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Squash games

Serve, return, rally-control, wall-target, and movement games for squash courts with clear lets and safe spacing.

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All Squash games (30)

Squash Twists (30)

Optional one-rule scoring twists for a game your group already plays.

Let Early

Stop early for genuine interference or reasonable fear; apply the official no-let, let, or stroke decision. A good-faith safety stop is never penalized, and house recognition never changes the rally score.

  • Setup: Play a normal game with a host/referee and an optional noncompetitive safety-call ledger capped at one confirmed mark per rally.
  • A player stops promptly before an unsafe swing and requests a let.
  • The host applies the official no-let, let, or stroke decision; a good-faith safety stop receives no house penalty regardless of that decision.
  • The optional ledger adds 1 recognition mark only for confirmed genuine interference or reasonable fear and a timely stop; no mark otherwise, and the ledger never changes the official score.
Eyewear Check

Protective eyewear meeting the applicable facility or national standard is a shared pre-play requirement, not a point-scoring advantage.

  • Setup: Before court entry, every participant checks properly fitting, undamaged eyewear against the applicable facility or national requirement; no compliant eyewear means no start.
  • The host verifies properly fitting, undamaged eyewear before warm-up.
  • Replace or adjust damaged or loose eyewear; do not start until every participant meets the applicable requirement.
  • Start only when all participants and the facility are ready; no score is awarded.
T Recovery

A good target shot and clear balanced T recovery earn 1 together.

  • A good target shot and clear balanced T recovery earn 1 together.
  • Use T-Position Race’s six-feed drill. The T is the short/half-court-line junction, not reserved territory. Award the same base 1 once, never a duplicate point. If someone occupies the path, stop safely instead of forcing recovery. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score T Recovery as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after T Recovery; stop at the agreed finish condition.
Straight Rail Bonus

A qualifying straight deep rail earns 2 total in a point drill.

  • A qualifying straight deep rail earns 2 total in a point drill.
  • Use Backhand Corner Hold’s deep same-side rail target and clear recovery: the base 2 already gives this total, so do not double it again. For Corner Escape Count, a qualifying straight deep rail replaces base 1 with 2. Never multiply Rail Rally Count’s streak length into official points. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Straight Rail Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Straight Rail Bonus; stop at the agreed finish condition.
Drop After Length

Score a short target only after that player’s own deep return in the same attempt.

  • Score a short target only after that player’s own deep return in the same attempt.
  • Use Deep-Then-Short Duel’s personal deep marker and same-rally order. A later good short target completes the pattern for 2 once, then ends the attempt. A short shot before its own marker ends it for 0. Do not carry a deep marker across attempts or add the pattern 2 twice. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Drop After Length as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Drop After Length; stop at the agreed finish condition.
No Tin Streak

Count consecutive good controlled returns, stopping at the first error or safety pause.

  • Count consecutive good controlled returns, stopping at the first error or safety pause.
  • Use Tin Avoidance Challenge’s three pair attempts, twenty-return ceiling and shared longest streak. Tin, out, second bounce and ordinary misses end it; do not count only tin while ignoring other invalid returns. An optional recovery-count mode is labeled separately and is not an official rally score. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score No Tin Streak as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Tin Streak; stop at the agreed finish condition.
Serve Corner Call

A legal called deep-corner serve earns 2; legal other depth earns 1.

  • A legal called deep-corner serve earns 2; legal other depth earns 1.
  • Use Service Box Around’s four attempts, two from each box, and full legal serve test. Call the deep opposite-quarter target before serving. In this alternate mode deep earns 2, legal shallow 1, fault 0, maximum 8. It replaces the activity’s deep-only 2/other 0 scale, not an added 2; the protected ten-attempt Service Box Ladder stays unchanged. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Serve Corner Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Serve Corner Call; stop at the agreed finish condition.
Compact Volley

Only a balanced compact good volley earns its ordinary point.

  • Only a balanced compact good volley earns its ordinary point.
  • Use Volley Control Box’s shown target and six feeds. Strike before the first bounce using the rehearsed small swing, with feeder clear. An ordinary miss earns 0; an unsafe swing or feed stops for correction. If using its paired-success 3 mode, apply that mode once rather than doubling it again. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Compact Volley as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Compact Volley; stop at the agreed finish condition.
Back-Corner Escape

A controlled qualifying straight or crosscourt corner escape earns 1.

  • A controlled qualifying straight or crosscourt corner escape earns 1.
  • Use Corner Escape Count’s three feeds from each back corner and called targets. This is its ordinary 1, not another extra point. If trapped, stop before swinging; in a competitive rally the host applies the official no-let/let/stroke ruling without a house safety penalty. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Back-Corner Escape as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Back-Corner Escape; stop at the agreed finish condition.
Crosscourt Gate Bonus

The called opposite-quarter landing gate earns 2 instead of other-crosscourt 1.

  • The called opposite-quarter landing gate earns 2 instead of other-crosscourt 1.
  • Use Crosscourt Gate’s six feeds and shallow/deep gates defined by the rear edge of the service box. After that player’s third gate success, switch its remaining target to deep while stopped. No extra feed, success point or duplicated gate 2 is added. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Crosscourt Gate Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Crosscourt Gate Bonus; stop at the agreed finish condition.
Boast Recover

Side-wall-first target boast plus clear recovery earns 2 together.

  • Side-wall-first target boast plus clear recovery earns 2 together.
  • Use Boast-and-Recover’s opposite front-half landing target and rehearsed empty recovery spot. Both parts must be controlled; neither alone earns a partial point. Keep the six-feed ceiling and do not add this 2 again to the activity’s same result. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Boast Recover as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Boast Recover; stop at the agreed finish condition.
Height Ladder

Complete the shown low, medium and high bands in order for 1 each.

  • Complete the shown low, medium and high bands in order for 1 each.
  • Use Front-Wall Height Ladder’s existing-line/imaginary midpoint bands and six feeds. A boundary miss consumes a feed without advancing. Each band scores once, maximum 3; no loose floor markers or forced high reach. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Height Ladder as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Height Ladder; stop at the agreed finish condition.
Racket Prep

A called compact preparation followed by a good return earns 1.

  • A called compact preparation followed by a good return earns 1.
  • Use Racket Prep Call’s six-feed cue rubric. The observer agrees before GO that compact means the rehearsed small preparation inside clear swing space. In a separate compact-only mode each success earns the same 1, maximum 6; never add a subjective second prep point. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Racket Prep as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Racket Prep; stop at the agreed finish condition.
Back-Wall Patience Point

A timely stop before a dangerous back-wall swing may receive noncompetitive recognition.

  • A timely stop before a dangerous back-wall swing may receive noncompetitive recognition.
  • Apply the official no-let/let/stroke decision in a competitive rally. A good-faith safety stop has no house penalty and earns no challenge score. At most one confirmed recognition mark per turn stays outside every skill and official ledger; do not attempt the dangerous swing first. No challenge points are awarded. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball.
  • Score Back-Wall Patience Point as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Back-Wall Patience Point; stop at the agreed finish condition.
Service Box Rotation

Complete both service-box assignments before beginning another practice turn.

  • Complete both service-box assignments before beginning another practice turn.
  • Service Box Around uses two attempts per box, four total; Squash Service Box Ladder retains its protected five attempts per box, ten total. Faults still consume ordinary attempts. Rotation does not create an extra serve, erase a fault or change either format’s score. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Service Box Rotation as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Service Box Rotation; stop at the agreed finish condition.
Pattern Caller

Rotate the caller between complete two-feed patterns.

  • Rotate the caller between complete two-feed patterns.
  • Use Two-Shot Pattern’s shown length→drop or drop→length choices. The caller speaks before READY; never switch a target during a swing. A complete safely executed pattern earns the base 2 once, maximum 6 across three sequences; waiting callers remain outside until a stopped change. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Pattern Caller as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Pattern Caller; stop at the agreed finish condition.
T-Clear Courtesy

A good return followed by clear controlled recovery earns 1 in the drill.

  • A good return followed by clear controlled recovery earns 1 in the drill.
  • Use T-Clear Courtesy Round’s six feeds and empty recovery route. This is its existing point, not a second courtesy bonus. Crowding stops the rep for correction, and any official rally ruling remains separate; losing a bonus never permits blocking. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score T-Clear Courtesy as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after T-Clear Courtesy; stop at the agreed finish condition.
Beginner Reset Token

One discretionary bad-feed replay replaces one pending drill attempt.

  • One discretionary bad-feed replay replaces one pending drill attempt.
  • Use Rally Reset Token’s single token across six feeds. Spend before the next feed, replacing the named ordinary feed failure rather than creating an extra scored shot. Safety pauses, slips and unsafe spacing never require or spend a token. A completed point or winner cannot be erased. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Beginner Reset Token as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Beginner Reset Token; stop at the agreed finish condition.
Final Clear Point

Stop before danger and use the actual interference ruling to decide a competitive point.

  • Stop before danger and use the actual interference ruling to decide a competitive point.
  • In Final Let Tiebreak, a let restarts with no score; a stroke or no-let decides the point according to the host’s official ruling. Do not turn every interference stop into a replay. No extra challenge point or courtesy vote alters the decision. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball.
  • Score Final Clear Point as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Final Clear Point; stop at the agreed finish condition.
Front Touch

A controlled good return into the named front-half target earns 1.

  • A controlled good return into the named front-half target earns 1.
  • Use Front-Court Touch’s six feeds, soft pace and stopped collection between shots. A target is empty when struck; no participant rushes the next setup. This is the same ordinary 1, not another touch bonus. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Front Touch as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Front Touch; stop at the agreed finish condition.
Three-Wall Control Bonus

A safe complete side→front→back-wall sequence earns 2.

  • A safe complete side→front→back-wall sequence earns 2.
  • Use Three-Wall Control’s gentle rehearsed path and six feeds. Front-wall contact must be good, at most one floor bounce before the back wall, and nobody turns blindly for a forced return. Clear access is required. This is its existing 2, not an extra 2. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Three-Wall Control Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Three-Wall Control Bonus; stop at the agreed finish condition.
Deep Target Double

A good deep back-quarter target earns 2 instead of ordinary 1.

  • A good deep back-quarter target earns 2 instead of ordinary 1.
  • Use Back-Wall Patience’s six-feed length drill. Deep means beyond the rear edge of that quarter’s service box. Deep earns 2, short 0 in this alternate target mode; do not mix it with that activity’s ordinary 1 mode or protected serve scoring. A dangerous ball is still let go without house penalty. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Deep Target Double as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Deep Target Double; stop at the agreed finish condition.
Shadow First

Two consecutive clean no-ball rehearsals precede an optional live-feed comparison.

  • Two consecutive clean no-ball rehearsals precede an optional live-feed comparison.
  • Use Safe Swing Shadow’s four shadow sequences, compact racket and clear T→target→T route. The two-clean check is readiness, not an extra scoring award. Reset that readiness count after an ordinary failed shadow while preserving earlier completed-path points. Add a feed only if both remain comfortable and ready. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Shadow First as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Shadow First; stop at the agreed finish condition.
Receiver Ready

Wait for receiver readiness before every serve or feed.

  • Wait for receiver readiness before every serve or feed.
  • In a feed drill, an unready start is stopped and safely replaced without consuming the offered skill attempt. In a competitive game, apply the actual service ruling: an unready receiver who does not attempt a good serve can receive a let, but a faulty serve still loses the rally for the server. Never serve at an unready person to test the rule. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Receiver Ready as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Receiver Ready; stop at the agreed finish condition.
No-Rush Lunge

Stop before an unsafe reach; a good-faith stop has no house penalty.

  • Stop before an unsafe reach; a good-faith stop has no house penalty.
  • The host applies the actual no-let, let or stroke decision in a competitive rally. No extra challenge point, guaranteed replay or kept-point promise follows from a safety request. In a drill correct spacing before another suitable feed; never require a lunge to preserve a score. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball.
  • Score No-Rush Lunge as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No-Rush Lunge; stop at the agreed finish condition.
Straight-or-Cross Draft Bonus

The called straight or crosscourt good target earns 2 total.

  • The called straight or crosscourt good target earns 2 total.
  • Use Straight vs Cross Draft’s six feeds and shown deep straight-rail/opposite-quarter targets. Announce before the feed. This is its base 2, not another bonus on top; if using the no-third-repeat mode, a third identical call consumes that feed for 0. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Straight-or-Cross Draft Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Straight-or-Cross Draft Bonus; stop at the agreed finish condition.
Rail Streak

Three consecutive qualifying rails earn 2 once in that attempt.

  • Three consecutive qualifying rails earn 2 once in that attempt.
  • Use Rail Rally Count’s three twenty-return attempts and same-side rail lane. In this separate challenge mode the first three-return streak earns 2, once; later returns cannot produce overlapping awards. Keep it separate from longest-streak ranking and official points. A crowded swing stops the attempt immediately. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Rail Streak as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Rail Streak; stop at the agreed finish condition.
Boast Relay

One completed safe boast→return→reset earns the pair 1.

  • One completed safe boast→return→reset earns the pair 1.
  • Use Boast Recovery Relay’s six sequences, alternate roles after each and keep only that pair on court. A routine failure consumes its sequence; an unsafe condition stops for correction. The shared 1 belongs to the pair and is not counted once per touch or per partner. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball. Scored results are tracked as challenge points.
  • Score Boast Relay as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Boast Relay; stop at the agreed finish condition.
STUD Let Call

Recognize a fair explanation of a no-let, let or stroke decision after STOP.

  • Recognize a fair explanation of a no-let, let or stroke decision after STOP.
  • The host applies the actual ruling first. Any agreed recognition mark is noncompetitive, at most once per explained decision; it changes no rally score or winner. A good-faith safety request receives no house penalty even when the eventual decision is no let. No challenge points are awarded. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball.
  • Score STUD Let Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after STUD Let Call; stop at the agreed finish condition.
Clean Court Reset

Court readiness is mandatory; one completed pre-play check may receive recognition 1.

  • Court readiness is mandatory; one completed pre-play check may receive recognition 1.
  • Before warm-up inspect for moisture, loose balls and gear while everyone is stopped and rackets lowered. Clear them safely and ask staff about an unsuitable surface; do not start until dry and clear. Record at most one noncompetitive ready-check mark for the pair per session. New hazards always stop play without needing or earning another point. No challenge points are awarded. Use a clear court, wear protective eyewear when appropriate, call lets for interference, keep swings controlled, and stop if players crowd the ball.
  • Score Clean Court Reset as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Court Reset; stop at the agreed finish condition.