Padel Smash

Game rules

How to play Padel Smash on iPhone and iPad: scoring, serving, controls, practice, and online matches.

Rule 01

Match formats and scoring

01

Quick 7

A single tiebreak: first to seven points, win by two.

02

One set

First to six games, win by two. Play a tiebreak at 6–6.

03

Best of three

Win two sets to take the match. Each set uses advantage scoring.

In One set and Best of three, games score 0, 15, 30, and 40. At 40–40 (deuce), win two consecutive points to take the game. Set tiebreaks are first to seven, win by two.

Padel Smash uses advantage scoring. It does not use the Star Point or Golden Point options described in the 2026 FIP rules of padel.

Rule 02

Solo and multiplayer

Play solo against the computer, or connect through Game Center for online play.

  • Heads up: Two people face each other. Each controls a pair.
  • Co-Op: Two people team up against the computer.
  • 4 players: Each person controls one character.

Solo matches and mini-games do not require an online profile.

Private matches let you invite friends or share a match link. Nearby play connects compatible devices around you. Choose teams and mark yourself ready in the lobby before starting.

Rule 03

Swipe controls

Your pair moves into position automatically. The glowing ring identifies the teammate receiving the ball; swipe to swing with that player. In solo play and Heads up, you control both teammates’ swings. With a human partner, each of you swings for your own player.

  • Aim: Swipe toward the landing spot. The landing ring follows your finger.
  • Power: Flick faster for a harder shot.
  • Lob: Use a longer, slower upward sweep.

The game selects forehands, backhands, volleys, and overheads based on your position and the ball’s height.

Rule 04

Serving

Tap the court or swipe to start the serve. Your player bounces the ball behind the service line and serves underarm into the diagonal service box. The returner must let the serve bounce before returning it. You get two attempts; two faults lose the point.

A serve that clips the net and otherwise satisfies the game’s service rules is replayed. A serve that misses the correct box, or hits the fence after its first bounce and before its second bounce, is a fault. If a valid serve rebounds off the glass, the returner can play it before the second floor bounce.

Rule 05

Rallies and faults

Send the ball over the net and into the opponents’ court. In a rally, you can volley before the bounce or return after one bounce. If it bounces twice before your team returns it, you lose the point.

The ball must bounce in the opponents’ court before contacting their glass or fence. Hitting their enclosure first is out. A shot that fails to cross the net also loses the point.

Rule 06

Glass and fence rebounds

After a legal bounce, the glass and fence can produce a playable rebound. Return the ball before the second floor bounce.

To hit the ball off your own glass (a contrapared), drag down toward that glass. Gesture length sets power, and a diagonal gesture selects side glass. Release as the ball reaches your racket. A return through your own glass can be legal; a return through your own fence is not.

Rule 07

Court exits and smashes

The side entrances are open at the net. During a rally, a ball that first bounces legally in the opponents’ court can leave through an entrance or clear the enclosure. These arenas do not allow outside retrieval, so a legal exit ends the point.

An X3 smash clears a three-metre side enclosure; an X4 smash clears the four-metre end enclosure. A shot that flies out before its required bounce is out.

Rule 08

Practice modes and rewards

  • Ball Machine: Three rounds of 15 feeds. Follow the shot cue, time your contact, and return into the targets.
  • Serve Challenge: Ten serves: five from the right, then five from the left. Aim into the highlighted diagonal service box. A net let repeats the same serve.
  • Glass Master: Ten feeds. Let the ball bounce and rebound off your glass before returning it into the target.
  • Find the Gap: Ten feeds. Send the ball through the opening between the training dummies and land in the highlighted target.

Choose Beginner, Intermediate, or Advanced. Target scores are 1 character XP for the outer ring, 3 for the inner ring, and 5 for a bullseye. A legal return outside the target earns no target XP. On Fire does not multiply these XP awards.

XP is saved after each completed round. Leaving during a round loses that round’s reward, but keeps rewards from completed rounds. Online rewards must sync with your profile. Older saved sessions may use the scoring they started with.

The daily character XP limit is 400 for Ball Machine and 200 for each of the other three mini-games: 1,000 in total. These limits are shared across your characters and reset at local midnight. You can continue practising after reaching a limit. Practice XP levels your selected character. Practice does not earn account Club XP, spendable Club Points, or league Points.

Rule 09

XP and Club Points

Club XP

Eligible completed matches earn Club XP. Quick 7 rewards are:

  • Complete the match: 25 XP.
  • Win: 100 additional XP.
  • Win at Competitive difficulty: 25 additional XP.
  • Play a rally of at least eight shots: 15 additional XP.
  • Get your first win of the UTC day: 50 additional XP.

One set multiplies the completion, win, and difficulty awards by three. Best of three multiplies them by seven. The rally and first-win bonuses are not multiplied.

Character XP

Character XP builds each character’s own level. Your selected character receives match XP. When you control both teammates, your partner receives that XP too; this does not double your account’s Club XP or Club Points. Mini-game XP goes to the character used in that session.

Club Points

Club Points are the spendable balance used to unlock available characters and clubs in the Club Shop. Eligible match rewards earn one Club Point per Club XP. Spending points does not spend your XP or reduce your level. The Club Shop lists each item’s price, level requirement, and availability.

Optional Club Point packs may be available through the App Store. Purchased points add to your spendable balance without increasing Club XP, character XP, levels, or league ranking. Purchases are linked to your Game Center profile.

Daily streaks

Your daily streak grows when you complete a solo or online match, whether you win or lose. Practice does not count. Streak days use your local calendar; missing a day breaks the streak. This local-day schedule is separate from the league’s UTC schedule.

Rule 10

Smash League scoring

The Smash League leaderboard uses Points (shown as Pts) for rankings. League Points cannot be spent in the Club Shop. Eligible online matches against another human team can earn them; solo, practice, and Co-Op against the computer do not.

A confirmed Quick 7 win earns 100 Points and a completed loss earns 20. One set earns three times those amounts; Best of three earns seven times. The first confirmed win of a UTC day adds 50 Points.

  • Register with the league before the match starts.
  • Both sides’ devices submit results automatically. Results must agree before rewards are confirmed.
  • Up to ten eligible confirmed matches per UTC day can earn rewards, with at most three against the same opponent.
  • Abandoned, unconfirmed, duplicate, or invalid matches do not earn competitive completion rewards.

Equal point totals share a rank. Weekly standings reset Monday at 00:00 UTC; all-time totals remain. Points have no cash value, and the league currently offers no cash or prizes.

Rule 11

TV play

Share your iPhone’s screen with a compatible TV using Screen Mirroring or a cable, then open the TV option from Play. Up to four phones can join; friends can scan the court code to connect. The computer fills empty places.

Use Find My TV and follow the aiming setup. Camera-assisted setup is optional, with a motion-only alternative. Swing your phone to serve or hit, and swing upward for a lob. Your character runs automatically. Keep a firm grip and leave room around you; recalibrate your aim if it drifts.

Rule 12

Player conduct and reporting

Keep names, photos, and interactions respectful. Do not exploit bugs, automate matches, or manipulate results. You can report profiles or photos from player menus and block players through social features. For a rules question or scoring issue, email kolby@relivo.com with the match time and what happened.

Match formats, rewards, and shop items may change with app updates. Check the in-game displays for the version you are playing.

Padel Smash