Scoring in pickleball feels like secret code, but you’ll be fluent fast: this quick guide demystifies the quirky 0-0-2 start, explains why the third number names which server (1 or 2), and warns that only the serving team can score—a common trap. You’ll get simple calls, tie-break tips (games must be won by 2), and a few tricks to keep your head—and points—straight.
Key Takeaways:
- Doubles score is called as X-X-X: serving team’s score, receiving team’s score, and which server (1 or 2).
- Only the serving team can score points; the receiving team must win the rally to gain the serve.
- Each side normally gets two consecutive servers before a side out; the third number indicates which partner is serving.
- Every game starts at 0-0-2 because the team that serves first gets only one serve at the very start.
- Standard games are to 11 points and must be won by 2 (e.g., play continues at 10-10 until a 2-point lead).
How to Decode the 0-0-2 System
Understanding the Three Numbers
The three-number call is actually a compact play-by-play: first number = the serving team’s points, second = the receiving team’s points, third = which partner is on the serve (1 or 2). Hear “7-5-2”? That means your side has 7, opponents 5, and it’s the second server’s turn. Spotting that last digit instantly tells you who stays on court to serve next and who should be ready at the net.
Use the call to set positioning and expectations: if the third number is 1, the server’s partner is waiting for a possible second serve; if it’s 2, a side out on the next fault hands the serve to the other team. Also keep in mind the odd little starter rule — every match opens at 0-0-2, meaning the opening serving team gets only one serve to kick things off.
The Logic Behind the Numbers
The system exists to balance serving advantage: in doubles each team gets up to two consecutive serves (server 1 then server 2) before the opponents get the ball, so the third number tracks that sequence. In practice this changes your tactics—if you’re the second server you might play more aggressively to convert that final serve into a point, while the receiving team adjusts placements knowing a potential second serve is coming.
Score calls dictate serve order and who must switch sides: after a side out, the new serving team always announces their own server as “1.” For example, if the scoreboard reads 6-8-1 (your team 6, opponents 8, you’re server 1) and you lose the rally, the serve goes to the opponents and they’ll call 8-6-1; if you win, it becomes 7-8-1 and you keep serving.
Consider the endgame: at 10-10 the third number still matters for momentum—10-10-1 then a lost rally becomes 10-11-1 (opponents serving) rather than some nebulous reset. Practically, that means you should plan your serving strategy around which server you are, since a lost two-serve sequence hands the initiative (and potential points) to the other side.
How to Start Strong with Scoring Basics
You want to avoid the rookie move of playing five rallies before someone bothers to call the score. Develop a habit: the server announces the three numbers loud enough for your partner and the opponents to hear, then you position based on that call. Since standard games go to 11 points (win by 2), a clear score call prevents tiny mix-ups from turning into a confusing tiebreaker at 10-10.
Practice the opening ritual: spot the server, check whether you're the receiving or serving side, and note the third number immediately. That little ritual saves time and keeps you focused on shot selection—when you know it's 0-0-2 you also know the starting team only has one serve, so your strategy for that first rally can shift accordingly.
Starting the Game at 0-0-2
That quirky announcement, 0-0-2, literally tells you three things in nine characters: both teams have zero, and the second server is slated—but the team that serves first only gets one serve. If your team is serving first and you lose that opening rally, the score flips to 0-1-1 and the opponents get the full two-server sequence when they start serving.
Practical example: you step up, call “0-0-2,” and win the point—score becomes 1-0-2 and your partner now serves as the second server. Lose that opening point and you immediately move to a defensive mindset because the other team now serves with the advantage of two potential points before the side out.
The Role of Serving and Side Outs
Both partners get a turn before the serve passes; that’s why the third number exists. As server 1 you generally serve from the right when your team’s score is even and from the left when it’s odd, then switch sides with your partner after a point is scored. Only the serving side can add to its point total, so every time you hold serve you’re not just keeping the rally going—you’re the only team that can actually increase the score.
Strategically, the first server on a team often plays conservatively to avoid a quick side out, while the second server can take more calculated risks knowing a side out will immediately hand the serve to opponents. In tournament play you must call the score before serving, and failing to do so can lead to disputes or, in worst cases, lost points if the error isn’t corrected before the next rally.
Example sequence to keep in your head: if the score is 7-9-1 and server 1 faults, server 2 steps in with the serve at 7-9-2; another fault then triggers a side out and the opponents will serve at 9-7-1. That flip—fault, second serve, then side out—happens a lot, so track who’s serving and call the score loudly to avoid costly confusion.
How to Navigate Common Scoring Scenarios
When the scoreline starts behaving like a soap opera, use concrete checkpoints: track which team is serving, note the server number (1 or 2), and watch court position—those three clues will get you out of most messes. For example, if you hear "10-10-2" and your partner is standing on the left to serve, you know that team is in their second-server rotation and the next few points could decide whether the game extends to 12+ or ends at the first two-point swing.
Always announce and confirm the score before the serve in casual play to avoid disputes; in tournaments the server must call the score aloud. If a disagreement pops up after a rally, stop play immediately, reconstruct the last few points with everyone, and if no consensus appears, call a referee or agree to replay the last rally—those options keep things fair without turning the court into a courtroom.
Winning by Two: The 10-10 Situation
At 10-10 the game moves into sudden-logic mode: you keep playing until one side achieves a 2-point lead. A realistic sequence looks like this: 10-10-1 → serving team wins → 11-10-1 → receiving team wins next rally → 11-11-2 → next server wins → 12-11-1, and so on, until somebody closes it out at, say, 12-10 or 13-11. That third digit keeps toggling based on which partner is serving, so follow it like a metronome to know whose serve is next.
Pressure points tend to expose sloppy calling and positioning, so keep vocal and precise: call "11-10-1" clearly and have your partner mirror the call. In tournament play refs will enforce the win-by-two rule strictly, and in club matches you should insist on a formal call at each serve—nothing kills momentum faster than a disputed last point that could've been avoided by a loud, accurate score call.
What to Do If You Forget the Score
Admit it loudly and ask—there's no shame in a quick "What's the score?" before you serve; most players will appreciate the honesty. If both sides draw blanks, use visual cues: the server's side (right = even, left = odd for the serving team's score when that server started serving) and which server (1 or 2) is on court will quickly narrow possibilities—e.g., server on right plus a second-server call almost certainly means the serving team has an even number and is in their second rotation.
Have a backup plan for chronic forgetfulness: a silicone wristband with beads, a smartphone score app, or a small flip scoreboard. In organized matches call the referee immediately; in casual play agree with everyone whether to replay the last point, accept the lowest plausible score, or pause to check a timer/photo if someone captured the scoreboard—pick the option that preserves fairness and gets you back to playing.
Quick checklist: (1) Stop play and ask before the next serve, (2) use server position parity to infer even/odd scores, (3) check visible scorekeepers or apps, and (4) if unresolved, replay the last rally or call an official—this sequence prevents escalation and often resolves the issue in under a minute.
How to Keep Track: Tips and Tricks
You can shave off a lot of score confusion with a few small habits: call the score loudly before each serve, glance at court position to tell if the server should be on the right or left (even = right, odd = left), and use a single visible marker so both teams see the running total. Games usually go to 11 and must be won by two, so that tiny slip from 10-10 to 11-10 matters—don't let it become a dispute.
Quick communication with your partner prevents most mix-ups: short verbal cues like “first” or “second” when you take over serving, and a one-second hand tap on the paddle after the score is announced, sync you without theatrics. Pocket tokens and wristbands work during casual play; in tournaments, a flip scoreboard or a referee sheet removes guesswork and speeds play.
- Call the score before every serve.
- Use one visible marker (wristband, tokens, flip board).
- Watch court position to infer even/odd serving sides.
- Agree on signals with your partner for server number.
- Confirm a close score (10-10, 11-10, etc.) out loud.
Memory Aids for Scoring
Anchor the sequence of serves with short mental scripts: run through a mock sequence when you warm up—“0-0-2 → 1-0-2 → side out → 0-1-1”—so the pattern becomes muscle memory. Visual cues work well too: note where the serving partner stands—if they’re on the right and you just scored, that’s a live hint that your team’s score is even. Linking a memorable rally to the score (e.g., “the epic dink at 3-2”) creates a sticky mental anchor.
Finger and pocket systems are tiny but effective: two beads on your wrist for the serving team, one for the receiving, or move a coin from left to right pocket for each point. Practice with timed drills—run three 11-point simulations and call the score aloud each time; repetition drops the number of forgotten calls from casual matches dramatically and trains you to spot the server order instantly.
Scorekeeping Tools That Help
Physical tools are surprisingly affordable: portable flip scoreboards usually run about $15–$50, silicone wristbands with beads are $5–$15, and laminated dry-erase cards cost under $10. For casual play, a $10 wristband plus a $20 flip board covers most bases; for league matches, organizers often use clipboards with printed score sheets so someone can log each rally and avoid disputes later.
Digital options add match history and automatic serve tracking—many apps let you log scores, track which player was serving, and save stats across games. If you use an app, verify the serving order display before you start; some apps default to rally scoring or different game lengths, so set them to standard 11-point rules to avoid surprise score flips.
Combine tools for reliability: wear a wristband, carry a token or two, and have your phone app ready but muted. Phone batteries die and apps can crash, so don’t rely on a single method—flip boards plus a quick human call still beat a dead phone at 10-10. Assume that you’ll need a backup (spare battery, extra token, or a small notepad) to keep the match moving if tech fails.
How to Add Fun to the Game
Add quick, score-based twists to break up the monotony: try a 7-point mini-game where the losing team does three gentle laps around the court or institute a “golden dink” rule—at 10-10 the next team to win a dink rally gets an extra practice serve on their next turn. Rotate a dedicated scorekeeper each game so everyone gets a turn to be the loud, slightly biased announcer; in a 12-player weekend round-robin this keeps chaos organized and gives you clear data on who consistently calls the score wrong (you know who you are).
Bring props: a flip scoreboard, silly hats for the server, or a chalkboard where you mark the score and the best rally of the game. Small investments like a $25 portable scoreboard or silicone wristbands with beads cut down disputes and add ritual—after the match the player with the best “creative score call” earns the right to choose music for the next set. Those tiny traditions transform the learning curve of 0-0-2 into club lore instead of a source of embarrassment.
Scoring Jokes and Community Culture
Lean into the inevitable confusion with a running gag list: shout “math class!” when someone says a three-number score wrong, award a “most creative score call” sticker at the end of each evening, or print shirts with 002 that double as conversation starters. Local clubs often adopt one-liners as part of their culture—expect groans and laughs when someone sez “5-3-2” and pretends to consult a calculator.
Use humor to defuse disputes: if the score is contested, the challenger must tell a joke before the correction is made—faux penalties lighten the mood and keep things friendly. Clinics run by community centers report faster newcomer retention when sessions include playful rituals (name tags, goofy chants, a single “score ambassador” per court), because you’re less likely to bail out of something fun and social even if the scoring feels weird at first.
Embracing the Confusion Together
At the start of sessions, run a two-minute “call-and-confirm” drill: server announces the score, receiver repeats it, then you play the rally—do this for 8–10 rallies and the rhythm of announcing becomes muscle memory. Pair new players with veterans for the first three games and require the veteran to verbalize the three-number logic aloud after each point; that repeated narration turns abstract rules into real-time habits.
More info: set up a practice routine of five 5-point games where you intentionally pause after every rally to confirm the announced score, then track progress—after ten such short sets most players shift from guessing to calling the score correctly at least 80% of the time. Small, repeated exposures (5–15 minutes total per session) beat a single long lecture, so you’ll build confidence while still having time for actual play. Strong emphasis on routine and light-hearted peer correction is the fastest route from bewildered to smugly announcing “1-0-2” without breaking a sweat.
Final Words
To wrap up, once you decode the 0-0-2 oddity, scoring becomes three tiny clues—your points, their points, and which teammate is serving—and the rest of the match starts to behave. You’ll botch a call or two, laugh about it, and by your third game you’ll announce scores with the smug confidence of someone who owns a “002 > 007” shirt.
Keep it simple: call the three numbers loud, use a wristband or tokens if your memory deserts you, and treat score slip-ups as part of the sport’s charm—you’re here to dink, volley, and have a blast. When you see 0-0-2, grin knowingly; you’ve officially joined the pickleball club.
FAQ
Q: What does "0-0-2" mean and why is that the standard game start?
A: "0-0-2" is the opening score in doubles: serving team 0, receiving team 0, and the server number shown as 2. The rules give the team that starts serving only one service turn for that initial sequence, so the server is recorded as the "second" server. The notation signals that the serving team begins with a single serve before side-out.
Q: How do you read the three-number score in doubles?
A: Read it as "serving team score – receiving team score – server number." Example: 7-5-2 means the serving team has 7 points, the opponents have 5, and the partner designated as server number 2 is the one serving. The server number is either 1 or 2 and identifies which teammate has the serve.
Q: When does the server number change during play?
A: On your side: the first server serves until a fault; after that fault the partner (the second server) takes over. If the second server then faults, the serve goes to the opponents (side-out). When the opponents gain serve, they begin with their first server (server 1). At the start of the match the opening serving team only has the one serve noted as server 2, then the opponents start with server 1 when they get the serve.
Q: Who can score points and how does that work in doubles vs singles?
A: In standard scoring only the serving side can score points. In doubles, you score only while your team is serving; each rally won while serving increments your team’s total and the same serving sequence continues until a fault. In singles the same rule applies but there is only one server per side, and scores are called as two numbers (server’s score – receiver’s score).
Q: What happens at 10-10 or similar tied late-game scores?
A: Games are generally to 11 points and must be won by a 2-point margin. At 10-10 play continues until one side leads by two points (e.g., 12-10, 13-11). The server-number pattern continues normally through deuce: serving side still scores only when they win a rally while serving, and server numbers switch or side-out occurs as usual.
Q: Someone called the wrong score — how do we fix it during a match?
A: If the mistake is caught before the next serve is made, announce and correct the score immediately and restart the rally. If the next serve has been completed and play continued, the called score stands. In organized play referees will make the correction if it’s raised before play resumes; in casual play pause and clarify before serving again.
Q: What are simple ways to track the score so it doesn’t get confusing?
A: Use a visible method: wear a wristband or use pocket tokens, a flip scoreboard, or a phone app. Always have the server call the three-number score loudly before serving, and confirm the score with your partner after each point. For new players, linking court position helps: serving side serves from the right when its score is even and from the left when odd, which doubles as a visual score cue.