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Table tennis rules, from the player's side of the table

Serving, the two-point rotation, and the doubles order that catches everyone

Last updated: August 4, 2026
Quick answer

A game goes to 11 points, and if both players reach 10 it continues until one leads by two. The service changes every two points until 10-all, and from 10-all each player serves once in turn. The serve starts on a flat open palm behind the end line, is thrown near-vertically at least 16 cm, and is struck as it falls so it bounces once on your side and once on theirs. In doubles it must go right half-court to right half-court, and the pair alternates so that the previous receiver becomes the next server. Ends change after every game, and in the last possible game they change again when someone reaches 5.

Table tennis rules at a glance

  • A game is to 11; at 10-all it continues until someone leads by two.
  • The service changes every two points, and from 10-all every single point.
  • The ball must be thrown at least 16 cm from a flat open palm, behind the end line, in full view.
  • In doubles the serve goes right half to right half, and the previous receiver becomes the next server.
  • In the last possible game, change ends when the first player reaches 5.

Eleven points, and the two at 10-all

Law 2.11.1: a game is won by the first player or pair to score 11 points, unless both reach 10, when the game is won by the first to lead by two.

There is no upper limit. 10-all can go to 12-10, 15-13 or further; the only thing that eventually forces it to move is the expedite system, and even that speeds the rallies up rather than ending the game.

A match is the best of any odd number of games (2.12.1). Best of five is the usual individual format, and the phrase you will hear from the umpire is the score with the server's number first.

Every point is a point. Table tennis has used rally scoring since the switch to 11 in 2001 — you score whether you served or received, which is not true of every racket sport and is worth saying explicitly for anyone arriving from squash's older system or from pickleball.

What makes a serve legal

The service laws are the most enforced part of the rulebook and the part most club players get away with breaking. Five requirements, all from Law 2.6:

  1. 2.6.1 — The ball rests freely on the open palm of a stationary free hand. Not held in the fingers, not in a cupped hand.
  2. 2.6.2 — It is thrown near-vertically upwards, without spin, rising at least 16 cm after leaving the palm, and falls without touching anything before it is struck.
  3. 2.6.3 — It is struck as it falls, so that it touches your court first and then, directly, the receiver's court. In doubles it must touch the right half-court of the server and then the right half-court of the receiver.
  4. 2.6.4 — From the start of service until it is struck, the ball is above the playing surface and behind the end line, and it must not be hidden from the receiver by you, your partner, or anything you wear or carry.
  5. 2.6.5 — As soon as the ball is thrown, the free arm and hand come out of the space between the ball and the net.

Sixteen centimetres is roughly the height of four balls stacked, and it is judged by eye — no umpire carries a ruler. The hiding rule is the one that ends most arguments: the receiver has to be able to see the ball from the moment it leaves your hand.

One warning, then no more. 2.6.6.1: if the umpire is unsure about a service, they may interrupt play and warn you once in a match. Any later service by you or your doubles partner that is not clearly legal is called incorrect. The warning is per match, not per game, and it covers your partner as well as you.

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Every two points, then every one

Law 2.13.3: after each two points the receiver becomes the server, and so on until the end of the game, unless both reach 10 points or the expedite system is in operation, when the sequence stays the same but each player serves for only one point in turn.

So at 0-0, one player serves points one and two. The other serves three and four. At 10-all the pattern compresses to one serve each, and it stays compressed for the rest of the game however long it runs.

Between games, the first server becomes the first receiver. 2.13.6: the player or pair serving first in a game receives first in the next game of the match. You do not need to remember who started the match; you only need to remember who served first in the game that just finished.

ScoreWho serves
0-0 to 1-1Player A (two points)
2-0 to 3-1Player B (two points)
alternating every two
10-10one serve each, alternating
Next gamewhoever received first in the last game

The doubles order, which catches everyone at least once

Doubles is where table tennis differs most sharply from every other racket sport, because the partners must alternate strokes. Law 2.8.2: the server serves, the receiver returns, then the server's partner plays, then the receiver's partner, and so on in that sequence for the whole rally. You cannot take two balls in a row, however easy the second one is.

The service rotation follows from that. 2.13.5: at each change of service the previous receiver becomes the server, and the partner of the previous server becomes the receiver. Written as a cycle with pairs AB and XY, where A serves first to X:

ServiceServerReceiver
1stAX
2ndXB
3rdBY
4thYA
then repeatsAX

2.13.4 covers the start of each game: the pair with the right to serve chooses which of them serves, and in the first game the receiving pair chooses who receives. In later games the first server is chosen, and then the first receiver is fixed — it is the player who served to that server in the preceding game.

And one rule that exists only in doubles, only in the last game: 2.13.6 — in the last possible game of a doubles match the pair due to receive next changes its order of receiving when the first pair scores 5 points. It happens at the same moment as the change of ends, which is how most players remember it.

The serve itself is also different: right half-court to right half-court (2.6.3), and the centre line counts as part of both right half-courts (2.1.6), so a serve that clips the line is good.

Ends, intervals and the towel

Ends change after every game (2.13.7). In the last possible game of a match they change again when the first player or pair scores 5 points — not at the interval, mid-game, and the umpire will stop play to make it happen.

What you are entitled to between and during games, from Regulation 3.4.4:

EntitlementDetail
Interval between gamesUp to 1 minute (3.4.4.1.1)
TowellingBrief break after every 6 points from the start of each game, and at the change of ends in the last possible game (3.4.4.1.2)
Time-outOne per match, up to 1 minute, requested by you or your adviser between rallies (3.4.4.2)

The towelling rule is worth knowing precisely, because umpires apply it strictly: after every six points means at 6, 12, 18 and so on in the combined score, not whenever you feel warm.

The expedite system, from the player's side

If a game has run ten minutes and fewer than 18 points have been scored between you, the umpire introduces the expedite system (2.15.1, 2.15.2). Two things change and neither is subtle:

  • Each player serves one point in turn for the rest of the game.
  • If the receiver makes 13 correct returns in a rally, the receiver wins the point (2.15.4).

That second clause turns the match around. Under expedite the server has to win the rally within thirteen returns or lose it, which means the pressure moves from the defender to the attacker. A chopper who was happy to rally for two minutes now has the advantage on every one of their opponent's serves.

Once introduced, expedite stays for the rest of the match (2.15.6), including the games that follow. And it can be brought in early: 2.15.1 allows it at any time when both players or pairs request it. If you are both tired of a long defensive game, you can agree to it.

A doubles game, point by point, with the order written out

Pairs are A and B against X and Y. A won the choice and serves first; X receives first.

0-0. A serves to X, right half to right half. Rally order: A, X, B, Y, A, X… A and B win it. 1-0.

1-0. A serves again — still the first pair of points. X receives. X and Y win it. 1-1.

1-1. Two points have gone, so the service changes. By 2.13.5 the previous receiver becomes the server: X serves, and the partner of the previous server becomes the receiver: B receives. 2-1 to X and Y.

2-1. X serves again. 2-2.

2-2. Service changes: B serves, Y receives. And on it goes, four servers in a fixed cycle, two points each.

10-10. From here each player serves once. B serves one point, then Y serves one, then A, then X, in the same cycle — the sequence does not restart, it just compresses.

Suppose this is the fifth game and it is the last possible game of the match. When the first pair reaches 5, two things happen at once: both pairs change ends, and the pair due to receive next swaps its receiving order (2.13.6). If Y was due to receive next, X receives instead. Getting this wrong is the single most common error in club doubles, and the umpire will correct it under 2.14.1 with all the points already scored standing.

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Reviewed by

JudgeMate Editorial Team

Editorial standards
Against

ITTF Statutes 2026 (consolidated), Laws 2.6, 2.8, 2.11, 2.13, 2.15 and Regulation 3.4.4

Last reviewed 2026-08-04 · next March 2027

Frequently asked questions about table tennis rules

Primary Sources

  1. ITTF Statutes 2026 — Laws of Table Tennis (Chapter 2)International Table Tennis Federation
  2. ITTF Statutes 2026 — Regulations for International Competitions (3.4–3.7)International Table Tennis Federation

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