Amateur League Pickleball (ALP) Fun! Competitive! Fast Moving! Team Oriented!! Tournaments
- Commitment is By Event and Each Event is 2 Day (1 Day, Saturday 4-5hrs Pool Play Round Robin to determine Seeding and Sunday 4-5hrs – Championship Sunday Playoffs )
- 4 Player Teams – 2 Male & 2 Female Players
- 5 Skill Level Divisions – 12.3(3.0), 14.3(3.5), 16.3(4.0), 18.3(4.5), and Open (Self-Rating Unless DUPR rating is available and Accurate for a Player)
- 4 Person Team Rating can’t exceed the Skill Level for the specific Event you Enter, if so, Must sign up for the next Highest Level
- Rally Scoring – Score Point at conclusion of every Rally, Until Game Point, Must Be Serving to Win the game by 2 points. Always rally scoring for the team, If you win rally and you will receive a point, unless you didnt serve and it would be game point.
- 2 Team Matchup and Best of 5 Games, Women Doubles, Men Doubles, Mixed #1 Doubles, Mixed #2 Doubles, and GhostBreaker (Tie Breaker/Ghost Doubles/ Mini-Singles/Skinny Singles) (if Required)
- 1st to 21 Win by 2
- Women Doubles, Men Doubles, Mixed Doubles #1, Mixed Doubles #2, and GhostBreaker(Skinney Singles.)
- GhostBreaker tie breaker Singles Half Court, Score Detates where the Server or Redeiver stands. HeadOn (score is odd/even) and Diagonal Cross Court (score is Odd/Odd or Even/Even.) Imaginary Line from from NVZ to the other NVZ.
- Captain Determines Mixed Doubles Pairings, Order of Play for Mixed and GhostBreaker tie breaker, if Required. This includes deciding Male vs Female and best Strategy for Rotation of the 4 players in the Tie Breaker. Captains do not share lineups until they have confirmed each captain has written down their lineup. Once written down and shared there is no changing the lineup during the Match. Each Match can be different, if the captain chooses to take a different strategy to help win.
- In All Doubles Games, each player must stay on the side of the court they start on at beginning of the game, Until 11 when teams switch sides of the Courts or During a timeout (2 per game) called by the captain. A team can not switch positions on opponent timeout.
- Net Serves that land IN receiving box are REPLAYed.
- 11 Points Triggers a Team change of Court side.
- Spin Paddle by 1 captain and other calls Up or Down OR #1 or 2 behind Back to determine Choice of Serve or Receive.