USAR Official Rules & Regulations

IRT Rule Modifications

10 – Men’s Professional, International Racquetball Tour (IRT)

The Professional divisions at IRT events will follow USAR rules, with the following modifications. The latest updates to these modifications, as well as other special IRT rule and refereeing concepts may found at: https://www.irttour.com/rules-of-play/.


Rule 10.1 Appeals

(a) In any match using instant replay or line judges, players are allowed 2 lost appeals per game in games to fifteen and 1 lost appeal in the tiebreak to eleven.Players may appeal short serves, long serves, three-wall serves, skip shots, two-bounce gets, foot faults, whether the ball contacted a player, and penalty hinders.Players may not leave the court during an appeal.An appeal is lost when the referee’s call is upheld, but NOT lost if the ruling is inconclusive.

(b) A game-ending rally can be appealed even if no appeals remain.

Rule 10.2 Court

(a) Anything inside the court is considered part of the court, making it in play unless it is added for the event, such as a microphone, speaker, camera, etc.

(b) On the serve, the referee should stop play if the ball takes an erratic deflection after striking a wet spot on the first surface that the ball hits after it hits the front wall.

Rule 10.3 Serve

(a) The referee should call a screen serve immediately and not consider whether the receiver requests one by raising their hand. Factors to consider when assessing whether the ball passed “too close to the server” are where the ball would have or did hit the back wall; the angle of the ball toward the corner; whether the receiver paused before moving; the height of the serve; whether the server dodged to avoid being hit by the serve; and whether the receiver was in a center court position.

(b) The server (and partner in doubles) may leave the service zone as soon as the ball is struck for the serve.

Rule 10.4 Questioning/Arguing Referee Calls

A player may only question a rule or interpretation of a rule.  Excessive arguing with the referee may result in a technical warning or a technical foul. The first offense is a technical warning and any additional offenses are technical fouls resulting in loss of point.  See Rule 10.1 regarding appeals.

Rule 10.5 Time Between Serves

(a) The 10-second rule applies to the server and receiver simultaneously when both players are inthe general vicinity of their serve or return positions.

(b) The referee shall call the score and the 10-second count shall commence; if more than 10 seconds is taken, a technical warning is issued for delay of game. Each infraction thereafter will result in a technical foul.

(c) If the server serves while the receiver is signaling “not ready”, that serve will be replayed, with no penalty and without canceling any previous fault serve. If the server repeats this, a technical foul for delay of game shall be called on the server.

Rule 10.6 Timeouts

(a) Each player is entitled to one, one-minute timeout per game.

(b) The player must make the referee aware of the time-out and may not leave the court until the referee acknowledges the time out. A technical foul will be assessed if a player leaves the court without the permission of the referee.

Rule 10.7 Equipment Timeouts

(a) Players are expected to keep all clothing and equipment (i.e. racquet and gloves) in good, playable, and safe condition.

(b) If the referee determines that an equipment change or adjustment is necessary for fair and safe continuance of the match, the referee may grant an equipment timeout not to exceed 30 seconds.

(c) The first infraction of this rule will warrant a warning from the referee.

(d) If a player is unable to obtain replacement equipment, the player may consult with the IRT representative and the match may be forfeited.

Rule 10.8 Injury Timeouts

If a player is injured during a match as a result of contact, such as with the ball, racquet, wall, floor, or opponent, an injury timeout may be called.  While a player may call more than one timeout for the same injury or for additional injuries that occur during the match, the player has a total of 15 minutes during the match that can be taken for injuries.  If the injured player is unable to resume play after taking the total 15 minutes and using any regular time outs, the match shall be awarded to their opponent.

Rule 10.9 Time Between Games

The rest period between all games is two minutes.

Rule 10.10 Match Start Times and Times Between Matches

(a) The first matches of each round will start at the times stated on the draw, provided that the players receive 15 minutes to warm up on the court.

(b) Players do not have to check in for IRT matches because they cannot be late.

(c) Warm-up time: In singles, both players are allowed 15 minutes of shared on-court warm-up time. In doubles, each team will receive 7.5 minutes of warm-up time. The lower seeded team will warm up first.

(d) If a player is not prepared to play, a technical will be assessed for each minute the match is delayed. After 4 technical fouls, the Referee may forfeit the match.

(e) Players do not have to wear eye wear or wrist cords during warm-up, but they must use them as designed once play begins.

Rule 10.11 Rules Arbitration

At any time during a match, a player may request a ruling by IRT. The IRT CEO has the final say on all rule questions or disputes. If the CEO is not available, an IRT designated official will have the final say.

Rule 10.12 Forfeit Time

 A match can be forfeited when a player or team fails to report to play within 15 minutes after the scheduled time of the match.

Rule 10.13 Penalty Hinders: Jumping

 A “cross-court” shot is defined as a shot from the point of contact to the front wall that would bounce from the front wall toward either back corner without touching a side wall. A “straight-in” shot is one that contacts the front wall directly in front of the contact point. Both “cross-court” and “straight-in” shots must contact the front wall either on the same horizontal plane as the contact point or at the bottom of the front wall. If a defensive player jumps and clears that plane on either a “cross-court” or “straight-in” shot but is contacted by the ball or else the hitting player holds up, a replay hinder will be called.



Go Back to Rules