Table tennis score counter · Free · No sign-up
Table Tennis Score Counter
A table tennis score counter keeps an 11-point game, won by 2 clear points, with the serve changing every two points and every point from 10–all. This one also names the server and receiver in doubles, calls the change of ends and the receiving swap at 5 in the last game, and runs the expedite system.
Free, no sign-up, works offline, and nothing leaves this browser.
Call: Love all
Not in operation. Due after 10 minutes’ play in a game, unless 18 points are scored
| Game | Side A | Side B | Won by |
|---|---|---|---|
| No game finished yet | |||
Tap the side that won the point. A or ← scores side A, L or → scores side B, R counts a good return under expedite, Ctrl+Z undoes. In doubles, player 1 of each pair starts; before the first point of a game, Swap server changes who serves first, and in game 1 Swap receiver changes who receives first. The clock is optional: start it at love all and pause it for towelling, the change of ends and a ball out of the playing area.
This scores a match; it does not umpire one. It cannot see a fault, a let, an illegal service or a ball that touched the edge, so it records whichever side you tap. Its clock is not the timekeeper’s, and calling time for the expedite system is the umpire’s job. It follows the ITTF Laws for singles and doubles and leaves out para table tennis, team-match orders, handicap play and the old 21-point game. In a sanctioned match the umpire’s score sheet is the record.
Adding up to 11 is easy. What a two-number scoreboard cannot tell you is whose serve it is in doubles, who receives it, that the receivers swap at 5 in the last game, or what happens when a game passes ten minutes. This counter follows the ITTF Laws so the table does not have to argue.
Table tennis, also called ping-pong, is scored by point: every rally scores, whoever served. A game is won by the first player or pair to 11 points, unless both reach 10, when a lead of 2 is needed (ITTF Law 2.11). A match is the best of an odd number of games, usually five or seven (Law 2.12).
- No sign-up
- No ads
- Counts never leave your browser
- Works offline
- Unlimited counters
Key facts
| Detail | Answer |
|---|---|
| Price | Free, no sign-up, no ads |
| Game | To 11, win by 2 from 10–all (Law 2.11) |
| Match | Best of 3, 5 or 7 games |
| Service | 2 serves each, then 1 each from 10–all; the server named on every point |
| Doubles | Server and receiver named, the order reversed each game, the receiving swap at 5 |
| Last possible game | Change of ends called when the first side reaches 5 |
| Expedite system | Optional 10-minute clock, both 2.15.3 cases, a 13-return counter, on to the end of the match |
| Breaks | Towelling every 6 points, one time-out per side per match |
| Undo | Every point, every return and every setting |
| Where data goes | Nowhere. Local storage in this browser only |
| Official record | No. It scores; it does not umpire |
How to keep score in table tennis with the counter
Set the match up after the toss, then it is one tap per point, to whoever won it.
Set the match up
Best of 3, 5 or 7, singles or doubles, and the side that won the toss and chose to serve, or was left to serve.
Name the players
In doubles, type all four. Before the first point, Swap server and Swap receiver set who starts for each pair, as the Laws let them choose.
Tap the side that won each point
Every rally scores. A and L on a keyboard do the same. The board shows who serves next, how many serves are left, and in doubles who receives.
Watch the flag line
It calls game point and match point, 10–all, towelling every 6 points, the change of ends between games and at 5 in the last possible game, and the receiving swap in doubles.
Use the clock if a game drags
Start it at love all and pause it for breaks. At 10:00 with fewer than 18 points it says the expedite system is due; tap where the ball was, then count good returns.
Undo a mis-tap at once
Undo unwinds the last point completely, including the server, a game it ended and a receiving swap it caused.
Where a table tennis score counter gets used
Any table without an umpire, which is nearly every game of table tennis played.
Club and league nights
Doubles rubbers where the question of who serves to whom comes up every two points, and the swap at 5 in the fifth game catches someone out.
Office and home tables
A phone propped on the windowsill so the score and the serve are settled by the board, not by memory.
School and PE lessons
Teaching the service order by showing it, and the 10–all rule as it happens.
Tournaments without umpires
Players scoring their own matches, with the time-out and the change of ends tracked.
Defensive matches
Two choppers in a long game, where the expedite system is a real possibility and nobody remembers the rules for it.
Coaching
Scoring practice games from the side with undo, and the server named for drills that start from service.
Doubles service order, and the receiving swap at 5 that free scoreboards ignore
Every free table tennis scoreboard at the top of a search for one, checked on 2026-10-03, gets the singles service right: two serves each, then one each from 10–all. Digital Tally Counter, ScoreCount.com and imageonline.io’s scoreboard all do it. None of the three has a doubles mode, which means none of them can answer the question doubles players actually argue about: whose serve is it, and who receives? Nor do any of them handle the change of ends at 5 in the last game, the expedite system, time-outs or towelling breaks. Those are the parts of the Laws this counter exists to keep.
| Rule | Free scoreboards checked | This counter |
|---|---|---|
| Games to 11, win by 2 | Yes | Yes (Law 2.11) |
| Serve changes every 2 points, every point from 10–all | Yes | Yes (Law 2.13.3) |
| Doubles: who serves to whom | No doubles mode | Server and receiver named on every point |
| Doubles: the order reversing each game | No | Yes (Law 2.13.4) |
| Change of ends at 5 in the last possible game | No | Called when it falls (Law 2.13.7) |
| Doubles: receiving order changes at 5 | No | Applied automatically (Law 2.13.6) |
| Expedite system and the 13-return count | No | Yes (Law 2.15) |
| One time-out per side per match | No | Yes (Regulation 3.4.4.2) |
| Towelling every 6 points | No | Called (Regulation 3.4.4.1.2) |
Doubles is a cycle of four players
Law 2.13.5 says that in doubles, at each change of service, the previous receiver becomes the server and the partner of the previous server becomes the receiver. Follow that round and the four players form a fixed loop. If A1 serves to B1 first, the loop is A1 to B1, B1 to A2, A2 to B2, B2 to A1, two points each, and then round again. Each player serves to the same opponent all game and receives from the other one. The ITTF’s Handbook for Match Officials puts it as a striking order: between pairs A and B and X and Y there are only two possible orders, A-X-B-Y and A-Y-B-X.
Game 2 turns the loop round
In each game the pair serving first chooses which of them serves. The receiving pair chooses its first receiver only in game 1. From game 2 the receiver is fixed by Law 2.13.4: it is the player who served to the chosen server in the game before. That reverses the loop, which is why players who were receiving from one opponent all of game 1 find themselves receiving from the other in game 2.
| Points | Game 1: A1 serves first, B1 receives | Game 2: B2 chosen to serve first | Game 3: A1 chosen to serve first |
|---|---|---|---|
| 1st and 2nd | A1 to B1 | B2 to A2 | A1 to B1 |
| 3rd and 4th | B1 to A2 | A2 to B1 | B1 to A2 |
| 5th and 6th | A2 to B2 | B1 to A1 | A2 to B2 |
| 7th and 8th | B2 to A1 | A1 to B2 | B2 to A1 |
| Why that receiver | B’s choice | A2 served to B2 in game 1 | B1 served to A1 in game 2 |
At 5 in the last game, only the receiving pair switches
In the last possible game of a match, which is game 3 of a best of 3, game 5 of a best of 5 and game 7 of a best of 7, the players change ends when the first side reaches 5 points (Law 2.13.7). In doubles there is a second change at the same moment, and it is the one that gets misdescribed. Law 2.13.6 says that the pair due to receive next shall change their order of receiving. The serving pair changes nothing. Some rules summaries say both pairs switch; the Law names only the receivers.
Take game 3 in the table above, and suppose it reaches 5–3 to A. The next serve is A1’s, to B1. Because B is the pair due to receive, B1 and B2 trade places in the order, and A1 serves to B2 instead. From there the loop runs the other way: A1 to B2, B2 to A2, A2 to B1, B1 to A1. The counter makes that change itself the moment the fifth point is scored, and names the new receiver on the board. If the score had been 5–2, mid-way through a player’s two serves, the switch would still happen at once: the server keeps the second serve, and it goes to the other receiver.
When the order goes wrong anyway
Under Law 2.14, if a player serves or receives out of turn, play stops as soon as the error is discovered and resumes with the right server and receiver at the score that has been reached. Every point already played stands. The same goes for forgetting to change ends. Because the counter derives the order from the score rather than from memory, the board always shows who should be serving at the current score, which is exactly the reference Law 2.14 asks the umpire to restore.
The expedite system: 10 minutes, 18 points and 13 returns
The expedite system exists to stop very long games between two defensive players, and it is the rule casual scorers know least about. Law 2.15 of the ITTF Statutes 2026 sets it out in six short clauses, and the counter follows each one.
| Question | The rule |
|---|---|
| When does it start? | After 10 minutes’ play in a game, or at any earlier time if both players or pairs ask for it (2.15.1) |
| When can it not start? | If at least 18 points have been scored in that game, counting both sides together (2.15.2). At 9–9 or 12–6 the game plays on normally |
| Who serves next? | If the ball was in play when time was reached, the rally is stopped and the same player serves again. If it was not, the player who received the previous rally serves (2.15.3) |
| How does the service change? | Every point, in the usual order (2.13.3, 2.15.4) |
| How is a point won? | As normal, except that if the receiver makes 13 good returns in a rally, the receiver scores the point (2.15.4). The server has 13 strokes, including the service, to win it |
| Who counts? | A stroke counter calls the receiver’s returns aloud from one to thirteen, including the return of service |
| How long does it last? | Until the end of the match, not just the game (2.15.6). Each later game starts in the normal match order, with one serve each |
| Does the 10-minute clock run all game? | No. It stops for significant breaks (towelling, the change of ends in the last game, a ball retrieved from outside the playing area) and restarts with the next rally |
Two misreadings worth avoiding
The 13 belongs to the receiver. It is easy to read “13 returns” as the server winning after 13 shots, and at least one ranking explainer phrases it that way, but the Law is the opposite: the server must win the point before the receiver has made 13 good returns, or the receiver scores it. The other misreading is the 18. It is the total of both scores in the current game, not 18 points to one player, and it is checked only when time is reached: a game already at 10–8 when the clock passes 10 minutes is finished without the expedite system.
A worked example
A singles game with A serving first reaches 7–4 after 11 points. Serving in pairs of points, A served points 1–2, 5–6 and 9–10, and B served points 3–4, 7–8 and 11, so B is due to serve the 12th point as the second of its two. Then the timekeeper calls time.
| When time is called | Next server | Then | Clause |
|---|---|---|---|
| Between rallies | A, who received the 11th point | B, A, B… one serve each | 2.15.3 |
| During the 12th rally | B again: the rally is a let | A, B, A… one serve each | 2.15.3 |
The two buttons on the counter are those two rows. Press the one that matches, and the board shows the right server. From then on the Good return key counts the receiver’s returns, and a 13th awards the point to the receiver without any further tap.
Why the clock is a button and not automatic
The 10 minutes is playing time, so a clock that simply ran from the first point would call time too early in any game with a towel break or a stray ball. The counter’s clock is started and paused by you, as a timekeeper’s would be, and it pauses itself at the end of each game and when a time-out is taken. When it reaches 10:00 with fewer than 18 points scored, it says the expedite system is due. It does not start it, because only you know whether the ball was in play.
Change of ends, towelling, time-outs and the breaks in a match
Under Regulation 3.4.4 of the ITTF Statutes, play in an individual match is continuous apart from a short list of breaks. A scoreboard that does not know about them leaves the players to remember, and the change of ends at 5 in the last game is the one most often forgotten in club matches.
| Break | When | How long | Rule |
|---|---|---|---|
| Practice | Immediately before the match | Up to 2 minutes | 3.4.3.1 |
| Between games | After every game; the players also change ends | Up to 1 minute | 3.4.4.1.1, 2.13.7 |
| Towelling | After every 6 points from the start of each game, and at the change of ends in the last possible game | Brief | 3.4.4.1.2 |
| Change of ends in the last game | When the first side reaches 5 points | Brief | 2.13.7 |
| Time-out | Once per player or pair per match, between rallies, asked for with a “T” sign | Up to 1 minute | 3.4.4.2 |
| Injury from an accident | Allowed by the referee; not for cramp or exhaustion | No more than 10 minutes | 3.4.4.4, 3.4.4.5 |
Towelling is on the score, not on request
Players may towel only after every 6 points from the start of each game, so at totals of 6, 12, 18 and so on, whoever won them. At 4–2 a towel break is allowed; at 4–1 it is not. The counter flags each of those moments, plus the change of ends in the last possible game, which also counts.
One time-out for the whole match
The time-out is per match, not per game. Each player or pair gets one, of up to a minute, and play resumes earlier if the side that called it is ready. If both sides call one at the same moment, play resumes when both are ready or after a minute, and neither side may take another. The counter keeps a Time-out key for each side, records the score at which it was used, and switches the key off after that, so nobody has to remember whether it has gone.
Why ends change at 5
A deciding game played entirely at one end would hand one side the better light, the quieter background or the warmer air for the whole of the most important game. Changing at 5 points splits it. Because the switch is tied to the first side reaching 5, it can fall at 5–0 or at 5–4, and it happens only once, even if the other side catches up.
Online counter vs a clicker, an app, paper and a spreadsheet
Every counting method trades something away. This is what each one actually costs you.
| Feature | This online counter | Handheld clicker | Counter phone app | Pen and paper | Spreadsheet |
|---|---|---|---|---|---|
| Cost | Free | $5–$15 | Free with ads, or paid | Cost of paper | Subscription |
| Anything to install | No | Buy the device | App store download | No | Yes, or a web login |
| Several counts at once | Unlimited | One per device | Usually limited | Yes, messy | Yes |
| Fix a miscount | Undo and redo | Start over | Sometimes | Cross it out | Edit the cell |
| Counts by more than one | Any step size | One at a time | Sometimes | Manual maths | Yes |
| Below zero | Yes | No | Rarely | Yes | Yes |
| Keeps the count if you close it | Saves automatically | Until you reset the dial | Yes | If you keep the paper | Yes |
| Works with no signal | Yes, after first load | Yes | Yes | Yes | Often not |
| Keyboard and shortcuts | Full | None | None | None | Partial |
| Sends your data anywhere | Never | Never | Often, for accounts and ads | Never | Yes, to the cloud |
Other counter types
The same counter, set up and explained for a specific job. Your counters are shared across all of them.
Online counter
The all-purpose counter. Any step size, any number of counters, negative values allowed.
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Open cricket score counter →American football score counter
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Open american football score counter →Boxing score counter
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Open boxing score counter →Hockey score counter
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Open pool score counter →Rugby score counter
Union, sevens and league points, conversions tied to tries, golden point and bonus points.
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Goals by minute, five subs in three windows, second yellows, extra time and aggregate.
Open soccer score counter →
Frequently asked questions
How does table tennis scoring work?
Every rally scores a point for whoever wins it, whether they served or not. A game goes to the first player or pair to reach 11 points, but if both reach 10 the game continues until one leads by 2, so 12–10 or 15–13. A match is the best of any odd number of games under Law 2.12, most often five or seven.
How often do players switch serves in table tennis?
Every two points. After each 2 points have been scored the receiver becomes the server, whoever won them, under ITTF Law 2.13.3. Once both players reach 10 points, the serve changes after every point until the game ends. The same applies from the moment the expedite system starts, and then it stays one serve each for the rest of the match.
What happens at 10-10 in table tennis?
The game is no longer won at 11. From 10–all a player needs a lead of 2 points, so 11–10 plays on and 12–10 wins. The service also changes after every point instead of every two, in the same order as before. There is no cap: the game continues until someone is two points ahead, however long that takes.
Why are games played to 11 instead of 21?
The International Table Tennis Federation changed from 21-point games to 11-point games, and from five serves each to two, with effect from September 2001, less than a year after the 38 mm ball was replaced by the 40 mm ball in October 2000. A club game to 21, with five serves each, is the pre-2001 game. This counter scores the current 11-point Laws.
How do players determine who serves first in table tennis?
By lot, which in practice usually means a coin toss, under ITTF Law 2.13.1. The winner chooses to serve, to receive, or to start at a particular end, and the other player takes the remaining choice. In each following game, whoever served first in the previous game receives first, and the players also change ends between games.
How does serving work in doubles table tennis?
The serve goes diagonally, from the server’s right half court to the receiver’s. At each change of service the previous receiver becomes the server and the partner of the previous server becomes the receiver, so the four players form a loop: A1 to B1, B1 to A2, A2 to B2, B2 to A1. In each new game the loop reverses.
Do you switch sides in table tennis?
Yes. Players change ends after every game, and in the last possible game of a match, such as game 5 of a best of 5, they also change ends when the first player or pair reaches 5 points. In doubles, at that same moment, the pair due to receive next changes its order of receiving. The serving pair does not change.
What is the expedite rule in table tennis?
A rule against endless defensive games. If a game is unfinished after 10 minutes’ play and fewer than 18 points have been scored, or both sides ask, the expedite system starts. Each player then serves one point in turn, and if the receiver makes 13 good returns in a rally, the receiver wins the point. It stays in force for the rest of the match.
How many time-outs are allowed in table tennis?
One per player or pair per match, not per game, lasting up to one minute, under ITTF Regulation 3.4.4.2. It can be called only between rallies, with a T sign, and play resumes as soon as the side that asked is ready. In a team event the captain may call it. The counter keeps a key per side and switches it off once used.
Is this an official table tennis score sheet?
No. It is a scorer for club, school, office and self-umpired games. It follows the ITTF Laws for scoring, service order, ends and the expedite system, but it cannot see a fault, a let or an illegal serve, and its clock is not an official timekeeper’s. Everything stays in this browser, and nothing is sent anywhere.
Counting guides
Longer answers to the questions behind the counting.
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How to count laps while swimming
Why swimmers lose count at length 14, and five methods that actually hold up.
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Groups of five, the five-bar gate, and why the convention has survived for centuries.
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How to count a flock of birds
Blocks, tens, and why the number to report is the most seen at one time.
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Every 4th row, alt rows, at each end, AT THE SAME TIME — translated, with the rows they land on.
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Stableford points and net scores
Stroke index, strokes received, net score, points — in the order you actually need them.
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How many people do you need to survey?
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