Speedminton
What speedminton is and how a rally works, its origins and spread, benefits, equipment and gear, speeder types, court setup, rules and common mistakes, scoring and sets, serve and return, techniques and footwork, singles and doubles tactics, training drills and weekly plan ideas, variants for night and wind, and practical FAQs.
Speedminton overview
Speedminton is commonly used as a name for the sport now widely referred to as crossminton (also called speed badminton). It is a racket sport played with a fast, wind-resistant shuttle called a Speeder and, unlike badminton, it is played without a net.
The standard setup uses two separate squares that face each other rather than one shared rectangle. Each side defends its own square and tries to place the Speeder into the opponent's square across the gap.
- No net is used; players hit the Speeder across open space into the opposing square.
- The court is two 5.5 m x 5.5 m squares set 12.8 m apart in the standard layout.
- The Speeder used in ICO play is specified to weigh 8-10 g for most categories, which helps it stay more stable outdoors than a badminton shuttlecock.
How it differs from badminton
Badminton is played on a rectangular court divided by a net, and competitive badminton is typically played indoors because even light wind can disrupt a shuttlecock's flight. Speedminton/crossminton removes the net entirely and uses a heavier, more wind-resistant Speeder, which makes outdoor play practical on many surfaces.
The court concept is also different: instead of both players sharing one court split by a net, each player has their own square. Shot selection tends to emphasize direct placement into the opponent's square over the gap, rather than clearing a net and landing the shuttle in the back of a shared court.
How it differs from squash
Squash is a racket-and-ball sport played in a four-walled court where the walls are part of play. Speedminton/crossminton is played in an open area without walls, and the rally ends when the Speeder is no longer in play rather than continuing via rebounds.
Rackets in crossminton are often similar in overall length to racketball-style rackets, and ICO equipment rules set a maximum racket length. The main feel difference comes from the projectile and space: a Speeder travels through open air over a marked distance, not as a bouncing ball contained in a walled court.
What a typical rally looks like
A rally starts with a serve from the service zone. Under ICO rules as summarized by the sport's rules guidance, players typically serve three points in a row before service changes, and at 15:15 the right to serve changes after each point. A common serving method described in the rules guidance is to let the Speeder drop from about hip level and strike it as it falls.
After the serve, the two players alternately hit the Speeder back and forth from any position, trying to make it land in the opponent's square or force an error. Because there is no net, the trajectory can be chosen purely for speed and placement, as long as the Speeder reaches the opponent's side and is returned before it hits the ground.
- If the Speeder touches the ground inside the opponent's square, the striker wins the rally and scores a point.
- If the Speeder lands outside the square (out), the opponent wins the rally and scores a point.
- Faults like an invalid serve, hitting the Speeder twice, or body contact can also decide the rally and award the point.
Speedminton origins and international spread
The equipment concept behind the sport traces back to Berlin, where Bill Brandes developed early prototypes of a more wind-resistant shuttle (later known as the Speeder) around the year 2000, and the core game concept is commonly dated to 2001. The idea was to enable a fast racket sport that could be played outdoors on different surfaces without a net, using a smaller and slightly heavier shuttle than traditional badminton.
A group of early players formed Speedminton GmbH in Berlin (Kreuzberg) in 2002, and the company took the idea forward in 2003 by developing and standardizing the game and equipment and marketing it under the Speedminton brand. Organized play grew from informal sessions into clubs, tournaments, and eventually international competition formats.
- Around 2000: First prototypes of the wind-resistant shuttle concept (later known as the Speeder) are developed in Berlin.
- 2001: The game concept is established in Berlin; the early name used by the inventor is 'shuttleball'.
- 2002: Speedminton GmbH is founded in Berlin (Kreuzberg) by a group of players.
- 2003: Speedminton GmbH takes the concept forward and develops the sport into a standardized game.
- 2005: First clubs are founded and the first regional and international tournaments are played; Speedminton begins marketing its first game sets.
- 2007: The first national federations are founded in Germany and Switzerland, with additional countries following.
- 25 August 2011: The International Speed Badminton Organisation (ISBO) is founded in Berlin as an international umbrella organization.
- 26-27 August 2011: The first ISBO Speedminton World Championships are hosted in Berlin, with over 380 participants from 29 countries.
- 2012: Speedminton Sporting Goods Inc. is founded in California as part of the brand's international expansion.
- 2015: Delegates at the ISBO General Assembly decide to rename the sport from Speed Badminton to Crossminton and to rename the federation accordingly.
- 1 January 2016: The name Crossminton is officially introduced as the sport's designation.
- 2017: The international tournament calendar is described by the ICO as hosting over 75 official tournaments worldwide in that year.
Name changes and terminology
The inventor originally used the name 'shuttleball' for the early form of the game. As organized play developed, the sport became widely known as 'Speed Badminton', while Speedminton remained the brand name used to market the standardized equipment and game sets. From 1 January 2016, the sport's official designation was changed to 'Crossminton' to establish a clearer identity distinct from traditional badminton.
How the sport spread internationally
International growth accelerated once clubs and tournaments began forming in 2005, followed by the creation of national federations starting in 2007. The founding of ISBO in Berlin on 25 August 2011 and the first World Championships immediately after it marked a shift to a structured international competition circuit. Speedminton later expanded its distribution and organizational support internationally, working with official partners in more than 30 countries and supporting the sport through equipment supply and event cooperation.
Benefits of Speedminton (Crossminton)
Speedminton (often used as a name for the sport crossminton) is a racket sport played without a net, which makes it easy to take to places where a traditional court setup is not available. For match play, the standard layout uses two squares (5.5 m x 5.5 m each) placed opposite each other with 12.8 m between them, but recreational play is commonly adapted to the space you have.
The sport uses a shuttle called a "Speeder" that is designed for faster, more stable outdoor flight than a traditional badminton shuttle. Speedminton descriptions of the Speeder emphasize that it is shorter, heavier, and narrower than a badminton shuttlecock, and that it is intended for indoor or outdoor use. Some versions are described as wind-stable and water resistant, and night play is supported by a glow option that uses a light inserted into a night speeder.
Fitness and conditioning
Speedminton rallies reward consistent movement because points are typically won when the Speeder hits the ground in the opponent's square or when a return is missed. Even at a casual pace, this creates repeated bouts of quick repositioning, accelerations, and controlled stops as players try to defend their own square while aiming shots into the other square.
Health and sports organizations regularly describe racket sports like badminton as activities that get players moving and contribute to overall fitness. Because speedminton uses similar fundamentals (short bursts of movement, repeated swings, and sustained rally play), it can function as a practical cardio-and-coordination workout without requiring complex infrastructure.
- Cardiovascular exercise through repeated rallies and frequent resets into ready position.
- Lower-body work from rapid changes of direction, short sprints, and controlled braking.
- Upper-body and core involvement from repeated forehand/backhand strokes and rotational hitting mechanics.
Coordination, reactions, and precision
Racket sports demand timing: you track a fast-moving object, position the body, and coordinate a controlled strike with a compact window for contact. Speedminton amplifies this skill loop because the Speeder is designed for fast flight, so players often need earlier preparation and cleaner contact to keep rallies stable.
For beginners, this can mean quick improvements in basic hand-eye coordination and spatial awareness because the feedback is immediate: a slightly mistimed swing changes the Speeder's trajectory dramatically. For more advanced players, the same coordination demands extend into shot selection, deception, and placement accuracy, especially when both players can consistently keep the Speeder in play.
Outdoor flexibility and fast setup
A key practical benefit is that speedminton does not require a net. Official and brand guides describe simple court marking options (including improvised markers), and recreational play is often done on common outdoor surfaces such as parks or beaches. This flexibility reduces the barrier to a spontaneous session, since you can scale the space up or down and still play meaningful rallies.
The Speeder design is closely tied to outdoor usability. Speedminton product descriptions highlight wind-oriented stability features and outdoor-focused Speeder variants, including options intended for longer distances and for low-light conditions. In practice, this helps recreational games stay playable in conditions that would quickly disrupt a standard badminton shuttle.
Why it works for casual and competitive players
Casual play works because the rules can be simplified without breaking the game. Two players can rally immediately with minimal marking, adjust distance to fit the space, and choose a Speeder type suited to their level. This makes it approachable for families and mixed-skill groups, while still offering enough speed and challenge to keep sessions engaging.
Competitive play works because the sport also has standardized rules, court dimensions, and a tournament structure. The International Crossminton Organisation (ICO) publishes official rules and manages international competition frameworks, including rankings and tournament calendars. When played to official rules, matches use consistent scoring and defined court setup, which supports training progression, comparable competition, and organized events across clubs and countries.
Equipment and gear for Speedminton (Crossminton)
Speedminton is a racket sport played without a net using a fast, wind-stable shuttle often called a Speeder. The minimum to start rallying is two rackets and at least one Speeder, and many recreational sets add a wind ring and a carry bag. Because the sport is commonly played outdoors as well as indoors, practical gear choices focus on durability, grip, and stable footing on the surface you are using.
Rackets
Crossminton rackets were developed because early play with badminton and squash rackets showed clear drawbacks: badminton frames tended to be too fragile, while squash-style frames were often too long and less agile for the speed of the shuttle. Under International Crossminton Organisation (ICO) equipment rules, the racket length must not exceed 61 cm and the head size must not exceed 650 cm2. Popular rackets are commonly built from composites such as graphite, carbon, and kevlar, while many entry and school sets use aluminum rackets for robustness.
- Choose a racket that feels quick to maneuver for fast reaction shots, especially in defense.
- If you play mostly outdoors, prioritize a durable frame and a string setup that can handle harder hits and occasional mishits.
- If you are buying for mixed ages or beginners, aluminum starter rackets can be a practical, hard-wearing option.
Speeders (shuttle basics)
The shuttle used in Speedminton is commonly called a Speeder and is designed for stable flight in wind and variable outdoor conditions. Speedminton describes the Speeder as shorter, heavier, and narrower than a traditional badminton shuttlecock, which helps it fly more steadily outdoors. For organized play under ICO rules, a shuttle must generally weigh 8-10 g (with different allowances for U12 categories) and must fall within defined size limits for height, basket diameter, and cap diameter.
Different Speeder types are used for different situations. The Speedminton MATCH Speeder is widely referenced as the tournament standard, while the FUN Speeder is intended to make it easier for beginners and younger players to rally. Speedminton also offers a CROSS Speeder aimed at windier outdoor conditions and a NIGHT Speeder designed to be used with a light insert for play at dusk or in the dark.
- FUN Speeder: controlled play for beginners, juniors, and shorter rally distances.
- MATCH Speeder: faster rallies and commonly used for competitive play.
- CROSS Speeder: geared toward outdoor play when wind is a bigger factor.
- NIGHT Speeder: used for twilight/night play when combined with a light insert.
In stronger wind, many sets and manuals recommend using a wind ring fitted on the Speeder cap area to increase stability. For regular practice, it is worth carrying multiple Speeders so you can swap a damaged one immediately and keep the session flowing.
Shoes
Speedminton can be played on virtually any surface, indoors or outdoors, so footwear should match the ground and the amount of lateral movement in your games. On indoor courts, players commonly use indoor court shoes similar to those used in badminton or squash, especially when a non-marking sole is required. Outdoors, the goal is reliable traction and lateral stability on the specific surface, whether that is asphalt, packed ground, or short grass.
- Indoor: court shoes with a non-marking sole and good grip for quick stops and pivots.
- Outdoor hard ground: stable athletic shoes with a durable outsole and secure lateral support.
- Uneven or softer ground: prioritize stability and grip, and avoid footwear that slides easily during side-steps.
Grip
Grip comfort matters because Speedminton rallies can be fast and repeated, and sweaty hands can make the handle slip or twist. Many players add an overgrip on top of the base grip to improve tack and sweat absorption and to fine-tune handle thickness. Overgrips are consumables, so replacing them regularly is a simple way to keep the racket feeling secure.
- Use an overgrip if your hand slips when you sweat or if you want a slightly thicker handle.
- Replace grips when they feel smooth, hard, or start shifting during play.
- Consider a small towel or wristband for hand drying during outdoor sessions.
Optional protective and convenience gear
For night sessions, Speedminton describes using the NIGHT Speeder with a light insert so the shuttle can be tracked in low light. If you play on public outdoor surfaces, portable court lines can make matches easier to run and reduce disputes, and official-style courts are commonly set up as two squares without any net. Optional protective items depend on your setting and comfort, with many players choosing simple additions that reduce distractions and minor knocks.
- Night play: NIGHT Speeder plus a compatible light insert.
- Court marking: portable strap courts, cones, or tape/chalk depending on the surface and permissions.
- Eye comfort: sports glasses or sunglasses in bright conditions, especially when tracking fast shuttles.
- Outdoor basics: cap, sunscreen, and insect protection when playing for extended periods outside.
- Joint comfort: optional ankle supports or knee pads if you frequently play on abrasive hard ground.
Speeder types: Match, Fun, Night, and wind-focused options
In Speedminton (also widely known as Crossminton), the ball is called a Speeder. Compared with a traditional badminton shuttlecock, a Speeder is designed to be smaller and heavier so it keeps a stable flight path over longer distances and remains playable outdoors in windier conditions.
Picking the right Speeder is mostly about how much speed you want, how far you are playing, whether you are practicing or competing, and whether you need visibility in low light. Most sets also support wind rings, which add weight to improve stability when gusts start pushing the Speeder off line.
- Choose by distance: shorter practice distances feel best with slower, more forgiving Speeders; long-distance rallies and outdoor courts favor faster, heavier options.
- Choose by skill and intent: beginners often benefit from a Speeder that stays in play longer, while competitive players usually want the faster tournament flight.
- Choose by light: night play requires a Speeder that can be illuminated safely and consistently.
- Choose by wind: on breezy days, use a wind-focused Speeder or add a wind ring to reduce drift and keep trajectories predictable.
Fun Speeder: learning, warmups, and shorter distances
The Fun Speeder is intended for beginners, children, and training sessions. It is described as the lightest of the core Speeder types and is commonly identified by its red flight skirt, which makes it easy to spot during casual play.
In flight, the Fun Speeder is typically the most forgiving choice because its overall pace is tuned for learning and control rather than maximum speed. It is widely sold and specified for shorter playing distances, which helps keep rallies going while players are still building timing and clean contact.
Match Speeder: standard competitive flight and fast rallies
The Match Speeder is the official competition Speeder used in tournament contexts and is positioned as the default choice for experienced players who want the fast, direct flight that competitive Crossminton expects.
In flight, the Match Speeder is built for pace and precision, producing quicker exchanges and more demanding reactions. For typical outdoor play, it is also commonly paired with a wind ring when conditions get breezy, because the extra weight helps it hold its line better rather than getting pushed sideways.
Night Speeder: dusk and dark sessions with a light inserted
The Night Speeder is designed specifically for playing at dusk or in the dark. It uses a translucent head that allows a chemical glow stick style light (often sold as a "Speedlight") to be inserted so the Speeder remains visible in flight.
In flight, the Night Speeder is meant to behave like a serious game Speeder while adding visibility. Many Night Speeder tubes are sold with a wind ring for extra stability, and the light sticks are typically purchased separately, so it is worth confirming what is included before planning a night session.
Wind speeders: what to use when the breeze starts shaping the rally
Speedminton does not rely on a single "wind Speeder" alone; instead, windy play is usually handled with a combination of a wind-oriented Speeder choice and wind rings. For long-distance outdoor rallies and tougher conditions, Speedminton sells the Cross Speeder, which is positioned for outdoor play over longer distances with stable characteristics in wind and rain.
If you like the way the Match or Night Speeder plays but the wind is knocking it off line, adding a wind ring is the usual adjustment. The Speedminton wind ring is a tear-proof rubber ring that weighs 2 g and is fitted by rolling it over the cap of the Speeder, increasing resistance to wind-driven drift without forcing you to change the Speeder type.
- Use the Cross Speeder when you are playing longer distances outdoors and want a Speeder that is marketed for consistent flight in wind and rain.
- Use a wind ring when you want to keep using a Match or Night Speeder but need more wind stability.
- Fit the wind ring by rolling it over the Speeder cap so it sits securely and adds weight evenly.
- Re-test your usual strokes after adding a wind ring, because the added mass can slightly change timing and required swing effort.
Court setup
Speedminton (also known as crossminton) is played without a net on two separate, opposing squares. Each player (or doubles team) defends one square, and points are won by making the speeder land inside the opponent's square or by forcing an error.
- Standard match court: two 5.5 m x 5.5 m squares (measured as exterior dimensions including the lines).
- Distance between squares: 12.8 m (measured as an exterior dimension), with the space between the squares left open.
- Overall space to plan for (square + gap + square): about 23.8 m long by 5.5 m wide, before adding any safety clearance.
Standard court dimensions and alignment
Set up two identical squares, aligned so the squares face each other and their sides are parallel. In formal play, the 5.5 m side length and the 12.8 m separation are measured using the outside edges of the marked lines, so line width affects the usable inside area slightly.
If you are setting up multiple courts for group play, courts can be arranged side-by-side along the long side to share space efficiently, as long as players still have enough room to move safely around each court.
Lines: visibility, width, and what counts as in
Clear, consistent boundary markings matter because the speeder can land close to corners at speed. If you are using actual court lines (tape, webbing, or painted/chalked lines), tournament rules specify a consistent line width within a defined range, and the lines themselves count as part of the court.
- Use a high-contrast color that is easy to recognize against the playing surface.
- Keep line width consistent across all four sides of each square (tournament rules allow 2 cm to 6 cm when using court lines).
- Treat any speeder that lands on a boundary line as "in" (the lines are part of the court).
Cones and corner markers
For casual games and quick setups, you can mark only the corners rather than laying continuous lines. Eight markers are enough for a full court because each square has four corners, and the playing area can be established by visually connecting the corners.
Corner-only marking is fast and portable, but it makes close calls harder. If you want more consistent line judging, switch to tape, chalk, or a strap-style portable court that provides continuous boundaries.
Singles vs doubles spacing
The court layout does not change between singles and doubles in standard speedminton/crossminton play. Doubles is played on the same two-square court, with each team sharing one square. Court dimensions and the 12.8 m separation stay the same; what changes is player positioning and coordination inside the square.
- Singles: one player defends each square.
- Doubles: two players share each square, typically using a front (attack) and back-court role during rallies and service sequences.
Portable setup tips and safety clearance
Pick the flattest available area to keep bounces and footing predictable, then measure carefully so both squares are true 5.5 m squares and the separation is correct. A measuring tape works well; for repeat setups, a pre-measured cord or strap can speed up layout and reduce errors.
- Mark one square first, then build the opposing square by measuring the 12.8 m separation from the outside edge of the first square to the outside edge of the second.
- Use strap-style portable courts with ground pegs on grass or other soft surfaces; on sand, larger anchors are often used so the corners do not pull loose during play.
- Plan a safety zone around the court. Tournament guidance recommends at least 1 m outside the court where possible; additional side clearance is helpful if there is no neighboring court.
- For night play, highly visible or fluorescent boundary material makes the court easier to track under limited light.
Junior and reduced-size options
For U12 play under official crossminton rules, the court can be reduced to two 4 m x 4 m squares with 9 m of empty space separating them (measured as exterior dimensions). This smaller setup is also commonly paired with slower "fun" speeders in beginner-friendly sessions, because it keeps rallies manageable while players learn placement and footwork.
Core rules and gameplay
Speedminton is widely known in competitive play as crossminton: a netless racket sport where points are scored by making the speeder (shuttle) land inside the opponent's square. Under International Crossminton Organisation (ICO) rules, each rally produces a point unless the rally is replayed (a "let").
The basic rhythm is simple: serve to start a rally, hit the speeder back and forth, and win the point when your opponent cannot return a legal shot into your square or commits a fault. Because there is no net, the main focus is accuracy into the squares, legal serving from the serve zone, and avoiding faults such as double hits, body contact, or interference.
No net and court boundaries
There is no net or mid-court obstacle. The standard court consists of two squares, each 5.5 m by 5.5 m, facing each other with 12.8 m of space between them (the shuttle-passing zone). The court lines define the boundary of each square, and the lines count as "in".
Each square has a service mark (serve line) located 3 meters behind the front line. During the serve, the server must remain within the serve zone relative to that serve line. After the serve is executed, players may move freely and play the speeder from any position, but they must not enter the opponent's square with their body or racket while the speeder is in play.
- Standard court: two 5.5 m x 5.5 m squares, 12.8 m apart.
- Lines are "in" for boundary calls.
- Service mark: 3 m behind the front line of each square.
- Junior U12 court (ICO): two 4 m x 4 m squares, 9 m apart, with the serve line 2 m behind the front line.
How rallies start and how points are won
A rally starts with a serve. The rally continues with the speeder being hit alternately by the players until it is no longer in play because it touches the ground or a fault is called. A rally is won if the opponent makes a mistake or if the speeder touches the ground within the opponent's square (including its boundary lines).
If the speeder lands outside the opponent's square, it is out and the rally is lost by the side that hit it out. A special competitive convention used in crossminton is that if a player chooses to return an "out" speeder, that out call is treated as accepted and play continues.
- In: speeder lands inside the opponent's square or on its lines and is not returned.
- Out: speeder lands outside the square boundary lines.
- Accepted out: if you hit an out speeder back into play, you continue the rally instead of claiming the out.
Serving basics
Serving is done from the serve zone in your square. At the moment of striking the speeder on a serve, you must not cross the serve line (or the imaginary serve line if it is not physically marked). Standing on the line is allowed; stepping over it is not. At least one foot must remain in contact with the ground from the beginning to the end of the serve, and the speeder must be below the level of the serving hand (wrist line) at the moment it is struck.
The serve has to be a continuous forward motion once started, and players are not allowed to deliberately delay the serve. The server may only start serving if the returner is ready (if the returner clearly intends to return). After the serve is executed, the server is allowed to move out of the serve zone.
Service order and serve changes
The right to serve first is decided by a toss (commonly by throwing the shuttle and using the direction of its cap when it lands). Service is taken in blocks of three consecutive serves per side. If the score reaches 15:15, the right to serve changes after each point.
- Start: toss decides whether you serve or return first, or choose a starting side.
- Serve changes: 3 consecutive serves per side.
- At 15:15: serve changes after each point.
- Next set: under ICO rules, the party that loses a set serves first in the next set.
Faults that immediately lose the rally
In ICO rules, a fault ends the rally and awards the point to the opponent. Faults cover illegal serving, illegal contact with the speeder, and interference or unsportsmanlike actions during play.
- Service fault: the serve is not carried out according to the serve rules (position, wrist-line contact, continuous motion, foot contact, and serve line restrictions).
- Out: the speeder touches the ground outside the lines of the square (not inside or on the lines).
- Indoor obstructions: the speeder touches the ceiling or side walls.
- Body contact: the speeder touches any part of a player's body or garment, including shoes and socks.
- External contact: the speeder touches a person or object that is not part of the court (except two speeders hitting each other in the air).
- Carry or throw: the speeder is caught or stopped on the racket and then thrown as the return.
- Double hit: the speeder is hit twice in succession by the same player (in doubles, also a fault if it is touched successively by partners, even slightly).
- Mis-hit direction: the speeder touches a player's racket and does not travel towards the opponent's court, even with a slight touch.
- Square invasion: while the speeder is in play, a player enters the opponent's square with the racket or body.
- Interference: a player hinders the opponent from executing a legal shot, or distracts the opponent by actions such as shouting or gestures.
Rally replays
Some situations lead to a replay of the rally instead of awarding a point. In a replay, the last serve is not valid and the same player repeats the serve. Replays can be used when play is disrupted, when both sides fault at the same time, when the speeder becomes defective, when an external disturbance occurs, when a court line moves while the speeder is still in the air, or when players cannot agree whether the speeder was in or out and there is no official to decide.
Common beginner mistakes to avoid
Many early problems come from avoidable service errors, poor rally discipline, and basic movement habits that reduce reaction time and control. These are frequently highlighted in crossminton teaching and technique guides because they limit rally length and lead directly to unforced points.
- Stepping over the serve line during the serve, or lifting both feet so no foot remains in contact with the ground through the serve motion.
- Striking the speeder above the wrist line on serve, or pausing and restarting the serve motion after it begins.
- Trying to "catch" or "carry" the speeder on the strings to guide it, instead of making a clean hit.
- Hitting the speeder twice in succession while scrambling, or in doubles letting it brush both partners' rackets.
- Allowing body contact (including shoes or clothing) on fast defensive saves.
- Standing stiff with knees unbent, or with feet too close together, which reduces balance and reaction speed.
- Standing exactly in the center of the square by habit instead of adjusting positioning to cover the front corners quickly.
- Failing to keep eyes on the approaching speeder, leading to late contact and poor placement.
- Hitting the speeder too close to the body, which reduces power and directional control.
- Using minimal body rotation on groundstrokes and overheads, producing weak or misdirected shots.
Scoring, sets, tiebreaks, and tournament formats
Speedminton (often played under the international name crossminton) uses rally point scoring: a point is awarded on every rally, not only to the serving side.
How points are won
A rally is won when the opponent commits a fault or when the speeder touches the ground inside the opponent's square (including the boundary lines). For line calls, the speeder is considered in when the head of the speeder touches the line.
Set length
Under International Crossminton Organisation (ICO) rules, a set is played to 16 points. The first side to reach 16 wins the set unless the score reaches 15:15.
Tiebreak at 15:15
If the score becomes 15:15, the set continues until one side leads by 2 points. There is no separate tiebreak game; the same rally scoring continues beyond 16 if needed until the 2-point margin is reached.
Service rotation tightens at 15:15: the right to serve changes after each point. Outside 15:15, service is taken in blocks of three consecutive serves before switching to the opponent.
Match length options
The ICO match format is best of three sets, meaning the first side to win two sets wins the match. Some non-ICO formats and some Speedminton-branded rule summaries describe matches as best of five (first to three sets), which changes time planning and can be used when organizers explicitly announce it in advance.
Changing court sides
Players change court sides after the first set, and again after the second set if a third set is played. In the deciding third set, players change sides after every 6 points scored, counted from the start of the set.
Common tournament draw structures
Many tournaments combine group play with an elimination bracket. ICO rules explicitly cover both group stages and knockout stages, including how players advance and how ties are resolved in group standings.
- Group stage (round-robin pools), followed by a knockout bracket.
- Group stage only (used at some events, with final placings determined from group standings).
- Doubles draws that may be run as knockout-only in events whose tournament standards allow it, while certain ICO standards do not allow singles to be run as knockout-only.
Advancement and elimination under ICO rules
When a tournament uses groups and a knockout stage, the best two players from each group advance to the knockout stage. A loss in the knockout stage means direct elimination, and there is no extra match to decide third place.
Resolving ties in a group stage
If players are tied in a group on wins and losses, ICO rules rank them by the following criteria in order:
- Won/lost matches.
- Won/lost sets (evaluated by ratio).
- Won/lost points (evaluated by ratio).
- Result against the tied opponent(s).
- By lot.
Serving rules, legal serve technique, positioning, and return priorities
In Speedminton (often governed in competition by ICO Crossminton rules), the serve starts every rally and is regulated to prevent delays and to keep the contact point low. In common published rule summaries, service changes after three consecutive serves and switches to one-serve alternation at 15:15. In tournament rules, the serve is also treated as a defined movement (start, execution, and faults), so both players can judge a legal serve consistently.
Serving rules and what makes a serve legal
A legal serve is made from the service zone and must be struck with a low contact point while the server remains behind the serve line at the instant of contact. Tournament rules also define when the serve starts and ends, so you cannot fake-start the motion and reset without consequence.
- Service is taken from the service zone inside the square; at the instant of contact, the server must not cross the serve line (standing on the line is allowed, standing over it is not).
- From the start of the serve motion until the serve is completed, at least one foot must remain in contact with the ground.
- At the moment the racket contacts the speeder, the entire speeder must be below the level of the serving hand (wrist line). Many rule summaries teach this as dropping the speeder from around hip level and striking it as it falls.
- Once the serve motion begins, the racket must move forward continuously through the hit; interrupting the forward motion is not allowed.
- The serve starts with the first forward movement of the racket head. The serve is considered executed when the speeder is hit, or when the server swings and misses after starting the serve motion.
- The server may only begin when the returner is ready (readiness is judged by visible intention to return). In tournament conditions with extreme weather, the serve must be made within a limited time after the previous rally ends.
- After the serve is executed, the server is allowed to move out of the serve zone.
- Service typically changes after three successive serves; at 15:15, the right to serve changes after each point.
Legal serve technique (underhand drop serve) for consistency
Coaching materials for Speed Badminton emphasize a repeatable, low-contact serve built from a stable stance, a clean drop, and a smooth forward swing. The goal is a controlled strike that meets the low-contact requirement without rushing the motion.
- Initial position: stand sideways with one foot slightly in front, knees slightly bent, and the upper body lightly rotated. Hold the speeder in the non-racket hand and the racket in the hitting hand.
- Hitting position: drop the speeder and swing the hitting arm toward it in one continuous motion. Strike the speeder as it falls and shift weight toward the front foot through contact.
- Finishing position: let the hitting arm continue through (a natural follow-through toward the shoulder is a common teaching cue), then return immediately to a ready/basic position for the next shot.
Serve positioning and placement goals that fit the rules
Because the serve must be struck low and from behind the serve line, placement is mainly created by changing contact timing, racket face angle, and aim rather than by hitting from a high contact point. Court layout in official rules is based on two squares (standard competition squares are 5.5 m x 5.5 m set 12.8 m apart), with service and attack markings used to define the service zone on many courts.
In training progressions, serve practice is often done with accuracy targets at different distances and with the reminder to keep the speeder on a low level during controlled rallies. This approach builds a serve that stays legal while still being difficult to attack immediately.
Return positioning: where to stand and how to be ready
The returner has flexibility in where to stand at the moment of the serve. Under ICO rules for singles, the returner can be positioned either in or out of their square at the time the server strikes the speeder. Regardless of stance location, coaching guidance emphasizes using a basic ready position so you can accelerate in any direction as soon as the serve is struck.
- Basic position cues: feet about shoulder-width apart, knees slightly bent, racket held in front of the body, and the body kept loose and ready.
- Stay in the basic position as much as possible (this applies to both serving and returning players), and resume it after every hit instead of admiring the shot.
- A split step (a small hop landing on the balls of the feet at the moment the opponent hits the speeder) is taught as a timing tool to improve the first step on the return.
Return priorities to win points (first-shot plans from coaching progressions)
Return choices in Speedminton are shaped by the scoring condition: you win rallies when the speeder lands in the opponent's square (including the lines) or when the opponent makes a mistake. Coaching materials therefore focus on using the first return to create pressure immediately when the serve is weak, and to remove pressure when the serve is strong.
- Attack an easy serve: in offensive-tactics drills, a common pattern is that one player serves an easy ball to the receiver's forehand, and the receiver tries to score with a single drive shot. The point of the drill is to recognize a non-threatening serve and turn the first return into an instant attack.
- Punish a high, short serve: another coaching pattern is a serve that sits up and lands too short toward the front court, followed by a smash from the receiver to try to score as quickly as possible.
- Against a low, fast serve: defensive-tactics drills include a sequence where the server plays low and fast serves and the returner is required to play every return deep into the server's back court, with the drill treating a return that lands in the front court as a mistake. This reinforces depth as a priority when the serve is designed to rush you.
- When you cannot attack safely, use defensive options: coaching notes explicitly list defensive shots such as clears, safe drop shots, shots directed to the center of the court, volley shots, and energy-efficient footwork. These choices aim to keep the speeder in play, reduce unforced errors, and build pressure by consistency.
- Reset immediately after the return: after any return, recover to a ready/central position so you can cover the next ball. Training descriptions repeatedly pair "hit" with "resume to the central/basic position after each shot."
Doubles: serve/return roles, legal positioning, and common faults
Doubles in Speedminton/Crossminton adds role and positioning requirements that matter on the serve and the return. In ICO rules, the receiving pair must announce who is the attack player and who is the back court player before each set, and then the serving pair decides which player serves and which player stands at the front line. After the serve, the speeder can be hit from any position by either player of the returning pair until the rally ends.
- Serve rotation is defined and must be followed. In published rules and ICO tournament rules, the side with the right to serve takes three successive serves before service changes, and the right to serve rotates through the four players in a fixed sequence.
- Position faults can be called at serve, return, or during the rally. A key concept in the written rules is that the back court player must remain the player closest to the back line at the moment of striking the speeder; the front player must not step behind in a way that reverses which partner is "back" at contact.
- Practical implication: agree on roles before the set, start each rally in a clear front/back arrangement, and be careful that last-second footwork on serve and return does not accidentally swap the order of your pair at the instant of contact.
Key strokes, grip, footwork patterns, and controlling speed and placement
Speedminton (also known as Crossminton) rewards clean fundamentals because the Speeder travels fast and there is no net to slow the rally down. The same core ideas connect every rally: a stable ready position, efficient movement back to a central base, and consistent contact in front of the body so you can direct the Speeder with intention.
In standard teaching materials for the sport, players are typically taught to use a middle grip for all strokes rather than switching grip styles mid-rally. This simplifies learning and makes it easier to repeat reliable mechanics under pressure.
Grip and basic position
Official teaching guidance recommends the middle grip and emphasizes that you do not change your grip style during play. Instead, shot direction comes from body positioning, racket-face alignment, and striking the Speeder in front of the body.
- Use the middle grip for all kinds of strokes, keeping the hand relaxed enough to react quickly.
- Adopt the basic position while waiting for the Speeder: feet about shoulder width, knees slightly bent, racket held in front of the body, and the body loose and ready to move.
- Between strokes, return to the basic position to stay prepared for the next shot.
Serve mechanics and common errors
The serve is treated as a decisive stroke because it starts the rally and can immediately pressure the receiver. Standard descriptions teach an underhand serve played from the waistline: you drop the Speeder (rather than throwing it up) and strike it as it falls, contacting it in front of your body while rotating the upper body toward the opponent.
- Initial position: stand sideways with the front foot pointing forward and the rear foot at a slight angle, knees slightly bent, upper body slightly rotated toward the opponent, and the non-racket hand holding the Speeder with its head down.
- Hitting action: drop the Speeder and swing the racket arm to meet it while rotating the upper body toward the opponent, striking in front of the body and shifting weight onto the front foot.
- Finish: allow the hitting arm to swing through and step into the basic position as quickly as possible.
- Avoid the common mistake of tossing the Speeder upward before contact; the serve is taught as a drop-and-hit action.
- Keep the serve at the waistline; overhead serving is described as neither permitted nor useful in the referenced technique guidance.
Forehand: the primary rally stroke
The forehand is described as the most frequently used stroke, and it can be played low, half high, or high depending on the situation. For control, you are taught to move the body in the direction you aim and to strike the Speeder in front of the body.
- Start in the middle grip with knees slightly bent for balance.
- Prepare with the upper body turned opposite the hitting direction and the hitting arm taken back, then rotate forward through contact.
- Align the racket face with the intended direction and shift body weight forward during the hit.
- Finish with a natural swing-through and return to the basic position promptly.
Backhand: positioning first, then contact in front
Teaching materials describe the backhand as the most challenging stroke for many players, largely because it demands early positioning and strong body rotation. A key cue is to change your position so the hitting-side shoulder points toward the opponent, then strike in front of the body rather than letting the Speeder get too close.
- Use the middle grip and rotate the upper body so the hitting-side shoulder goes forward in preparation.
- Shift body weight, rotate into the shot, and hit the Speeder in front of the body for better power and control.
- Common errors include insufficient body rotation and contacting the Speeder too close to the torso.
Overhead strokes: clear and smash
High and long shots are handled with overhead strokes. Technique descriptions emphasize a prepared racket position above and behind the head, coordinated body rotation (including the hip), and contact above and slightly in front of the head. Strong overhead mechanics also support faster recovery back toward a central base.
- Prepare in the middle grip with the racket above and behind the head, weight loaded onto the rear foot, and knees slightly bent.
- Rotate the body toward the basic position as the elbow leads the hitting action, then extend the hitting arm and strike above and slightly in front of the head.
- Shift weight forward and allow the racket to swing out down across the body, then step forward to recover.
- Common errors include no body rotation, losing visual tracking of the incoming Speeder, and failing to fully extend the hitting arm.
Base recovery and court coverage
Technique guidance highlights that the square can feel small until the pace increases, at which point it becomes a demanding area to cover. Returning to a central position after each shot is described as essential for handling the next reply. For many situations, the central base is taught slightly forward rather than exactly in the middle, because short, low shots require quicker reactions than long, high ones.
- Reset to a central position between strokes so all corners are reachable with minimal steps.
- Use the shortest route into the corner and then recover back out immediately after contact.
- When pressured near the front, a lunge forward helps you reach the ball and then push back to base.
- Overhead footwork is linked to recovery: the forward weight shift during overhead strokes can be used to move back toward the central position.
Split step timing
Teaching guidance describes the split step as a small hop that lands on the balls of the feet at the moment the opponent strikes the Speeder. The goal is agility: the landing prepares the legs to push explosively into the next movement rather than being flat-footed or mid-step when the direction becomes clear.
Side steps, crossing steps, chassé steps, and step-through movement
Footwork resources for the sport distinguish several patterns for different distances and situations. Side steps are described as basic defensive steps for the attack line, keeping the feet parallel and the legs slightly bent. Crossing steps cover ground but are described as slower and more prone to tripping. Chassé steps (fencing-like) are taught as a preparation step before lunging, with the feet not passing each other. A step-through (stem step) is also described, valued for its control because the movement keeps constant ground contact.
- Side steps: feet move parallel on the balls of the feet with slightly bent legs, used as basic defense along the attack line.
- Crossing steps: one foot moves past the supporting leg, typically slower and with a higher chance of tripping if rushed.
- Chassé steps: front foot points into the movement direction (rolling heel to toe) while the rear foot sets down perpendicular as you push forward; the feet never pass each other.
- Step-through: the rear foot is pushed past the front foot toward the opponent’s square, and it is highlighted as a controlled option because of constant ground contact.
Lunge step: the most-used court-saving pattern
In Speedminton footwork materials, the lunge step is described as the most frequently used technique because it saves time and helps cover a large court. It is also emphasized as a way to defend the square and quickly resume the central position after each shot. Coaching notes stress correct directionality, stable alignment, and an upright posture so you can spring back for recovery.
- Lunge with the correct foot for the side you are moving to (right side with right foot, left side with left foot).
- Point the front foot toward the incoming Speeder rather than turning the toe inward.
- Keep the knee behind the foot on landing and use the lunge leg to spring back softly into recovery.
- Maintain an upright head and body posture and use the non-racket arm for stabilization.
Jumps for overhead play: vertical jump and scissor jump
Footwork coaching materials describe both a vertical jump and a scissor jump for overhead situations when time allows. A vertical jump can support a steeper attacking angle for a jump-smash. The scissor jump is described as increasing reach height and helping recovery because the body’s center of gravity moves toward the central position after the shot.
- Vertical jump: jump with both feet and land on both feet with a balanced posture, using the time available to meet the Speeder higher.
- Scissor jump: used for more effective overhead play by increasing reach height and moving the body toward the central position after contact.
- Step-through control is recommended as a foundation before adding scissor jumps, because constant ground contact increases movement control.
Controlling speed and placement through targets and sequencing
Tactical guidance for the sport emphasizes the corners as the most effective targets. Fast, well-placed shots into the front corners are described as especially difficult to return, while deep shots to the back corners often give the opponent more time but can set up the next attack. This creates a simple, repeatable pattern: use depth to move the opponent back, then accelerate the rally by playing fast and short into the front corners.
- Prioritize corner targets, with front corners highlighted as high-percentage scoring locations when you can hit fast and accurately.
- Use long, high shots (clears) to move the opponent to the back, then follow with a quicker, shorter shot to the front corners to finish the point.
- Maintain a forward-biased central base so you can react to short, low shots while still having time to chase high, long balls to the back.
- When under pressure, choose a quick short return or a higher defensive stroke, then immediately recover to the central position.
- If possible, reduce reliance on backhand strokes in the back of the court by positioning early to play forehands instead.
Singles tactics plus doubles communication, roles, targeting, and switching patterns
Speedminton (Speed Badminton/Crossminton) rewards precision and court coverage more than raw power. With no net and a compact 5.5 m by 5.5 m square to defend, points are often decided by whether you can hit the Speeder into high-percentage targets while recovering to a ready position fast enough for the next shot.
Across singles and doubles, reliable tactics start with clean fundamentals: a serve that puts pressure on the receiver, consistent shot selection under wind or lighting changes, and disciplined movement back to a central base after each stroke.
Singles: targets and point construction
The highest-percentage targets are the corners of the opponent's square, because they stretch reach and footwork. Fast, well-placed shots to the front corners are especially effective for direct points, while deeper corner shots can be used to move the opponent back and set up a shorter, faster follow-up into the front corners.
- Prioritize front-corner placement for finishing shots, and use deeper shots to create time and space for the next attack.
- Accept that control matters: develop touch so aggressive placements still land inside the opponent's square.
- Vary pace and height to disrupt timing, especially when the opponent is settled in a comfortable rhythm.
Singles: positioning and footwork discipline
A strong default is a central position that sits slightly forward of the geometric middle of the square. The reason is practical: you usually have more time to chase longer, higher shots toward the back, while short, low shots toward the front corners demand faster reactions and a shorter first step.
Use compact, quick steps to cover the square and reset after each stroke. For short balls near the front line, a lunge step helps you reach the Speeder early and still recover. For shots taken from deep positions, overhead mechanics that carry your body weight forward help you return toward the central base as part of the stroke.
Doubles: defined roles and legal positioning
Doubles is played on a single square with two players per side, and the match procedure requires teams to identify roles as attacker (front player) and back court player before a set begins. Once the rally starts, either partner on the receiving side may strike the Speeder, but the team must maintain the attacker/back court relationship during play.
Position faults are judged during the rally: if the back court player steps ahead of the attacker at the moment of striking, or if the attacker drops behind the back court player at the moment of striking, the point can be called lost immediately even if the rally has not ended. Build your movement habits around staying clearly staggered front-back so you are not forced into illegal overlaps when reacting under pressure.
Doubles: serve order and switching patterns
In doubles, the serving player serves from the back court/serve zone. Service follows a fixed rotation among the four players: when the right to serve changes sides, it passes to the attacker of the team that has just won the serve, and that player becomes the back court player for serving. The rotation then continues through the other players in sequence, and a player is not allowed to serve out of order.
That built-in rotation creates the core switching pattern in doubles: your team changes who is back and who is front whenever the next server changes within your pair. Treat the serve as the clean reset point for switching, so both players start the rally in clear attacker/back positions rather than trying to improvise a swap mid-exchange.
Doubles: communication, targeting, and coordinated shot selection
Doubles works best when both players make the same decisions at the same time. Use the pre-set announcement of attacker/back court player as a tactical tool, not just a formality: pick roles that match strengths (fast interception and touch in front, overhead coverage and consistency from the back), then keep roles stable until the serve rotation forces a switch.
Targeting principles from singles still apply: corners remain valuable, with front corners rewarding speed and precision and back-corner depth helping to create time. In doubles, your placement choices should also support your partner's role, for example by choosing safer, higher shots when your partner is out of position, or choosing faster, lower placements when your attacker is set and ready to finish.
- Before each rally, confirm who is serving next in the rotation and which player starts as attacker vs back court player.
- Use short, unambiguous calls for mid-court balls where both players could reach, so you avoid hesitation and illegal overlaps.
- When opponents pressure one area repeatedly, adjust by tightening the front-back spacing without crossing roles, so coverage improves without risking a position fault.
Speedminton training drills
Speedminton (also known as crossminton) is played without a net on two opposing squares that are 5.5 m x 5.5 m, placed 12.8 m apart. In match play, points are won when the speeder touches the ground inside the opponent's square (including the lines) or the opponent makes a mistake.
Because there is no net, good training mixes (1) clean contact and repeatable technique, (2) placement into the corners and front zones of the square, and (3) fast first steps so you can cover the square and recover back to a ready position. The drills below are built around those demands and can be scaled up or down by changing distance, speeder type, and target size.
Warmups
Start with a general warm-up that raises temperature and prepares joints for fast changes of direction, then add racket-and-speeder work that grooves timing before you hit hard. If you are setting up an official court, remember the service mark is 3 m behind the front line, and the tournament serve is played underhand below the hip from behind the serve line.
- Linear and lateral movement warm-up: run forward, run backward, arm circles, lateral shuffle, forward lunge steps, then short sprints back and forth.
- Racket-only mobility warm-up: lay the racket on the ground and jump back and forth over the grip (two legs, then single leg alternating), lunge step over the racket alternating legs, and jump over an upright racket placed on its grip.
- Whole-body activation with the racket: hold the racket with both hands and move it like a jump rope while stepping over it, bend and reach toward toes with the racket, then hold it overhead and lean left, right, forward, and back.
- Self-control warm-up: hit the speeder straight up and keep it in the air, alternating forehand and backhand while counting consecutive touches.
- Progressive partner warm-up: in pairs at close distance, rally the speeder underhand (serve-like). Increase the distance as rallies become stable, then move back in and repeat with cleaner, more controlled contact.
Accuracy drills
Accuracy in speedminton is about putting the speeder into hard-to-cover zones of the square, especially the front corners. Use cones, tape, or flat markers to define target areas inside the opponent's square so you can measure consistency instead of guessing.
- Marked target zones: mark a small target area inside the opponent's square (for example, a small square near a front corner). Player A plays 10 controlled forehand drives (or 10 controlled backhands) into the target while Player B returns a consistent stroke to keep the drill repeatable. Swap after each set.
- Bonus-point targets during games: keep a normal rally-scoring game, but add bonus points for shots that land in a pre-marked target zone. This keeps shot selection realistic under pressure.
- Go for three serving challenge: place a basket or hoop in the opponent's square as a landing target and serve from behind the serve line (3 m behind the front line). Start closer and move farther back as accuracy improves, playing best-of-3 attempts per position.
- Risk ladder: place multiple hoops or marked zones at increasing difficulty and assign point values by difficulty (higher points for smaller or more awkward targets). Each player takes a fixed number of serves or controlled attacks and totals points.
- In-the-hoop stability rally: each player stands inside a hoop (or a taped circle) and is not allowed to step out. Rally as long as possible. This forces earlier preparation, cleaner contact, and better placement without relying on last-second footwork.
Reaction games
Reaction training is most useful when it includes both a trigger (visual or verbal) and a movement requirement, not just fast hands. Use short rounds so quality stays high, and rotate roles frequently so everyone stays engaged.
- Your turn call-out: in a small group, one player keeps the speeder in the air and calls a teammate's name; that teammate must step in and continue the rally immediately, then call the next name. Keep the speeder in play as long as possible.
- Speeder chase circle: players form a circle with rackets; run two speeders at once (one passed left, one passed right). The objective is controlled passing until both speeders meet, which forces fast recognition and clean handling under time pressure.
- Who is next racket pass: players stand in a tight circle with rackets upright and a clear right/left signal decides which way to pass immediately. Increase difficulty by changing signal timing or adding movement before the pass.
- Hunters (movement and awareness): mark a play area; two hunters try to hit others by throwing a speeder. Players who are hit squat down and can be freed by teammates (for example, via a simple agreed action). Keep rounds short and rotate hunters.
- Merry-go-round runaround: split into two lines behind the two squares. The first player from each line steps into the square, hits the speeder into the opponent's square, then runs along the side toward the other line and joins the back. Add a simple life system (for example, a fixed number of faults before you step out) to keep focus and pace high.
Conditioning ideas
Conditioning for speedminton is mostly about repeatable short efforts: accelerating, decelerating, lunging into the front corners, and recovering to a ready position. Mix fun team conditioning with court-specific movement so fitness transfers to play.
- Bring them home relay: spread Fun and Match speeders around the play area with two baskets at the start lines. Two teams race to collect the correct speeder type and return them to the right basket, taking a fixed number per run.
- On and off shuttle relay: each player starts with a speeder. Sprint to a basket placed roughly 30 feet (about 9.14 m) ahead and drop it in, then sprint back and tag the next player. After everyone has gone, reverse the relay to retrieve and return speeders to the line.
- Tag with safe zones: place rackets around the area as "safe" spots, but limit how long a player can remain safe (for example, 5 seconds). This builds repeated accelerations and quick reorientation.
- Central-position recovery: mark a central recovery spot inside the square and require the player to step back onto it after every hit during a rally drill. This trains the habit of recovering between shots.
- Corner collection lunges: place speeders at the front line and in each corner of the square. Without a racket, lunge to collect one speeder at a time and return to the central mark before the next. Keep the movement crisp rather than rushed.
Simple weekly plan
This is a straightforward three-session week that fits recreational players and can be expanded by adding more sets, longer rallies, or an extra light session. Each session includes a warm-up, a skill block, a game block, and a short conditioning finisher.
- Session 1 - Accuracy and serve placement: warm-up + self-control speeder hits; marked target zones (10-shot sets forehand and backhand); Go for three serving challenge from behind the serve line; finish with central-position recovery rallies.
- Session 2 - Reaction and footwork: warm-up + progressive partner underhand rallies; Your turn call-out game; merry-go-round runaround; finish with corner collection lunges and short sprint repeats.
- Session 3 - Match skills and conditioning: warm-up + in-the-hoop stability rally; bonus-point targets game to encourage front-corner placement; finish with Bring them home or On and off relay for 2-4 short rounds.
Variants and conditions: night play, wind, beach and grass
Speedminton (Crossminton) is designed for net-free play indoors or outdoors, so the same basic setup can be adapted to different conditions. The quickest improvements usually come from choosing the right Speeder type, marking the court clearly, and adjusting the session format to match light, wind, and footing.
Speeder variants and when to use them
Speedminton equipment commonly includes multiple Speeder types intended for different situations and skill levels. Using the appropriate Speeder helps keep rallies playable when you change distance, surface, or weather.
- Fun Speeder: a lighter option intended for beginners and children, and for shorter distances.
- Match Speeder: the standard choice for faster, more competitive rallies; Speedminton describes the MATCH Speeder as the official competition shuttle used in ICO tournaments.
- Cross Speeder: intended for outdoor play and longer distances, and used as an option on breezy days.
- Night Speeder: designed for play in the dark; a Speedlight can be activated and inserted into the Speeder so the head glows.
When introducing new players, a practical progression is to start with the Fun Speeder at shorter distance, then increase spacing and move to a faster Speeder once consistent contact is established.
Night play and Blackminton sessions
Speedminton describes "Blackminton" as playing in the dark using the Night Speeder and Speedlights. The setup can be used outdoors at dusk or in a darkened indoor space, with the glowing Speeder making rallies possible when regular visibility drops.
For safer night sessions, pick a flat, obstacle-free area and make boundaries easy to see. If you are outdoors, adding steady area lighting for the court edges (in addition to the glowing Speeder) helps players judge distance without having to rely only on the Speeder's glow.
- Clear the area of holes, curbs, rocks, and low obstacles before starting.
- Mark both squares clearly (court straps, cones, or chalk depending on the surface).
- Agree on a shorter playing distance if the environment is very dark or crowded.
Wind and outdoor adjustments
Crossminton resources describe the Speeder as smaller and heavier than a traditional badminton shuttle, making it more wind resistant and suitable for outdoor play. When wind still disrupts the flight path, the documented equipment-based adjustment is to use the Cross Speeder or add a wind ring for additional stability.
Speedminton wind rings are rolled over the Speeder's cap and add about 2 grams of weight. In match formats, changing ends is used to keep conditions fair when wind or lighting differs across the two squares.
- Add a wind ring when gusts push the Speeder off line.
- Move to a more sheltered spot (trees, fences, or buildings can reduce crosswinds) if the game becomes erratic.
- When playing sets, switch ends regularly so both players experience similar wind and light.
Beach and grass: practical setup tips
Because no net is required, Crossminton can be played on many surfaces, including grass fields and sand. Teacher and rules resources describe marking courts with ribbons, cones, or chalk, and also note that portable court lines (such as an Easy Court) can be used on grass or in the sand.
A standard court format uses two squares of 5.5 m with 12.8 m between them. On soft ground, portable court lines are typically anchored with stakes; on sand, flattening or smoothing the squares can help keep landings visible and reduce awkward footing.
- Grass: remove stones and debris from the squares and keep a clear buffer around the court for chasing shots.
- Sand: expect slower starts and stops; reduce distance at first and smooth the landing zones so the Speeder does not vanish in footprints.
- Either surface: if lines cannot be staked or taped down, use cones to define corners and refresh them as they shift.
Family-friendly mini-games using Speedminton gear
Speedminton teaching materials include several simple formats that work well for mixed ages. These games can be run with minimal rule complexity and can be scaled by shortening distance, using the Fun Speeder, or allowing a gentle learning pace.
- "Speed it" rally: two players volley and count how many hits they complete within one minute.
- "Round the world": split into two teams on a court and rotate players through rallies after each serve; misses can be used as outs to keep the game moving.
- "Jail": players who miss a served Speeder into the far square move to the opposite square; catching a later served Speeder is used as the mechanism to switch who is "in jail."
- Target practice: teaching resources include "sharp shooting" examples using targets like cans or softballs, which can be adapted to a safe, family-friendly setup.
For younger kids, shorten distances, keep scoring cooperative (team total or personal best), and prioritize safe spacing so everyone has time to react to the Speeder.
Speedminton FAQ
What equipment do I need, and what should I choose first?
To start playing Speedminton (often described as Speed Badminton or Crossminton), you only need two rackets and a Speeder. Unlike badminton, there is no net, and the Speeder is designed for outdoor play and a more stable flight in wind than a feather shuttle.
- Rackets: Purpose-built crossminton/speedminton rackets are common. In ICO tournament rules, rackets must not exceed 61 cm in length and 650 cm2 head size (U12 may differ).
- Speeders: A typical progression is FUN Speeder for beginners and shorter distances, then MATCH Speeder for regular play at longer distances.
- Wind ring: In stronger wind, a rubber wind ring can be rolled over the Speeder cap to make it heavier and more wind resistant.
- Night play: For dusk or darkness, a NIGHT Speeder can be used with a Speedlight inserted into the cap.
- Court marking: You can play without marking a court, but for match-style play many players use two 5.5 m squares set 12.8 m apart (for example with a portable Easy Court).
How do scoring and match formats work?
Most common rule sets use rally scoring where you win points on each rally. A game (or set, depending on the rule set) typically ends at 16 points, and if the score reaches 15:15, play continues until someone leads by 2 points.
- Recreational Speedminton rules commonly describe games to 16 with win-by-2 from 15:15, with match formats varying by organizer (for example first to 2 game wins or first to 3 game wins).
- ICO tournament rules define a match as best-of-3 sets (first to win 2 sets), with each set played to 16 points (win by 2 from 15:15).
Serving basics and common edge cases
Serving is done with the Speeder dropped and struck as it falls, not thrown like a ball. Many recreational guides describe serving from about hip or waist level, and the official ICO rules also restrict the serve so the Speeder is below the server's striking hand (wrist line) at the moment of contact.
Service normally changes after every three serves. If the score is 15:15, service switches after every point. Every serve counts (there is no second serve).
- Lines: If you are playing with marked squares, lines are part of the court. A Speeder landing on the line is in.
- "Accepted" out: Under Speedminton guidance, if a player returns a Speeder that had landed out, it is treated as accepted and the rally continues.
- Service faults: A service fault includes serving outside the defined serve requirements (for example, not serving from the designated serve zone on a marked court, or striking the Speeder above the allowed height/hand level depending on the rule set).
- Disputed calls: If players cannot agree whether a Speeder was in or out and there is no umpire, ICO rules allow the point to be replayed.
- Unforeseen interruptions: ICO rules include repeated play situations (replay the point) when something unforeseen occurs or court lines are moved during play.
How hard is Speedminton to learn?
Most beginners can start rallying quickly because there is no net and you can choose a comfortable distance. A common learning path is to begin with the FUN Speeder at about 5 m between players, then gradually increase distance up to about 10 m as control improves, and switch to the MATCH Speeder around 12-15 m.
As you improve, the main skill jump is handling faster, flatter trajectories and reacting to deep shots that land inside the square, since points are won when the Speeder hits the ground inside the opponent's square (including lines).
Injuries and how to reduce risk
Speedminton involves quick accelerations, decelerations, pivots, and overhead strokes, so the risk profile is similar to other racket sports. Research on badminton injuries shows overuse problems are common, with frequent involvement of areas such as the shoulder, knee, and lower back, alongside acute issues like ankle sprains.
- Warm up before play, especially shoulders, forearms, hips, and calves.
- Use court shoes with good grip and lateral support when playing on indoor courts, and choose footwear appropriate to the surface outdoors.
- Build volume gradually if you are new to repetitive overhead shots or high-intensity footwork.
- Stop and assess if you feel sharp pain, swelling, or instability after a twist or fall.
Where can you play?
You can play Speedminton on many flat surfaces because there is no net. Common locations include parks, beaches, backyards, playground asphalt, and indoor gyms. For match-style play, you can quickly set up a portable court with two squares (5.5 m each) placed 12.8 m apart.
The Speeder is marketed as designed for outdoor play, and Speedminton guidance notes wind resistance up to wind force 4 and a stable flight path up to about 30 m, which is one reason it is often played outdoors.