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Crossminton-Handbuch

Rules of play

The official Crossminton rules of play — each rule reproduced accurately and explained in plain language below. A reference, not a learning path: there's nothing to check off here.

Tournament regulations

Which requirements apply to an official tournament? Choose the category — from Fun to 1000 — and see what's added at each.

Knockout tournament

A tool for running your own fun knockout tournament — singles or doubles.

Basic terms

A few terms that keep coming up in the rules. Once you know them, the rest is easy to follow.

Court, playing field and safety zone

Rule

The court consists of two playing fields set up parallel to each other at a distance of 12.80 m (9 m for U12 courts). The safety zone is the area around and between the playing fields.

What this means

You don't play over a net but over a gap. Between your field and your opponent's lies an open space of 12.80 m — the safety zone. The Speeder must not be played into it; it has to travel across the zone into the opponent's field.

In the handbook: Understanding the objective of the game

Speeder and racket

Rule

The ball is called the Speeder. It is played with a racket.

What this means

The Speeder is the special Crossminton ball — heavier and faster than a shuttlecock, with a stable flight path.

Singles and doubles

Rule

Singles: one player in each field. Doubles: two players in each field.

What this means

In singles you face your opponent alone. In doubles you share your field with a partner — with its own rules, see the doubles section.

In the handbook: Doubles — basics

Server, returner and rally

Rule

The server is the serving side, the returner the receiving side. A rally is the sequence of strokes from the serve until the moment the Speeder is out of play.

What this means

Every rally begins with a serve and runs until the Speeder touches the ground or a fault occurs. This sequence is called a rally.

Equipment (Speeder & racket)

The ICO 2024 version has its own equipment chapter. It defines which Speeders and rackets are rule-compliant — the rest of the choice is up to you.

1.1.1 / 1.1.2 / 1.1.5Speeder dimensions

Rule

The Speeder weighs at least 8 and at most 10 grams (in the U12 age group: 6 to 10 grams). It is 57 to 63 mm tall, and the basket measures 47 to 53 mm at its widest point. The head is a hemispherical thermoplastic cap, 25 to 27 mm in diameter. The official match ball is the yellow Match Speeder; in U12 the red Fun Speeder is mandatory.

What this means

Not every Speeder is tournament-legal: weight, height and cap are precisely defined. In competition you play the yellow Match Speeder, and for the youngest players the slower red Fun Speeder.

In the handbook: The Speeder

1.1.3 / 1.1.4 / 1.1.6Wind ring, wind and change of shape

Rule

A rubber ring directly under the head may exceed the maximum weight by 1 gram. In strong wind, another Speeder may be used after consulting the organizer and with the agreement of the head referee. The shape of the Speeder must not change before or during the match; actions that could affect it — such as putting it in a trouser pocket — are prohibited. In places with unusual atmospheric or climatic conditions the ICO may also permit deviations from the measurements, as long as the basic shape and flight characteristics remain unchanged.

What this means

Against wind a wind ring is allowed (it may make the ball a little heavier), and in a lot of wind, by arrangement, a heavier Speeder too. What you may not do: change the Speeder's shape — not even via your trouser pocket.

In the handbook: The Speeder

1.2Racket dimensions

Rule

The racket is at most 61 cm long, and the head measures at most 650 cm² (outer dimensions). In U12, length and head size may differ. No device is permitted that alters the flight quality of the Speeder, artificially influences its properties, or endangers opponents or partners.

What this means

Only two upper limits are regulated — length and head — plus a safety and tampering ban. Weight, material, balance, string tension and grip remain your free choice.

In the handbook: The racket Your equipment

1.3The court

Rule

The court consists of two squares of 5.5 × 5.5 m each (outer dimensions including the lines), set up at a distance of 12.8 m. The service line lies 3 m behind the front line. The lines are at least 2 cm and at most 6 cm wide, of even width. For U12: two squares of 4 × 4 m at a distance of 9 m, service line 2 m behind the front line.

What this means

The square measures 5.5 m per side and sits 12.8 m from the opposing square, with the service line 3 m behind the front. For the youngest players everything is a little smaller.

In the handbook: The Speeder The racket

The choice before the game starts

2.1Who chooses what

Rule

Before the game starts a choice is made — usually by tossing the Speeder; the direction the head points on the ground decides. The winning side decides either whether to serve or receive first, or which side to start on. The losing side decides the remaining option.

What this means

Instead of a coin you toss the Speeder: whichever way the cap points on the ground wins the choice. The winner picks one — serve/receive or side. The other is left to the opponent.

2.1.5Roles in doubles

Rule

In doubles the serving side tells the receiving side who serves first (the backcourt player). The receiving side decides freely who is the attacking player and who is the backcourt player.

What this means

Even before the first ball, in doubles you set your roles — who starts up front as the attacking player and who at the back as the backcourt player.

In the handbook: Doubles — basics

Points and sets

3.1Best of 3

Rule

A match is played best of 3 sets: two sets won are needed to win the match.

What this means

You have to win two sets. If it's 1:1 in sets, the third decides.

3.2 / 3.416 points — and the 15:15 rule

Rule

The side that reaches 16 points first wins the set — with one exception: at 15:15 the side that is 2 points ahead wins.

What this means

Normally whoever reaches 16 first is enough. But if it becomes 15:15, you have to pull ahead by two points — so at 15:15 play continues until one side leads by two. That makes close sets especially nerve-racking.

In the handbook: Staying calm when it gets tight Leading a close set

3.3Rally point system

Rule

Whoever wins a rally gets the point — regardless of who served. A side wins the rally when the other makes a fault or the Speeder touches the ground in the opponent's field.

What this means

Every rally produces a point, no matter who served. There is no 'serve without a chance to score' — every rally counts.

3.5Who begins the next set

Rule

The side that lost a set begins the following set with the serve.

What this means

A small compensation: if you lose a set, you get to serve the next one.

Change of ends

4.1When to change ends

Rule

The sides change ends: after the first set; after the second set if there is a third; and in the third set every 6 points played.

What this means

So that no one is disadvantaged by light, wind or surface, you change ends — between sets and, in the deciding set, even every 6 points.

4.2A forgotten change of ends

Rule

If a change of ends was missed, it takes place as soon as the mistake is noticed and the Speeder is not in play. The score stands.

What this means

If you forget the change, you simply make it up as soon as it's noticed — the points stay as they are.

The serve

The serve has the most precise rules in the whole game. Knowing them means you don't give away points through invalid serves.

5.1.2From the serving zone

Rule

The server stands in the rear part of the field (the serving zone), without any part of the foot crossing the (imaginary) serve line at the moment of the stroke.

What this means

You serve from the rear area of your field and must not step forward over the serve line while doing so.

In the handbook: The serve

5.1.3One foot on the ground

Rule

From the beginning to the end of the serve, one foot of the server must touch the ground.

What this means

You may not jump on the serve — one foot stays on the ground the whole time.

5.1.4Speeder below the racket hand

Rule

At the moment of contact with the racket, the entire Speeder must be below the server's racket hand.

What this means

This is the central serving rule: you hit the Speeder from below. At contact the whole Speeder is lower than your racket hand — a serve above shoulder height is invalid.

In the handbook: The serve

5.1.5 / 5.1.1Forward and without delay

Rule

Once the serve has begun, the racket must be carried forward to the end of the motion (no interruption). The serve must not be deliberately delayed once both sides are ready.

What this means

The serving motion runs forward in one continuous move — you may not stop or fake it. And once both are ready, you serve promptly.

5.4Only when the returner is ready

Rule

The server may only begin when the returner is ready. The returner is ready when it is apparent that they intend to return the serve.

What this means

Don't serve while your opponent isn't set. Only when they are visibly ready may you serve.

5.6Three serves in a row

Rule

Each side performs 3 consecutive serves before the other side gets the right to serve.

What this means

You serve three times in a row, then the right to serve passes to the opponent. That gives the game its rhythm.

In the handbook: Reading and turning momentum

5.7From 15:15 after every point

Rule

At a score of 15:15, the right to serve changes after every point.

What this means

In the closing phase of a tight set no one can pull ahead over three serves anymore — from 15:15 the right to serve moves after every single point.

In the handbook: Leading a close set

5.5Free after the serve

Rule

After the serve, the server may move out of the serving zone.

What this means

As soon as the serve is out, you're free — you move normally in the field and play the rally.

5.1.1Extreme weather: 30 seconds

Rule

In extreme weather conditions, the serve must be made no later than 30 seconds after the end of the previous point.

What this means

Outdoors in wind, heat or cold, the game shouldn't stall: after each point you then have at most 30 seconds until the next serve. This requirement was added with the 2024 version.

Singles

6.1 / 6.2Serve and flow in singles

Rule

The serve is made from the rear court (the serving zone), from any position within it. During the rally, server and returner play the Speeder alternately from any position until it is out of play.

What this means

In singles it's simple: serve from the rear area, then you play alternately wherever you like until the rally ends.

Doubles

Doubles has its own rules for roles, serving order and position. Knowing them prevents avoidable lost points.

7.1Roles in doubles

Rule

One player of the serving side serves from the serving zone. Every player of the receiving side counts as a returner. After the serve, the Speeder may be played by any player of the side from any position (mind the position rule).

What this means

You split into an attacking player (front) and a backcourt player (back). After the serve either of you may take the Speeder — as long as you keep to the position rule.

In the handbook: Doubles — basics Doubles as its own game

7.4Serving order

Rule

The right to serve changes in a fixed order: from the backcourt player of side A (who serves at the start) to the attacking player of side B (who then serves and becomes the backcourt player), then to A's partner, then to B's partner, then back to the first server. No one may serve outside this order.

What this means

The serve moves in a fixed chain through all four players: A1, then B1, then A2, then B2, then back to A1. Whoever serves is always the backcourt player. You need to keep this order in your head.

In the handbook: Serve and return in doubles

7.5.1The position rule

Rule

Position fault during the rally: at the moment of the stroke the backcourt player places part of their baseline-nearer foot ahead of their partner's foot — or the attacker places their baseline-nearer foot behind their partner's foot. Both are a position fault.

What this means

At contact the order must be right: the attacking player stays in front, the backcourt player behind. If you swap the order at the moment of the stroke, it's a fault.

In the handbook: Doubles — basics Switching in doubles

7.5.2Consequence of the position fault

Rule

If a position fault is penalized on the serve or during the rally on the return, the point is lost immediately, even though the rally is not yet over.

What this means

A position fault ends the rally immediately against you — the point is gone, even if you're on the attack. That's why a clean division of roles pays off.

7.6Announcing roles at the start of the set

Rule

At the start of the set, the receiving side first announces who is the attacking player and who is the backcourt player, then the serving side does so.

What this means

Before each set you openly set your roles, so it's clear to everyone who plays in front and who at the back.

Faults

A fault ends the rally and gives the other side the point. These are the most important kinds of fault.

8.1Invalid serve

Rule

A serve that is not performed according to the serving rules is a fault.

What this means

Everything from the serve section applies: wrong stance, a jump, the Speeder hit too high, an interrupted motion — every violation is a fault.

8.2.1 / 8.2.2Speeder out, on the ceiling or a wall

Rule

A fault when the Speeder touches the court outside the lines (not on or inside the lines) or touches the ceiling or side walls.

What this means

On the line counts as in. Outside, on the ceiling or on a wall is a fault. Unlike in squash, no wall is in play here.

In the handbook: Understanding the objective of the game

8.2.3 / 8.2.4Speeder touches a player or object

Rule

A fault when the Speeder touches a player or their clothing — including shoes and socks — or an object or person outside the court. Exception: if two speeders meet in mid-air, the rally is replayed as a let.

What this means

If the Speeder hits you, your clothing, your shoes or socks, or something outside the court, the rally is lost. The 2024 version names shoes and socks explicitly — one more reason for close-fitting clothing.

In the handbook: Functional clothing

8.2.5 / 8.2.6Catching, throwing, double touch

Rule

A fault when the Speeder is caught/stopped with the racket and then thrown, or when it is touched twice by the same player. It is not a fault if the Speeder hits the frame and strings at the same time in a single stroke.

What this means

You must hit the Speeder cleanly, not catch and throw it, and touch it only once. If it touches frame and strings together in a single stroke, that's allowed.

8.2.7 / 8.2.8Partner double touch, Speeder not over

Rule

A fault when the Speeder is touched by one player and then by their partner, or when it touches the racket and then does not fly toward the other side of the court.

What this means

In doubles only one of you may touch the Speeder per stroke. And your stroke must actually get the Speeder to the other side.

8.3Obstructing, distracting, reaching into the field

Rule

A fault when, with the Speeder in play, a player enters the opponent's court with racket or body, prevents the opponent from making a proper stroke, or distracts them by shouting or gesturing.

What this means

Stay on your side: don't reach into the opponent's field, don't obstruct the opponent, and don't disturb them by shouting or gesturing.

Lets

9.1What a let is

Rule

In a let, the serve of the last rally is invalid, and the player who served last repeats the serve.

What this means

A let (the same term tennis uses) means: the rally does not count, there is no point, and the same serve is played again.

9.2When a let is played

Rule

A let is played when, among other things: the server strikes before the returner is ready; a fault is committed by both sides at once; the Speeder is defective or deforms; two Speeders meet in the air; a line is moved during the rally; play is disturbed; or an object falls into the field during the rally.

What this means

Whenever something unfair or unforeseen happens that can't be blamed on either side, the rally is replayed instead of awarding a point. The 2024 version additionally names two colliding Speeders and a line moved during play.

When the Speeder is out of play

10End of the rally

Rule

The Speeder is no longer in play when it touches the ground of the court or when there is a fault or a let.

What this means

The rally ends the moment the Speeder touches the ground or a fault or let occurs. Until then it is in play.

Special situations: in, out and tournament procedure

The 2024 version gathers a few special cases into a chapter of their own — above all how in and out are decided exactly.

11.6.1The head decides

Rule

The head (the cap) of the Speeder lands first. If the head touches the line, the ball is "in". If the head does not touch the line, the ball is "out" — even if another part of the Speeder touches the line.

What this means

Look at the cap, not the basket: only if the head hits the line does the ball count as in. If only the basket grazes the line while the head lands beside it, it's out.

In the handbook: Precision to the lines

11.6.2Skid mark at the front line

Rule

If the Speeder lands in front of the front line and leaves a visible skid mark, it counts as "in" only if the mark is at most as long as the head of the Speeder.

What this means

If the Speeder skids into the line from in front of it, the length of the skid mark decides: if it's longer than the head, the first ground contact was too far forward — the ball is out. This too is new in the 2024 version.

11.1 – 11.5Groups, knockout round and ties (tournament)

Rule

The best 2 from each group reach the knockout round. A defeat in the knockout round means immediate elimination; there is no play-off for third place. If a group is tied, the following decide in order: matches won/lost, then the set ratio, then the point ratio, then the head-to-head result, and finally the drawing of lots.

What this means

Only relevant at a tournament: the top two in a group go through, after that whoever loses is out. If a group is tied, wins count first, then the set and point ratios.

Communicating without a referee

In matches without a referee, you signal decisions with a simple hand sign of the free hand.

The three hand signals

Rule

"In": the index finger of the free hand points down. "Out": the index finger points up. "Let": index and middle finger point up as a "V".

What this means

Remember the direction: index finger down means "in" (the Speeder was in the field), up means "out". A V with two fingers means "let". That's how you settle balls fairly without a referee.

Court & hand signals

PLAYING FIELD serving zone serve line PLAYING FIELD serving zone NEUTRAL ZONE no net — the Speeder must cross over 5.50 m 5.50 m 12.80 m 3.00 m
Graphic: the dimensioned court
IN — in the field OUT — beside it Timeout (T) Let Change of ends Serve fault
Graphic: the referee hand signals