Service To begin play, the players traditionally spin a racket or toss a coin to decide who serves first. Serves are always made from the service end of the court, that is, the side of the court with spectator seating. Unlike
lawn tennis, at least one foot must be grounded during the service, but the player may serve from anywhere in the court between the dedans wall and the second gallery line. The serve is played onto the service penthouse, and must touch the service penthouse at least once on the receiver's (hazard) side of the court. It may also touch the service wall above the penthouse or the service penthouse on the server's side. From there, it may touch any other surface including the back wall, back penthouse or battery wall. Serves may be volleyed by the receiver, or be played off a single bounce on the floor. To be a valid serve, the ball must land in the rectangle marked by the service line and the fault line. Serves which land between the fault line and the main wall, beyond the service line, or fail to touch the service penthouse are called fault. Players are permitted a second serve, but if it is also a fault, then the server double faults and the receiver wins the point. Under
French rules, balls which land between the fault line and the main wall are not considered a fault, and are instead called a
pass, with the serve replayed. In doubles play, the two players in the pair alternate serving or receiving at the end of each game. The first player will serve or receive the entirety of the first game, with the second player serving or receiving the entirety of the second game and so on. This means that a player from one team will only serve or receive from one player from the other team for the entire set. The exception is if a serve lands between the center line and the fault line, in which case either receiving player may elect to play the ball. At the start of each new set, the players may switch who is serving first and second. The pair at the service end must nominate the first server before the pair at the hazard end nominates the first receiver, so players will occasionally play tactically to ensure that they are at the hazard end at the end of each set to ensure they can choose the match-ups for the new set. Because there are numerous surfaces for the ball to touch during a serve, there are many different styles of serves which are chosen to achieve different tactical advantages. Since the court is asymmetric, different techniques are required for right and left-handed players. Some of the most common serves include: ; Railroad : Served from the back of the court close to the service wall, the railroad is played overhead with a fast right-to-left action. For right handed players, the stance is usually front-on with the service motion led by the elbow to impart side-spin on the ball, whereas for left handed players, the service is similar to a
slice serve in
lawn tennis. An ideal railroad will bounce no more than a few inches from the bottom of the penthouse, then kick off the floor back towards the galleries, forcing the receiver to play the wall close to the side penthouse and out of position up the court. ; Bobble : Served from the center of the court, often around last gallery, the bobble is played with no spin and hit softly at around hip height. It should bounce or roll several times on the service penthouse but not the service wall, forming an arc and falling close to the grille wall with as little forward momentum as possible. Often served as a second serve, it is often the first serve learnt by beginners. ; Demi-piqué : Served from the centre of the court, near last gallery, the demi-piqué is played with left-to-right spin – for right handers it is played at head height while for left handers it is played below the waist. A demi-piqué strikes the service penthouse once near hazard first gallery, then the side wall, then may or may not hit the service penthouse a second time on the way down. The uncertainty of the trajectory on the way down makes it difficult to volley. ; Underarm twist : Served mostly by right handers from the back of the court near the service wall, the underarm twist is played with right-to-left spin and played around knee height. For variation, it may or may not hit the service wall. It is typically much slower in pace than a railroad, despite having similar spin that kicks back towards the galleries. Left handers achieve a similar effect with a railroad, which is typically easier to learn than for right handers. ; Side wall : Served from the back of the court near the side penthouse, the side wall serve is played with a left-to-right spin at around head height. It is hit directly onto the side wall above the net, then hitting the service penthouse on the way down. If allowed to hit the back wall, the serve will spin towards the grille, making it more difficult to hit to the right hander's forehand corner. ; High serve/Chandelle : Served from the main wall at around last gallery, the high serve, also known as a chandelle, is hit as close to the roof as possible, falling once on the service penthouse and then close to the back wall. The serve can be played with either side spin or under spin, resulting in different variations when bouncing off the service penthouse. ; High side wall : Similar to the high serve, the high side wall will hit the service wall before the service penthouse, resulting in the ball running along the grille wall. Difficult to return when served well, if served too long results in a fault (or pass in France), while if served too short is generally easy for the receiver. ; Giraffe : Also similar to the high serve, except served from close to the service penthouse at about second gallery. ; Drag : Served from very close to the service wall, the drag is played with heavy backspin. For right handers, this is typically achieved by serving as a backhand, while for left handers it can be served forehand. When served short, the backspin causes the ball to loose forward momentum, while when served long will spin off the back wall towards the tambour ; Boomerang : Served from the center of the court, the boomerang is played deep onto the service penthouse, before bouncing up to the grille penthouse, then the back wall, returning to the service penthouse and falling flush with the grille wall. When served well, it is impossible to return, so there is a
gentlemen's agreement that the serve is not used in high level play. ; Piqué : Served from near the main around the second gallery line, the piqué is played with an overhead action, hit hard directly at the service penthouse. The ball then flies high in the air and lands near the grille wall close to the fault line. It is often used to target a weaker receiver in doubles play. ; Caterpillar : Served from near the second gallery line in the centre of the court, the serve is played with a side wall action for right-handers or a railroad action for left-handers. The ball is played deep into the service penthouse, then striking the service wall, the grille penthouse, the back wall before finally falling flush with the grille wall close to the fault line. Rarely seen in singles play, it is often used to target a weaker receiver in doubles play. ; African hunting dog : Served from the back of the court near the service wall, the African hunting dog is played overhead with a left-to-right spin, similar to a
slice serve in
lawn tennis. It typically bounces several times on the service penthouse before spinning off the back wall towards the center of the court. As it does not keep the ball close to any walls, it is generally easy for the receiver, and is often only seen by players with prior experience in lawn tennis, and not at all in high level play.
Returns Once the ball has been served, the players have to return it to the opposite side by striking it with the racket. Unlike for lawn tennis, the ball does not have to bounce off the floor before it can be returned. It can be played in any direction, as long as its trajectory would bring it to hit the floor on the opposing side first.
Chases Because of the asymmetry of the court, play generally favours the player at the service end of the court. The presence of the tambour at the hazard end introduces uncertainty for the receiving player. Unlike
lawn tennis, where players alternately serve and receive entire games, in real tennis players must win the right to serve. To do so, the receiver must lay a
chase, though a server can also lose the right to serve by laying a
hazard chase. There are four ways to lay a chase: • The receiver hits a '
winner', that is, a shot which is not reached by the server. The chase is marked at the point the ball becomes dead, i.e., the second bounce on the floor, as measured from the back wall using the chase lines. • The receiver hits the ball into the galleries on the service side of the net (last gallery, second gallery, the door, or the line). The chase is marked by the line corresponding to the gallery the ball entered. Hitting a gallery post corresponds to entering the gallery closer to the net. • The server hits the ball into any of the galleries on the hazard side of the net except the winning gallery (which would win the point). The server loses the right to serve and has laid a hazard chase, which is marked by the line corresponding to the gallery the ball entered. • The server hits a ball not retrieved by the receiver but becomes dead between the net and the service line. The server loses the right to serve and has laid a hazard chase, which is marked by the point the ball becomes dead as measured from the service line. Laying a chase or hazard chase does not immediately score points nor trigger a change of ends. Instead, the length of the chase is recorded and play continues until either: • The score reaches game point, or • Two chases (including hazard chases) have been laid. When the condition is met, the players change ends and resolve the chases in the order in which they were laid. To resolve a chase, the point is played with the additional condition that shots hit by the receiver must not become dead (i.e. second bounce or entering a gallery) further from the back wall than the point at which the chase had been set, in which case the receiver would lose the chase (and also the point). In the case of a hazard chase, any winner hit by the receiver wins the point, but any ball that becomes dead between the point where the chase was marked and the grille wall loses the point. Any shot which is equal to the length of the chase being played is called
chase off – no change is made to the score but the chase is not replayed. The presence of chases encourages players to play the ball as deep into the court as possible, as short chases close to the back wall are heavily weighted towards the server, and discourages shots such as a
smash or a
drop shot.
Winning Openings There are three so-called
winning openings that win the point automatically for the player on the opposite side of the net if the ball lands there. These are: ; Dedans : The largest of the three openings, and the only one at the service end. Players aiming for the dedans typically hit the ball hard and flat with slight top-spin, a shot known as a
force. Forces may be hit either directly down the court or off the main wall, the latter being a
boasted force. Such shots typically result in the serving player deploying a defensive
volley from the back of the court. At lower standards of play, players may also attempt to hit the dedans using a
lob shot, either directly into the dedans or after bouncing once on the floor. Shots hit too high go onto the dedans penthouse, and are usually an easy ball for the server to play. ; Grille : The smallest of the three openings, positioned next to the tambour. Because balls struck towards the grille threaten to hit either the tambour or the grille, the receiving player must use their judgement as to which shot to defend. In doubles play, each player covers one of the two features. ; Winning gallery : Positioned mirroring the last gallery but on the hazard side, the winning gallery can be identified by the presence of a bell in the netting of the gallery that rings when the gallery is struck. Although the gallery is rarely defended, it is difficult to hit, as inaccurate shots could go into hazard second gallery (thereby conceding a hazard chase and losing the right to serve) or go up onto the penthouse (creating an easy shot for the Hazard Side players to take advantage of).
Play The heavy, solid balls take a great deal of spin, which often causes them to rebound from the walls at unexpected angles. For the sake of a good chase (close to the back wall), it is desirable to use a cutting stroke, which imparts backspin to the ball, causing it to come sharply down after hitting the back wall. Players at the hazard end will generally try to hit the ball as deep into the court as possible to lay difficult chases and recover the serve. Players at the service end will use the uncertainty caused by the tambour to deceive their opponents. Different serves and strategies are deployed to prevent players hitting chases, galleries or openings, particularly when playing off chases. Moreover, because of the weight of the balls, the small racquets, and the need to defend the rear of the court, many lawn tennis strategies, such as playing with topspin, and serve-and-volley tactics, are ineffective, except in doubles play. Play must be continuous, so at the conclusion of one point, the server immediately collects a new ball and moves into position to serve the next point.
Time wasting is generally not observed. Players may generally take a short break at the change of ends for refreshments, but may not leave the court except with the permission of the marker (and usually at the end of the set). The general etiquette is that the player changing from the service end to the hazard end will wait for the other player to come around the net, and place a ball on their racket for them to serve.
Marker The score of the match is kept by a marker. The role of the marker is to mark the position of chases, call service faults, record the score and manage the conduct of the players. Traditionally, the marker stands at the net opening to get a view of the whole court. However, from this position the marker cannot see the service penthouse, so must rely on the sound of the ball or an assistant marker to call service faults. For safety reasons, most clubs and tournaments have moved the marker to a seat in the dedans. In this case, the players call the length of any hazard chases, unless an assistant marker is employed in the grille. As the game is small, most professionals are also trained markers, hence it is not uncommon to see players in a tournament marking other matches in the same draw, even at the elite level.
Scoring Game The scoring system of real tennis mirrors that of
lawn tennis, which inherited the system from real tennis. A
game is won by the first player to have won a total of four points, and to be at least two points more than their opponent. The points are called "love", "15", "30" and "40" respectively. If both players have reached 40 in the game, the score is called as
deuce. After a game has reached deuce, the player with one more point than their opponent has
advantage. The score is typically called as "
advantage server" or "
advantage receiver" as appropriate. Unlike lawn tennis, where the first score called corresponds to the server, in real tennis the first score called corresponds to the player who has won the most recent point. As chases are resolved at or before game point, no chases carry through to subsequent games. In handicap matches, players may require different numbers of points to win a game. A player with
receiving odds starts a game requiring less than four points to win the game, while a player with
owing odds requires more than four points to win the game. Such odds are counted backwards, so a player requiring five points starts at "owe 15", while a player requiring six points starts at "owe 30". A player with
half-odds starts each second game with the nominated score, that is, a player playing "owe half 15" starts the first game at love, and the second game at owe 15. In handicap matches, deuces are never played – a score of 40-all is winner-takes-all.
Set A
set is a series of games counted up to a predetermined number, usually 6. The sets are counted in the ordinary manner (i.e. 1, 2, 3 etc.). There are no
tiebreakers or advantage sets played, so at a score of 5-all, the player who wins the next game wins the set. Because the service is decided by the chase rule, rather than alternating between the players, there is little residual advantage from serving first by the time the set is nearly over. Depending on the tournament, the number of games required to win a set can be varied by the tournament organisers. 8 is a popular choice, also known as a pro set, though variations include sets to any number between 5 and 10. Some tournaments permit an unlimited number of games in the set, with the match only concluding if a timer has expired. If the match is to be played across more than one set, the set is only ever to 6 games.
Match A
match is a sequence of sets. A match is determined through a best of
n sets system. In tournaments with a
round robin stage (often as the qualification to a knock-out stage) matches are usually played to one set. Minor tournaments,
Ladies Open tournaments and
Ladies World Championships are played as best of three sets. Major tournaments, leading amateur tournaments,
Open tournaments and matches up to the semi-finals of the
Doubles World Championships are played as best of five sets. Matches in the first round of the
Singles World Championships are played as best of nine sets, played across two days with four or five sets on the first day, and from zero to four sets on the second day. The
Singles World Championships Final Eliminator and Final Challenge are played as best of thirteen sets, played across three days, with rest days in between. ==History==