5 bursts of 20–30 s.
  4. Serve & third shot: low serve → push/net; server anticipates lift or block (10 reps each side).

4) Conditioning (6–8 minutes)

  1. On-court intervals: 20 s fast multi-shuttle feed, 40 s rest × 6.
  2. Core finisher: plank 2×30–45 s; side-plank 2×20–30 s/side.

5) Cool-down (5 minutes)

  1. Easy rallying or gentle shadow swings (1–2 min).
  2. Stretch calves, quads, hamstrings, glutes, shoulders (20–30 s each).
  3. Hydrate; note one technical cue to keep for next session.
Progression: Increase rally length first, then speed. Add accuracy targets last (cones at corners, tape line at net).

Coaching Guidelines for Beginners

TechniqueTacticsSafetyEtiquette 20 guidelines

A) Technique

B) Tactics

C) Safety & Health

D) Etiquette

Sample Beginner Practice Schedules

2-Day Plan (per week)

  1. Day 1: Warm-up → serve basics → clear/drop drill → drive exchange → cool-down.
  2. Day 2: Warm-up → footwork star → net shots → serve & third shot → cool-down.

3-Day Plan (per week)

  1. Day 1 (tech): grip/contact + clears.
  2. Day 2 (movement): footwork + multi-shuttle.
  3. Day 3 (games): serve/return patterns + coached games.
Tracking: Log first-serve success %, unforced errors, and rally length. Improve one metric at a time.

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