Trips — also called Triples — is the team format that didn't get as much marketing as MLP but might be the better fit for most clubs. Three-player teams, three short sub-matches per team match, every player partners with every teammate exactly once. It's faster than MLP, easier to recruit for than 4-player formats, and arguably the most fun to play.
This guide explains the format, the rules, and how it compares to other team formats.
What is Trips pickleball?
Trips is a 3-player team pickleball format where two teams of three players face off across three sub-matches, with every player on the team partnering with each of their teammates exactly once:
- Sub-match 1: Player A + Player B
- Sub-match 2: Player A + Player C
- Sub-match 3: Player B + Player C
Each player plays in two of the three sub-matches. Each pairing happens exactly once per team match. The team that wins the most sub-matches wins the team match.
That's the format. The structure does three useful things at once:
- Every player participates. Each plays two sub-matches and rests during one.
- Every pairing gets tested. You learn quickly which of your teammates you sync with.
- Skill imbalances don't dominate. The strongest player on a team can't carry every match — they're only in two of three.
Choose the rules for your event
Trips gives each three-player team three distinct doubles pairings. Publish roster eligibility, substitution rules, scoring and how team results are calculated. Confirm software support for the specific variant you choose.
The rules in detail
Team composition
A Trips team has three players. Most events allow one substitute (4th player) but the three core players are who compete.
Common gender configurations:
- All-men's Trips — three men
- All-women's Trips — three women
- Mixed Trips — typically 1 man + 2 women, or 2 men + 1 woman, depending on the event
Some events run open Trips with any three players regardless of gender.
DUPR caps
Most Trips events cap the combined team DUPR:
- Recreational: 9.0–10.5
- Intermediate: 10.5–12.0
- Advanced: 12.0–13.5
- Open: no cap
Combined team rating is the sum of all three players' DUPR ratings.
The three sub-matches
The three sub-match pairings are predetermined by the format itself. Most events play them in this order:
- A + B vs the opposing team's first pairing
- A + C vs the opposing team's second pairing
- B + C vs the opposing team's third pairing
Some events allow captains to choose the pairing order; most don't (the rotation is automatic).
Scoring
Each sub-match is typically played to 11 or 15 points, rally scoring, win-by-2. Shorter scoring (to 11) is more common because three sub-matches need to fit on a single court within a reasonable window.
A match-win format awards the team match to the side winning at least two of the three sub-matches, provided each sub-match has a winner. A total-points variant instead adds scores across all three; that variant needs an explicit tied-total rule. State which one your event uses and confirm the software settings.
What happens if a player can't play?
- Use a substitute if your event allows them
- Review the event rules — the normal rotation requires three players; do not assume playing with two is permitted
- Forfeit — the team takes a loss
Most events allow one substitute per team to handle this.
Why directors love Trips
- 3 players is easier to recruit than 4. Smaller team size means more teams from the same player pool.
- Everyone participates. Each player plays two sub-matches and rests during one.
- Faster than MLP. Three sub-matches to 11 fits in 60 minutes; an MLP team match takes 75–90 minutes.
- One court per team match. The three sub-matches can run sequentially on that court. MLP court allocation also depends on the chosen event rules.
- Skill mixing. The forced rotation prevents one strong duo from dominating.
- Lower coordination overhead. No lineup cards, no captain strategy decisions.
Why some directors avoid Trips
- Less spectator drama than MLP. No dreambreaker, no "lineup reveal" moment.
- Some players want to play with their preferred partner. Trips forces them to play with everyone on their team.
- Three sub-matches feels less "decisive" than MLP's four. A team that wins 2-1 wins by a smaller margin than 3-1 in MLP.
How Trips compares to other team formats
| Aspect | Trips | MLP | Round Robin |
|---|---|---|---|
| Team size | 3 | 4 | 2 (a pair) |
| Sub-matches per team match | 3 | 4 + dreambreaker | 1 |
| Time per team match | ~60 min | ~75–90 min | ~30–40 min |
| Courts needed per team match | 1 for sequential sub-matches | Depends on sequential or permitted parallel play | 1 |
| Tiebreaker | Publish tied-total rule if using total points | DreamBreaker at 2–2 | Publish match and standings rules |
| Lineup strategy | Minimal | High | None |
Trips is the middle ground between Round Robin (simple but pair-based) and MLP (complex but full team-sport experience).
Current MLP scoring for comparison
MLP-style club events may use different scoring rules. For the 2026 professional MLP format, doubles games use side-out scoring to 11, win by two. The DreamBreaker uses rally scoring to 21 with players rotating after every four points. Publish the rules your event uses before registration opens. Official MLP format, checked 15 October 2026.
How to organize a Trips event
Plan team count
Common shapes:
- 6 teams → round robin, 5 team matches per team
- 8 teams → two pools of 4, top 2 to playoff
- 12 teams → three pools of 4, top 2 to playoff
- 16 teams → four pools of 4, top 2 to single-elim playoff
Plan timing
Twelve teams in three pools of four produce 18 team matches. Assuming one hour per team match and four courts, pool play needs at least five court waves, before rest and additional buffer. Six qualifiers (top two per pool) need a five-match playoff with two first-round byes. Publish how those byes are seeded and build the playoff dependencies into the schedule.
Set the format
- Sub-match scoring: to 11, rally, win-by-2 (most common)
- Team result: match wins or a confirmed total-points variant, with any tied-total rule stated
- Total points scored as the primary tiebreaker for pool standings
Open registration
A captain registers the team, adds two more players, pays the entry fee. Roster locks 1–2 days before the event. Substitute players (if allowed) are listed during registration.
Pitfalls and tips
- Use the right scoring length. To 11 is right for events with many teams. To 15 is fine for premium events but stretches the day.
- Lock rosters before the event. Same-day swaps blow up DUPR caps.
- Print sub-match pairings for first-time Trips players. They sometimes forget who they're partnered with for which match.
- Don't allow same-day team formations. Trips teams need at least one practice session together.
- Communicate the format clearly in registration. Many players have never played Trips and may show up expecting fixed partners.
Ready to organize a Trips event at your club? See How to run a Trips tournament on Fluid for the platform walkthrough.