Archive for August, 2008

History of playing cards

Modern French-style 78-card Tarot

Early history

The origin of playing cards is obscure, but it is almost certain that they began in China after the invention of paper. Ancient Chinese “money cards” have four “suits”: coins (or cash), strings of coins (which may have been misinterpreted as sticks from crude drawings), myriads of strings, and tens of myriads. These were represented by ideograms, with numerals of 2–9 in the first three suits and numerals 1–9 in the “tens of myriads”. Wilkinson suggests in The Chinese origin of playing cards that the first cards may have been actual paper currency which were both the tools of gaming and the stakes being played for. The designs on modern Mahjong tiles and dominoes likely evolved from those earliest playing cards. The Chinese word pái (牌) is used to describe both paper cards and gaming tiles. An Indian origin for playing cards has been suggested by the resemblance of symbols on some early European decks to the ring, sword, cup, and baton classically depicted in the four hands of Indian statues. This is an area that still needs research. The time and manner of the introduction of cards into Europe are matters of dispute. The 38th canon of the council of Worcester (1240) is often quoted as evidence of cards having been known in England in the middle of the 13th century; but the games de rege et regina there mentioned are now thought to more likely have been chess. If cards were generally known in Europe as early as 1278, it is very remarkable that Petrarch, in his dialogue that treats gaming, never once mentions them. Boccaccio, Chaucer and other writers of that time specifically refer to various games, but there is not a single passage in their works that can be fairly construed to refer to cards. Passages have been quoted from various works, of or relative to this period, but modern research leads to the supposition that the word rendered cards has often been mistranslated or interpolated.

Italians playing cards Italians playing cards, Sancai-type bowl, Northern Italy, mid-15th century.

It is likely that the ancestors of modern cards arrived in Europe from the Mamelukes of Egypt in the late 1300s, by which time they had already assumed a form very close to those in use today. In particular, the Mameluke deck contained 52 cards comprising four “suits”: polo sticks, coins, swords, and cups. Each suit contained ten “spot” cards (cards identified by the number of suit symbols or “pips” they show) and three “court” cards named malik (King), nā’ib malik (Viceroy or Deputy King), and thānī nā’ib (Second or Under-Deputy). The Mameluke court cards showed abstract designs not depicting persons (at least not in any surviving specimens) though they did bear the names of military officers. A complete pack of Mameluke playing cards was discovered by L.A. Mayer in the Topkapi Sarayi Museum, Istanbul, in 1939 [1]; this particular complete pack was not made before 1400, but the complete deck allowed matching to a private fragment dated to the twelfth or thirteenth century. There is some evidence to suggest that this deck may have evolved from an earlier 48-card deck that had only two court cards per suit, and some further evidence to suggest that earlier Chinese cards brought to Europe may have travelled to Persia, which then influenced the Mameluke and other Egyptian cards of the time before their reappearance in Europe.

It is not known whether these cards influenced the design of the Indian cards used for the game of Ganjifa, or whether the Indian cards may have influenced these. Regardless, the Indian cards have many distinctive features: they are round, generally hand painted with intricate designs, and comprise more than four suits (often as many as twelve).

Spread across Europe and early design changes

In the late 1300s, the use of playing cards spread rapidly across Europe. The first widely accepted references to cards are in 1371 in Spain, in 1377 in Switzerland, and, in 1380, they are referenced in many locations including Florence, Paris, and Barcelona [2] [3]. A Paris ordinance dated 1369 does not mention cards; its 1377 update includes cards. In the account-books of Johanna, duchess of Brabant, and her husband, Wenceslaus of Luxemburg, there is an entry dated May 14, 1379 as follows: “Given to Monsieur and Madame four peters, two forms, value eight and a half moutons, wherewith to buy a pack of cards”. An early mention of a distinct series of playing cards is the entry of Charles or Charbot Poupart, treasurer of the household of Charles VI of France, in his book of accounts for 1392 or 1393, which records payment for the painting of three sets or packs of cards, which were evidently already well known.

It is clear that the earliest cards were executed by hand, like those designed for Charles VI. However, this was quite expensive, so other means were needed to mass-produce them. It is possible that the art of wood engraving, which led to the art of printing, developed because of the demand for implements of play. If the assumption is true that the cards of that period were printed from wood blocks, the early card makers or cardpainters of Ulm, Nuremberg, and Augsburg, from about 1418 to 1450 [4], were most likely also wood engravers.

Many early woodcuts were colored using a stencil, so it would seem that the art of depicting and coloring figures by means of stencil plates was well known when wood engraving was first introduced. No playing cards engraved on wood exist whose creation can be confirmed as earlier than 1423 (the earliest-dated wood engraving generally accepted). However, in this period professional card makers were established in Germany, so it is probable that wood engraving was employed to produce cuts for sacred subjects before it was applied to cards, and that there were hand-painted and stencilled cards before there were wood engravings of saints. The German Briefmaler or card-painter probably progressed into the wood engraver; but there is no proof that the earliest wood engravers were the card-makers.

Modern Austrian-style 40-card or 54-card Tarock Modern Austrian-style 40-card or 54-card Tarock

The Europeans experimented with the structure of playing cards, particularly in the 1400s. Europeans changed the court cards to represent European royalty and attendants, originally “king”, “chevalier”, and “knave” (or “servant”). Queens were introduced in a number of different ways. In an early surviving German pack (dated in the 1440s), Queens replace Kings in two of the suits as the highest card. Throughout the 1400s, 56-card decks containing a King, Queen, Knight, and Valet were common. Suits also varied; many makers saw no need to have a standard set of names for the suits, so early decks often had different suit names (typically 4 suits, although 5 suits also had been common and other structures are also known). The cards manufactured by German printers used in the later standard the suits of hearts, bells, leaves, and acorns still present in Eastern and Southeastern German decks today used for Skat and other games, in the very early time suits took many vary variations, however. Later Italian and Spanish cards of the 15th century used swords, batons, cups, and coins. It is likely that the Tarot deck was invented in Italy at that time, though it is often mistakenly believed to have been imported into Europe by Gypsies (see detailed studies, also the article Tarot). While originally (and still in some places, notably Europe) used for the game of Tarocchi, the Tarot deck today is more often used for cartomancy and other occult practices. This probably came about in the 1780s, when occult philosophers [5] mistakenly associated the symbols on Tarot cards with Egyptian hieroglyphs.

The four suits (hearts, diamonds, spades, clubs) now used in most of the world originated in France, approximately in 1480. These suits have generally prevailed because decks using them could be made more cheaply; the former suits were all drawings which had to be reproduced by woodcuts, but the French suits could be made by stencil. The trèfle, so named for its resemblance to the trefoil leaf, was probably copied from the acorn; the pique similarly from the leaf of the German suits, while its name derived from the sword of the Italian suits (alternative opinion: derived from the German word “Spaten”, which is a tool like “Schippe” and in optical sense similar to the Pique-sign; “Schippe” is a German slang-name for Pique) [6]. In England the French suits were used, and are named hearts, clubs (corresponding to trèfle, the French symbol being joined to the Italian name, bastoni), spades (corresponding to the French pique, but having the Italian name, spade = sword) and diamonds. This confusion of names and symbols is accounted for by Chatto thus:

“If cards were actually known in Italy and Spain in the latter part of the 14th century, it is not unlikely that the game was introduced into this country by some of the English soldiers who had served under Hawkwood and other free captains in the wars of Italy and Spain. However this may be, it seems certain that the earliest cards commonly used in this country were of the same kind, with respect to the marks of the suits, as those used in Italy and Spain.”

Court cards have likewise undergone some changes in design and name. Early court cards were elaborate full-length figures; the French in particular often gave them the names of particular heroes and heroines from history and fable. A prolific manufacturing center in the 1500s was Rouen, which originated many of the basic design elements of court cards still present in modern decks. It is likely that the Rouennais cards were popular imports in England, establishing their design as standard there, though other designs became more popular in Europe (particularly in France, where the Parisian design became standard). There is some speculation that the common King of Hearts was designed as a tribute to Donatello’s Judith and Holophernes.’

Rouen courts are traditionally named as follows: the kings of spades, hearts, diamonds, and clubs are David, Alexander, Caesar and Charles (Charlemagne), respectively. The knaves (or “jacks”; French “valet”) are Hector (prince of Troy), La Hire (comrade-in-arms to Joan of Arc), Ogier (a knight of Charlemagne) and Judas Maccabeus (who led the Jewish rebellion against the Syrians). The queens are Pallas (warrior goddess; equivalent to the Greek Athena or Roman Minerva), Rachel (biblical mother of Joseph), Argine (the origin of which is obscure; it is an anagram of regina, which is Latin for queen) and Judith (from Book of Judith). Parisian tradition uses the same names, but assigns them to different suits: the kings of spades, hearts, diamonds, and clubs are David, Charles, Caesar, and Alexander; the queens are Pallas, Judith, Rachel, and Argine; the knaves are Ogier, La Hire, Hector, and Judas Maccabee. Oddly, the Parisian names have become more common in modern use, even with cards of Rouennais design. (See the Nine Worthies for another medieval collection of knightly heroes.)

Later design changes

In early games the kings were always the highest card in their suit. However, as early as the late 1400s special significance began to be placed on the nominally lowest card, now called the Ace, so that it sometimes became the highest card and the Two, or Deuce, the lowest. This concept may have been hastened in the late 1700s by the French Revolution, where games began being played “ace high” as a symbol of lower classes rising in power above the royalty. The term “Ace” itself comes from a dicing term in Anglo-Norman language, which is itself derived from the Latin as (the smallest unit of coinage). Another dicing term, trey (3), sometimes shows up in playing card games.

An 18th century card table An 18th century card table from New York now located at the Baltimore Museum of Art.

Corner and edge indices appeared in the mid-1800s, which enabled people to hold their cards close together in a fan with one hand (instead of the two hands previously used). Before this time, the lowest court card in an English deck was officially termed the Knave, but its abbreviation (“Kn”) was too similar to the King (“K”). However, from the 1600s on the Knave had often been termed the Jack, a term borrowed from the game All Fours where the Knave of trumps is termed the Jack. All Fours was considered a low-class game, so the use of the term Jack at one time was considered vulgar. The use of indices changed the formal name of the lowest court card to Jack.

This was followed by the innovation of reversible court cards. Reversible court cards meant that players would not be tempted to make upside-down court cards right side up. Before this, other players could often get a hint of what other players’ hands contained by watching them reverse their cards. This innovation required abandoning some of the design elements of the earlier full-length courts.

The joker is an American innovation. Created for the Alsatian game of Euchre, it spread to Europe from America along with the spread of Poker. Although the joker card often bears the image of a fool (possibly derived from the stereotypical village idiot), which is one of the images of the Tarot deck, it is not believed that there is any relation. In contemporary decks, one of the two jokers is often more colorful or more intricately detailed than the other, though this feature is not used in most card games. The two jokers are often differentiated as “Big” and “Little,” or more commonly, “Red” and “Black.” In many card games the jokers are not used. Unlike face cards, the design of jokers varies widely. Many manufacturers use them to carry trademark designs.

A transformation playing card A transformation playing card from the 1895 Vanity Fair deck

In the twentieth century, a means for coating cards with plastic was invented, and has taken over the market, producing a durable product. An example of what the old cardboard product was like is documented in Buster Keaton’s silent comedy The Navigator, in which the forlorn comic tries to shuffle and play cards during a rainstorm.

Alleged symbolism

Playing cards have been used as vehicles for political statements Playing cards have been used as vehicles for political statements. Here, a playing card of the French Revolution symbolising freedom of cult and brotherhood.

Popular legend holds that the composition of a deck of cards has religious, metaphysical or astronomical significance: typical numerological elements of the explanation are that the four suits represent the four seasons, the 13 cards per suit are the 13 phases of the lunar cycle, black and red are for day and night, the 52 cards of the deck (joker excluded) symbolizes the number of weeks in a year, and finally, if the value of each card is added up — and 1 is added, which is generally explained away as being for a single joker — the result is 365, the number of days in a year. The context for these stories is sometimes given to suggest that the interpretation is a joke, generally being the purported explanation given by someone caught with a deck of cards in order to suggest that their intended purpose was not gambling (Urban Legends Reference Pages article).

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Charity gambling

http://www.gamblingweblog.com/wp-content/uploads/2008/08/newyorknewyorkcasino.jpg

Charity gambling is the practice where typical gambling ‘games’ such as bingo, roullette, lotto, slot-machines, etc. are overseen by a charity or group of charities. The profits from the venture go to the charity or group of charities, rather than to a municipality or private casino. Sometimes this occurs as a ‘one time event’ during a ‘Charity Ball’ or such type party. In other cases, Charity interests maintain ongoing gambling concerns. There are many websites on which Charity Gambling is available 24 x 7, and which report various percentages of the profits being donated to various charities.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Availability error

Caravaggio, The Cardsharps, c. 1594.

Availability error, related to the gambler’s fallacy, is the distortion of one’s perceptions of reality due to the tendency to remember one alternative outcome of a situation much more easily than another.For example, if surrounded by slot machines people are more likely to continue feeding money into their machine, because they will occasionally see someone else win and think their chances are high of winning: they remember others winning much more readily than they remember all the times they and others have lost. The fact that somebody has won does not change the actual probability of winning, and concentrating on the number of wins fails to take into account the number of losses. People consistently make this mistake, even though the odds of winning are just as bad for the group as for the lone machine. It’s just easier to remember winnings in large groups than for the lone machine.

Other examples:

  • “Sorry I’m late — I hit every red light on the way here.”
  • Anti-”country X” sentiment escalating due to occasional unethical actions of country X.
  • “My friend is a choleric, a typical Aries”. (the person does not remember hundreds of untypical Aries he has met that were not choleric and falsely believes in the relation between character and the Zodiac Sign)

Availability Effects in Lethal Events

When asked to rate the probability of a variety of causes of death people tend to rate more “newsworthy” events as more likely. People often rate the chance of death by plane crash higher after plane crashes, and death by natural disaster as too likely only because these events are more reported than more common causes of death.

Similarly, in certain rare situations, safety equipment meant to save lives (e.g. seat belts) may instead hamper life-saving efforts and cause serious injury or death. Although these devices may save many more lives than they cost, only the fatalities are reported by the media, creating controversy about the risks of the safety device.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

MIT Blackjack Team

MIT Blackjack Team

The MIT Blackjack Team, as the name suggests, was a group of students and ex-students from the Massachusetts Institute of Technology who attempted to beat casinos at blackjack worldwide. The team and its successors operated from 1979 through the beginning of the 21st century.

The plan and operation

Blackjack gives the house a low statistical advantage compared to other casino games. Beyond the basic strategy of when to hit and when to stand, individual players can use a combination of betting strategy, card tracking, and card counting to improve their odds. Accurate card counting is a fairly difficult skill, but since the early 1960s a large number of schemes have been published — and casinos have adjusted the rules of play to counter the most popular methods.

The chance to make large amounts of money card counting appealed to some mathematically minded students at MIT. The university had card playing clubs, but some students decided to develop their hobby. The group combined the individual player advantages with a team approach of counters and players to maximise any opportunities and disguise the betting patterns card counting produces. In a 2002 interview in Blackjack Forum magazine, MIT team manager Johnny Chang reported that, in addition to classic card counting and blackjack team techniques, the group at various times made use of advanced shuffle tracking and ace tracking techniques. While the card counting techniques used by the MIT team can give players an overall edge of up to about 2%, some of the MIT team’s methods have been established as gaining players an overall edge of up to about 4%. However, in his interview Chang reported that the MIT team had difficulty attaining such edges in actual play, and their overall results had been best with straight card counting.

The original team recruited students through flyers posted around campus. The team tested interested students to find out if they were suitable candidates, and if they were, the team thoroughly trained the new members. A corporate called Strategic Investments bankrolled the team. With the backing of the corporation, they were able to play with a bankroll of hundreds of thousands of dollars, far larger than would normally be available to college students. Eventually, with team morale suffering after a series of large losses, the corporation closed shop, and the original team disbanded, to be replaced by several new teams founded by alumni of the first group.

The team approach used by the MIT groups was originally developed by Al Francesco, elected by professional gamblers as one of the original 7 inductees into the Blackjack Hall of Fame. Blackjack team play was first written about by Ken Uston, an early member of Al Francesco’s teams. Uston’s book on blackjack team play, Million Dollar Blackjack, was published shortly before the founding of the first MIT team. The team methods devised by Al Francesco, and later used by the MIT team, at first made it more difficult for casinos to detect card counting at their tables. Unfortunately, Uston’s books alerted casinos to the methods of blackjack team play, and several MIT team members were identified and barred. These members were replaced by fresh MIT students, and play continued. Investigators hired by casinos eventually realized that many of those they had banned had addresses in or near Boston, and the connection with MIT became clear. The detectives obtained copies of recent MIT yearbooks and added photographs from it to their image database.

With most of the original team barred, most members retired, having made an amount variously reported as $1 million to $10 million. Some members have used reports of their successes to start public-speaking careers or businesses selling blackjack card counting systems or running blackjack seminars.

In the media

The story of the MIT Blackjack Team was told in the documentary Breaking Vegas, in the book Bringing Down the House, and on an episode of the Game Show Network documentary series, Anything to Win. The private investigation firm referred to as Plymouth in Bringing Down the House was Griffin Investigations.

Notes

  1. Blackjack Forum interview with Johnny Chang
  2. Bearcave.com review of Bringing Down the House

Links

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Bar bet

http://www.gamblingweblog.com/wp-content/uploads/2008/08/bar.jpg

A bar bet is a bet made between two patrons at a bar. Bar bets can range from wagers about little-known trivia, such as obscure historical facts, to feats of skill and strength. Some bar bets are intended to trick the other party into losing.

Famous bar bets

  • The annual Midnight Sun baseball game played in Fairbanks, Alaska (the only game to be contested after midnight without the use of artificial lighting) was established in 1906 as the result of a bar bet. 2
  • Two of Tony Hawks’ books, Round Ireland With A Fridge (ISBN 0-091-86777-0) and Playing The Moldovans At Tennis (ISBN 0-091-87456-4), were written describing Hawks’ attempts to win two bar bets.
  • The film To Have and Have Not is supposedly the result of bar bet between Ernest Hemingway and Howard Hawks, with Hemingway betting Hawks that Hawks couldn’t make a good film from Hemingway’s worst novel.
  • It is widely believed that the creation of Scientology was the result of a bar bet between L. Ron Hubbard and Robert A. Heinlein. According to Scientology critic Lindsay this is “definitely not true”, no such bet was ever made, it would have been “uncharacteristic of Heinlein” to make such a bet, and “there’s no supporting evidence”.

References

  1. Midnight Sun Game. Alaska Goldpanners. Retrieved on 2005-12-19.
  2. Williams, Van, ”100 Years of Midnight Baseball Fun in Fairbanks: A 1906 bar bet has turned into a tradition on summer solstice“, Anchorage Daily News, 2005-06-22.
  3. To Have and Have Not. The Rake. Retrieved on 2005-12-19.
  4. Don Lindsay. Non-Scientologist FAQ on “start a religion”. Church of Scientology exposed. Retrieved on 2005-12-19.

Further reading

  • Three Bar Bets Involving Fire. Daily Lush Magazine. Retrieved on 2005-12-19. — The Daily Lush describes a bar bet as being the “last remnant of a great American con artist tradition” and gives examples of bar bets.
  • Rub Cruit (October 1985). 175 Ways to Win a Free Drink: The Complete Book of Bar Bets. Dodd Mead. ISBN 0396085865.
  • Henny Youngman (1974). Bar bets, bar jokes, bar tricks. Citadel Press. ISBN 0806504048.
  • Alan Ericksen (1981). Bar games, bets and challenges. Warner Books. ISBN 0446906484.

Links

  • Gerry Riskin. Want to win a bar bet?. Amazing firms, amazing practices. Retrieved on 2005-12-19, 2005-10-14. — An example of a trick bar bet. Riskin describes a bar bet where the correct answer to the question about a photograph of a man tied to a chair is not the obvious one.
  • Even and Odd Permutations. Introduction to Group Theory. Retrieved on 2005-12-19. — Another trick bar bet. The trick lies in the even and odd parity of the initial and final conditions.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Black Book

New York, New York Casino

“Black Book” is the nickname frequently used to refer to a list of persons who are unwelcome in casinos. The name comes from the fact that the persons listed in the “book” are essentially “blacklisted”. The term can refer either to such a list officially maintained by a particular Gaming Control Board, or to the Griffin Book, whose information is shared by casinos throughout the gaming industry.In the former case, persons listed are generally suspected of having, or known to have, ties to organized crime. Casinos are obliged by gaming regulations to exclude all such persons from entry, and can be subject to sanctions from the Gaming Control Board for failure to do so. In the latter case, listed individuals are generally suspected of being, or known to be, either advantage players or outright cheaters at the casino games themselves. Thus, casinos find it in their own economic best interest to exclude such individuals.

Links

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Punto Banco (North American Baccarat)

Punto Banco

In the United States, Australia and Canada, a variation of baccarat is played in which the casino banks the game at all times. Punters may bet on either the player or the banker, which are merely designations for the two hands dealt in each game.

The cards are dealt, one to the ‘Player’ first then to the ‘Banker’, ‘Player’ then ‘Banker’ again. Each has two cards. This is the initial deal. Both cards in each hand are added together and the croupier calls the total. (e.g. five to the ‘Player’, three to the ‘Banker’) From this position the ‘Tableau’ or table of play is used to determine if further cards need to be drawn. A maximum of three cards per hand may be drawn to achieve a winning hand. Therefore the object of the game is to bet on the hand with the highest total.

The Tableau is as follows:

Pictures and 10s count as 0. If the initial deal has a hand totalling 8 or 9 no further cards are drawn.

  • If the ‘Player’ has an initial total of 0, 1, 2, 3, 4 or 5, the ‘Player’ draws another card.
  • If the ‘Player’ has an initial total of 6 or 7, the ‘Player’ stands and draws no further card.
  • If the ‘Player’ has an initial total of 8 or 9, this is a natural and neither the ‘Player’ nor the ‘Banker’ draw further cards.
  • If the ‘Banker’ has an initial total of 0, 1 or 2, the ‘Banker’ draws another card.
  • If the ‘Banker’ has an initial total of 3, the ‘Banker’ draws another card when the ‘Player’s’ third card is anything but an 8.
  • If the ‘Banker’ has an initial total of 4, the ‘Banker’ draws another card when the ‘Player’s’ third card is a 2, 3, 4, 5, 6 or 7.
  • If the ‘Banker’ has an initial total of 5, the ‘Banker’ draws another card when the ‘Player’s’ third card is a 4, 5, 6, or 7.
  • If the ‘Banker’ has an initial total of 6, the ‘Banker’ draws another card when the ‘Player’s’ third card is a 6 or 7.
  • If the ‘Banker’ has an initial total of 7, the ‘Banker’ stands and draws no further cards.
  • If the ‘Banker’ has an initial total of 8 or 9, this is a natural and neither the ‘Player’ nor the ‘Banker’ draw further cards.
  • If the ‘Banker’ has an initial total of 0, 1, 2, 3, 4 or 5 and the ‘Player’ has an initial total of 6 or 7 and stands, the ‘Banker’ draws another card.
  • The ‘Banker’ must stand on 6 when the ‘Player’ has a 6 or 7 on the initial deal.

The croupier will deal the cards according to the tableau and the croupier will announce the winning hand – either ‘Player’ or ‘Banker’. Losing bets will be collected and the winning bets will be paid according to the rules of the house. Usually even money or 1-1 will be paid to the player and 95% to the ‘Banker’, 5% commission to the house. (Commission Baccarat) Some casinos pay even money or 1-1 to both ‘Player’ and ‘Banker’ except when the ‘Banker’ wins with a total of 6. Then the ‘Banker’ will be paid 50% or half the original bet.

Should both the ‘Banker’s’ hand and the ‘Player’s’ hand have the same value at the end of the deal the croupier shall announce “Egalite – tie bets win.” All tie bets will be paid at the odds of 8-1 and the croupier shall not touch the bets on either ‘Player’ or ‘Banker’.

The traditional form of punto banco baccarat is played at an oval table, similar to the chemin de fer version. The table is staffed by a croupier, who directs the play of the game, and two dealers who collect and pay bets as well as tallying commissions due. Six or eight decks of cards are used, normally shuffled only by the croupier and dealers. Like chemin de fer, the shoe is passed around from player to player, who acts as the dealer of the cards and as “banker,” but he or she does not actually bank the game. Indeed, the “banker” may bet on the player hand if he or she wishes, or may pass the shoe along to another player — the role of the “banker” is merely ceremonial. The person who bet the highest amount on the player hand is given the player-hand cards, though he or she simply turns the cards over, annoucing their total. The croupier instructs the “banker” on if or when to deal third cards, and then announces the winning hand.

In casinos in Las Vegas and Atlantic City, this version of baccarat is usually played in special rooms separated from the main gaming floor, ostensibly to provide an extra measure of privacy and security because of the high stakes often involved. The game is frequented by the highest of high rollers, who may wager tens or hundreds of thousands of dollars on a single hand. Australian tycoon Kerry Packer was particularly fond of the game, having won and lost large sums over the years. Minimum bets are relatively high, often starting at 25 USD and going as high as 500 USD. Posted maximum bets are often arranged to suit a player, but maximums of 10,000 USD per hand are common

Despite its simplicity (or perhaps because of it), the punto banco version of baccarat offers some of the lowest house advantage available in a casino. The player bet has a house advantage of 1.24%, and the banker bet (despite the 5% commission) has an advantage of 1.06%. The tie bet has a much higher house advantage of 14.44%, based on six decks in play. [1]

Because of its attraction for wealthy players, a casino may win or lose millions of dollars a night on the game, and the house’s fortunes may even affect the bottom line of a corporation’s quarterly profit and loss — notations of the effects of major baccarat wins and losses are frequent in the quarterly reports of publicly-traded gaming companies.

Mini-baccarat is essentially the same game, but played at a smaller table very similar to a blackjack table. A single dealer handles the entire game, including dealing the cards. The pace is usually much faster than the “big baccarat” version. Betting minimums and maximums are usually lower. In casinos outside of Las Vegas and Atlantic City, this is frequently the only version of baccarat that is offered.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Common misunderstandings in slot machine

Display screen of a slot machine in tilt mode

“Hot” and “Cold” machines

Standard slot machines do not get “hot” or “cold”. The odds of hitting a winning combination are determined by a random number generator contained in the machine’s software and is exactly the same with every spin. Such slot machines are never “due to be hit” if they haven’t paid out a jackpot in a while. (Exception: UK-style AWP machines are progressive which means chances of winning will increase over time if the machine has not paid any wins out. Many also “force” wins on players in order to meet the payout percentage).

Placement

There is a science to the placement of slot machines on the gaming floor, but the highest paying machines are not necessarily placed in high-traffic areas. Typically, machines of similar payback percentages are grouped together, with 1% or less difference from machine to machine in the group.

Payout changes

  • In most jurisdictions, casinos cannot alter the machine’s payout percentage by time of day, day of week, or remotely via a computer.
  • Using a slot club card does not affect the machine’s payout percentage. The card just allows the casino to keep track of the amount wagered by a player and issue complimentaries accordingly.

Missed opportunities

  • You leave a machine. Another player comes up and immediately hits a jackpot. You think, “If I had played just one more time, I would have won that jackpot.”
  • A machine returns a higher jackpot for playing more coins. You play fewer coins, and a winning combination appears. You think, “If I had played more coins, I would have won more money.”

In both cases, you did not “miss” an opportunity to win. The results of modern slot machines depend on exactly when you play them. It is very unlikely in either case that you would have received the same result if you had played just one more time or just one more coin.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Martingale roulette system

http://www.gamblingweblog.com/wp-content/uploads/2008/08/hittingtimes1.jpg

Originally, martingale referred to a class of betting strategies popular in 18th century France. The simplest of these strategies was designed for a game in which the gambler wins his stake if a coin comes up heads and loses it if the coin comes up tails. The strategy had the gambler double his bet after every loss, so that the first win would recover all previous losses plus win a profit equal to the original stake. Since a gambler with infinite wealth is guaranteed to eventually flip heads, the martingale betting strategy was seen as a sure thing by those who practiced it. Unfortunately, none of these practitioners in fact possessed infinite wealth, and the exponential growth of the bets would quickly bankrupt those foolish enough to use the martingale after even a moderately long run of bad luck.

Analysis

Suppose that someone applies the martingale betting system at an American roulette table, with 0 and 00 values; a bet on either red or black will win 18 times out of each 38. If the player’s initial bankroll is $160 and the betting unit is $10, the player will make a win in approximately 96% of sessions, gaining an average of $4.30 from each winning session. In the remaining 4% of sessions, the player will “bust”, exhausting his bankroll, for a loss of $160. It follows then that the average session losses of a gambler employing this strategy are $2.27. Given a larger bankroll, the odds of making a win before running out of cash increase; however, the average winnings grow more slowly than the average losses, so the game remains a losing proposition.

Modern casinos generally have table minimums and maximums to prevent players from doubling their bets more than five or six times, rendering the martingale system obsolete.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Poker limits

Full Tilt Poker's $200/$400 ($16,000 capped) Pot Limit Omaha

Betting limits apply to the amount a player may open or raise, and come in four common forms: no limit, pot limit (the two collectively called big bet poker), fixed limit, and spread limit.

All such games have a minimum bet as well as the stated maximums, and also commonly a betting unit, which is the smallest denomination in which bets can be made. For example, it is common for games with $20 and $40 betting limits to have a minimum betting unit of $5, so that all bets must be in multiples of $5, to simplify game play. It is also common for some games to have a bring-in that is less than the minimum for other bets. In this case, players may either call the bring-in, or raise to the full amount of a normal bet, called completing the bet.

Outside of the United States, pot-limit and no-limit games are the most common. Many American home games are played with a spread limit, while casino games are often played with spread or fixed limits, though many casinos may have pot-limit or no-limit games as well. Fixed-limit and spread-limit games emphasise the skill of estimating odds, whereas pot-limit and no-limit games emphasize the skills of game theory and psychology. Almost all poker players believe that pot-limit and no-limit poker involve more skill than fixed-limit play. A few prominent players, most notably Mason Malmuth, believe that the richer tactics make fixed limit more skilled. Although the main event at the World Series of Poker is played no limit, most high stakes cash games are fixed limit, so it is unclear which format is the experts’ choice.

Fixed limit

In a game played with a fixed-limit betting structure, a player chooses only whether to bet or not – the amount is fixed by rule. To enable the possibility of bluffing, the fixed amount generally doubles at some point in the game. This double wager amount is referred to as a big bet.

For example, a four-round game called “20 and 40 limit” (usually written as $20/$40) may specify that each bet in the first two rounds is $20, and that each big bet used in the third and fourth rounds is $40. This amount applies to each raise, not the total amount bet in a round, so a player may bet $20, be raised $20, and then re-raise another $20, for a total bet of $60, in such a game.

Maximum number of raises

Most fixed-limit games will not allow more than a predefined number of raises in a betting round. The maximum number of raises depends on the casino house rules, and is usually posted conspicuously in the card room. Typically, an initial bet plus three raises, or a bet and four raises, are allowed.

Consider this example in a $20/$40 game, with a posted limit of a bet and three raises. During a $20 round with three players, play could proceed as follows:

  • Player A bets $20.
  • Player B puts in another bet, raises another $20, making it $40 to play.
  • Player C puts in a third bet, raising another $20 on that, thus making it $60 to play.
  • Player A puts in the fourth bet (she is usually said to cap the betting).
Once Player A has made her final bet, Players B and C may only call another two and one bets (respectively); they may not raise again because the betting is capped.

A common exception in this rule practiced in some card rooms is to allow unlimited raising when a pot is played heads up (when only two players are in the hand at the start of the betting round). Usually, this has occurred because all other players have folded, and only two remain. Many card rooms will permit these two players to continue re-raising each other until one player is all in.

Kill game

Sometimes a fixed-limit game is played as a kill game. Such a game is played with an additional blind, called the kill blind. The kill blind can be posted from any position at the table. The amount posted is typically twice the typical blind for that game. For example, in a $20/$40 game, the large blind is typically $20. If this game were played with a full kill, the kill blind would be $40. It is also common to find a game with a half kill. For example, when the kill is active in $4/$8 game with a half kill, the game is played at a $6/$12 limit. When the kill blind is posted, it changes the stakes of the game. For that hand, the game is played as if the game were a higher limit. In a $20/$40 game with a full kill blind posted, the hand is played as if the limit were $40/$80. The kill is said to be active when the kill blind is posted and the game is played at the higher limit.

Rules on how the kill is activated vary. On the east coast of the USA, the kill is typically activated by the previous pot being over a particular value. The most typical value is ten times the value of the large bet (in a $20/$40 game, the kill would be active if the previous pot won was greater than $400). The winner of that pot is required to post the kill blind for the next hand. In the Pacific Northwest of the USA, a kill is typically activated when a particular player wins two pots in a row. After that player wins her second pot, she is required to post a kill blind and the kill is active for the next hand.

The term kill, when used in this context, should not be confused with killing a hand, which is a term used for a hand that was made a dead hand by action of a game official.

Spread limit

A game played with a spread-limit betting structure allows a player to raise any amount within a specified range.

For example, a game called “one to five limit” allows each bet to be anywhere from $1 to $5 (subject to other betting rules). These limits are typically larger in later rounds of multi-round games. For example, a game might be “one to five, ten on the end”, meaning that early betting rounds allow bets of $1 to $5, and the last betting round allows bets of $1 to $10.

Pot limit

A game played with a pot-limit betting structure allows any player to raise up to an amount equal to the size of the whole pot before the raise.

For example, let us assume that there is $10 in the pot at the start of a betting round. The first player may open the betting for up to $10. If he does in fact open for $10, the next player may raise to $40 (after calling the $10 bet, the total amount of the pot is $30, so he may raise $30). The third player would be entitled to raise to $140 (after calling $40, the pot would contain $100, thus he may raise $100). Any player may also raise less than the maximum so long as the amount of the raise is equal to or greater than any previous bet or raise in the same betting round.

Some pot-limit games make exceptions to the method described above when calculating the maximum raise in the betting round before the flop:

  • Some structures treat the little blind as if it were the same size of the big blind in computing pot size. In such a structure, a player can open for a maximum of four times the size of the big blind. For example, if the blinds are $5 and $10, a player may open with a raise to $40. (The range of options is to either open with a call of $10, or raise in increments of five dollars to any amount from $20 to $40.) Subsequent players also treat the $5 as if it were $10 in computing the pot size, until the big blind is through acting on the first betting round.
  • If the action folds all the way around to the small blind, the maximum amount the small blind can raise is also not universally agreed upon. Some games treat the big blind as a “raise” of the small blind for the purpose of calculating the maximum raise—the small blind is allowed to call the big blind, and then make a pot sized raise of twice the big blind, for a total bet of three times the big blind. Other games treat the blinds as dead money for the purpose of caclulating the raise, and allow the small blind to make the same size raise as any other player, i.e. a total bet of three times the big blind plus the small blind.

Because of the disparity in methods of calculation, and the fact that the issue is certain to come up often, most major tournaments will announce the amount of the maximum opening raise to all players any time the betting limits are increased.

No limit

A game played with a no-limit betting structure allows each player to raise any amount of his stake at any time (subject to the table stakes rules and any other rules about raising).

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Bovine bingo

http://www.gamblingweblog.com/wp-content/uploads/2008/08/water_buffalo_bathing.jpg

Bovine bingo is a traditional rural fundraising game that is often played at country fetes and summer fairs, usually for fundraising purposes.Bovine bingo is not really a form of bingo, but a form of lottery. The game is set up by marking out a grid of rectangles on an enclosed land area, such as a paddock or farm field. This is usually done by chalking lines. The grid cells are then numbered or otherwise identified in some way, and chances are sold on each cell. A cow (or other livestock animal) is then let loose within the enclosure. Where the first “cowflop” (defecation) lands determines the winner. Another popular variation of this game takes place during parades, usually with horses. Same rules apply, however.

The game is also known as “Cowpie Bingo”, “Fertilizer Lotto”, “Cow Patty Bingo”, “Cow Pat Lottery”, or “Bossy Bingo.”

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Battle dice

The Silver Surfer figure

What it is

Marvel battle dice is a game that uses small figures, which are placed inside dice, and then rolled. There are currently 69 of these figures from the first Set, and can be purchased in battle booster packs, or the starter set.

Purchasing

The figures can be purchased in booster packs (listed above), or in the starter sets. The booster packs contain 3 random battle figures, and also comes with one battle dice. The starter set comes with 6 figures, two of which are secret figures. There are also battle dice launchers, which are large sized versions of the Fantastic Four’s Thing (comics), and The Hulk.

The Game

The game works by placing the figures (approximately 1″ inch) in the battle dice, which have certain attributes by popping the dice open. When the dice are rolled, the player with the lower dice roll goes first. They select an attribute on the character, and use them to battle the other figure(s). Then the attributes take place, and so on and so forth, and the player with a certain roll wins, etc. Currently, there are 23 different dice. The attributes are: Intelligence, Strength, Speed, Durability, Energy, and Fighting Skills. Attributes are measured on a 0-6 scale, 6 being the highest. Characters are ranked points; in most tournaments teams cannot exceed 30 points making figures like Dark Phoenix too expensive to use. A comprehensive explanation can be found at any of the first two links in the links section.

Marvel Set 1

In January Playmates released the first set consisting such characters as: Captain America, Spider-Man, Doctor Octopus, Professor X, Psylocke, Dark Phoenix, Apocalypse, Cyclops, Sentinel, Magneto etc. There are also “Clear” forms of the characters that “re-arrange” their abilities. Three characters were left out of production and are currently tournament prizes: She-Hulk, Silver Surfer, and Red Skull. The only other promotional characters from Set 1 are Stealth Wolverine and Spider-Man.

Marvel Set 2

In July Playmates will release the second series. This set includes the popular Galactus, Phoenix, Storm, Pyro, Scarlet Spider, Vision, Juggernaut, Omega Red, Scarlet Witch, Electro, Green Goblin, Kingpin, etc.

DC Set 1

The first DC Set will be released in the Fall and includes characters like Starfire and Superman.

Links

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Top Gambling News, August 16th, 2008

http://www.gamblingweblog.com/wp-content/uploads/2008/08/tgn.png

Americans Spending, Gambling, Saving
Medical News Today (press release), UK
The studies cover the buying habits and emotional well-being of spenders, the demographics of gamblers and who is at risk for trouble, the strategies people …

Rescue gambling deal by working with both pari-mutuels and Seminoles
Sun-Sentinel.com, FL
We could do nothing, and eventually the federal government would shut down all Class III gambling on the reservations, but this is not an option. …

Crackdown on gambling in suburbs
Times of India, India
In less than three weeks in office, he has struck against illegal clubs that were functioning as clandestine gambling centres in the Avadi and Poonamallee …

Web gambling scam clue to murders of Chinese pair
guardian.co.uk, UK
Xi Zhou, who was found dead with her boyfriend in a flat in Newcastle. Photograph: Northumbria police/PA Whether she liked it or not, Zin could normally …

Colombian gambling houses allegedly bombed by FARC
Xinhua, China
4 (Xinhua) — Bomb blasts at two facilities of a Colombian gambling company on Thursday were set off by guerillas in retaliation for unpaid extortion money …

Lawsuits target Mo. gambling measure
St. Louis Post-Dispatch,  United States
(AP) — Two lawsuits have been filed that challenge the constitutionality of a Missouri ballot measure that would allow high-stakes gambling and that would …

Numbers Prove Gambling Should Be Casinos’ Business
Online Casino Advisory, Canada
As first theorized by Online Casino Advisory’s gambling analyst Sherman Bradley and echoed a week later by Financial Week, much of the economic difficulty …

FBI: Toledo gambling investigations related
International Herald Tribune, France
AP TOLEDO, Ohio: Point-shaving allegations against a former University of Toledo basketball player are related to gambling charges filed last year against a …

How will proposed casino affect Ohio?
Hillsboro Times Gazette, OH
In 1978, the first gambling casino outside Nevada opened in Atlantic City, NJ Since then, the push has been on to open casinos in every state. …

Illegal Gambling Machine Bust In Philly Nets $270000
Casino Gambling Web, FL
They have been hard at work conducting raids of different places where illegal gambling was taking place. The latest bust came on Thursday afternoon when …

Blogosphere:

Vegas 7 Online Casino: Style and Security
There’s nothing like looking finding best in Internet online gambling sites, ones that best you often include place that will test your best gambling strategies. When you start looking one that’s right you, you should go reputable sites …

Free WordPress Theme – Gambling Addiction
Free WordPress Theme – Gambling Addiction from KawaiiThemes

On Edge of Pro Football Greatness, Drugs, Gambling and Death Steal …
johnibii
I have been trying for almost a month now, but I still can’t get Terrence Kiel out of my mind. I am not sure why. In Sportsworld, the name means little, just another pro football player until he wasn’t. And even I, the Olympic cynic …

Online Gambling Offer
Ken
The best sites to find Online Gambling Offer, a leading online casino gambling guide. Includes online casino reviews and recommendations, online casino directory, best payouts and bonuses, blackjack strategy and tips, free online casino …

WordPress Theme – Gambling Blog
Ben.Johnson
Gambling Blog WordPress Theme A unique and aesthetically pleasing theme dedicated to gambling.

Casino Gambling
Gambling News by Gambling Headquarters
(AP) — State gambling regulators have approved a rescue for a financially troubled Pittsburgh casino project, but problems plaguing three other prospective casinos may be far more difficult to resolve. …

gambling Related Domains for Sale
As a domain broker, i offered free category listing for domains. So many domainers have submitted their games and gambling related domains for sale at my domain brokerage site

Best gambling strategy
gamblingnet
You in the direction of the biggest jackpots and best and payouts, promotions and tools for successful gambling playing backgammon using the attacking strategy attacking in. Online casino gambling search results for blackjack strategy …

Illegal Gambling Machine Bust In Philly Nets $270000
Two men who were running an illegal operation through gambling machines were arrested in a bust on Thursday, the bust had the police confiscate $270000 from one of the man’s homes.

Aussie Legal Challenge By Online Gambling Companies
ABC Online reports that the international Internet betting companies Betfair and Sportingbet have launched a High Court challenge in Australia against legislation that prevents gambling companies outside New South Wales from advertising …

Card counting

A blackjack game in progress

Card counting is a card game strategy used to determine when a player has a probability advantage. The term is used almost exclusively to refer to the tracking of the ratio of high cards to low cards in blackjack, although theoretically card counting can be used in some other card games.

How card counting works in blackjack

Card counting is based on the fact that high cards, and especially aces, are good for the player while low cards are good for the dealer. High cards are good for the player because they increase the chance of a player getting a “blackjack”, which usually pays 3 to 2. High cards also increase the player’s chance of success on his pair splits and double downs. Low cards are good for the dealer because they decrease the chance that the dealer will bust.

Card counters raise their bets when the ratio of high cards to low cards in the deck is skewed in their favor. They also make strategy adjustments based on the ratio of high cards to low cards. These two adjustments to their betting and playing strategy can give players a small mathematical advantage over the house.

Contrary to the popular myth, card counters do not need savant qualities in order to count cards, because they are not tracking and memorizing specific cards. Instead, card counters assign a heuristic point score to each card they see and then track only the total score. (This score is called the “count”.)

Different card counting systems assign different point values to various cards, but one of the most common systems, the Hi-Lo Count, is illustrative. In this system, the cards numbered 2 through 6 are counted as +1 and all tens (which include 10s, jacks, queens and kings) and aces are counted as -1. The cards 7, 8, and 9 are given a count of 0. The Hi-Lo system exemplifies a “level one” counting system; other counting systems also assign +2 and -2 counts to certain cards and are called “level two” systems. Many card counting experts agree that the additional accuracy derived from a “level two” system is offset by the increased difficulty of keeping count and the greater likelihood of making a mistake.

Another commonly used card counting system is the “K-O”, an unbalanced card counting system derived from Arnold Snyder’s unbalanced Red 7 count, published in 1981. The first blackjack researcher to publish an unbalanced card counting system was Jacques Noir, in his 1968 book Casino Holiday. Unbalanced card counting systems eliminate the need to estimate remaining decks to be dealt, a common source of player error in card counting.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Bingo card

Bingo cards are used to play various bingo games, including U.S. style bingo and U.K. style Housie. Cards are usually made of cardboard or non-reusable paper, but more and more bingo halls are beginning to use computerized cards. Bingo cards are printed in various styles (see below) with randomized bingo numbers. As bingo numbers are called, players either check off the boxes with a pen or marker, or use a bingo daber/dauber to stamp the box.

U.S. Bingo Cards

http://www.gamblingweblog.com/wp-content/uploads/2008/08/samplebingocard.png A typical U.S. bingo card

U.S. bingo cards are 5×5 squares, with the columns labeled B-I-N-G-O and with spots contains numbers between 1 and 75. The center square typically is a free spot, and often has the word “free” printed on it.

2

3 4 6

4 7 7 2 91864

2 3 9

1

6 2 1 3

B I N G O
8
X
  • Column B contains numbers 1 – 15
  • Column I contains numbers 16 – 30
  • Column N contains numbers 31 – 45
  • Column G contains numbers 46 – 60
  • Column O contains numbers 61 – 75

U.K. Bingo Cards

U.K. Bingo, or Housie, cards are usually called tickets and differ greatly from U.S. Bingo cards. The cards contain three rows and nine columns. Each row contains five numbers and four blank spaces. Each column contains one, two or three numbers.

http://www.gamblingweblog.com/wp-content/uploads/2008/08/housieticket.jpg A typical housie/Bingo ticket

  • Column 1 contains numbers 1 – 10
  • Column 2 contains numbers 11 – 20
  • Column 3 contains numbers 21 – 30
  • Column 4 contains numbers 31 – 40
  • Column 5 contains numbers 41 – 50
  • Column 6 contains numbers 51 – 60
  • Column 7 contains numbers 61 – 70
  • Column 8 contains numbers 71 – 80
  • Column 9 contains numbers 81 – 90

Sources

Bingo Dictionary

Links

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Great tennis players

"Big Bill" Tilden

Great Players

Numerous great players played in the days before tennis’s Open era, many of whom are unknown by modern sports fans. Among them, chronologically, are:

  • “Big Bill” Tilden – winner of 21 amateur Grand Slam titles, 7 consecutive Davis Cups, 4 professional Grand Slam titles, the professional doubles title at age 52; was for 7 years the World No. 1 player
  • Jean Borotra, Henri Cochet, René Lacoste – the three best of the “Four Musketeers”, won 46 amateur Grand Slam titles amongst them, 6 consecutive Davis Cups, 1 professional Grand Slam title; one was for 5 years the World No. 1 player
  • Ellsworth Vines – winner of 6 amateur Grand Slam titles, 4 professional Grand Slam titles; was world #1 professional player, 1933-1937; had a tremendous flat, hard service; was for 3 years the World No. 1 player
  • Fred Perry – won 13 amateur Grand Slam titles including 3 consecutive Wimbledons; was the first to win 4 consecutive Grand Slam titles; won 2 professional Grand Slam titles; was for 4 consecutive years the World No. 1 player
  • Don Budge – winner of 14 amateur Grand Slam titles; was the first to win 4 Grand Slam titles in a single year, 4 professional Grand Slam titles; is widely viewed as having had the best backhand of all time before Rosewall; was for 6 consecutive years the World No. 1 player
  • Bobby Riggs – winner of 6 amateur Grand Slam titles, 4 professional Grand Slam titles and 7 times a finalist; was world #1 professional player 1946-1947 and for those 2 years the World No. 1 player
  • Jack Kramer – won 10 amateur Grand Slam titles and 2 professional Grand Slam titles; was the first great player to play serve-volley on all serves; beat Gonzales badly in the 1949-1950 tour; was for 5 years the World No. 1 player
  • Pancho Segura – winner of 3 professional Grand Slam titles, including 2 victories over Gonzales, and 7 times a finalist; was for 1 year the World No. 1 player; Kramer called Segura’s two-handed forehand “the single best shot ever produced in tennis.”
  • Frank Sedgman – won 22 amateur Grand Slam titles, 3 professional Grand Slam titles and 4 times a finalist; winner of 3 consecutive Davis Cups
  • Pancho Gonzales – winner of 4 amateur Grand Slam titles, 12 professional Grand Slam titles and 6 times a finalist; world #1 amateur in 1949; was still world #6 player in 1969 and #9 American in 1972 at 44; was for 8 consecutive years the World No. 1 player, an unequalled 9 times overall
  • Ken Rosewall – won 18 Grand Slam titles, first 11 as an amateur, then 7 in the Open era, plus another 18 professional Grand Slam titles and was 5 times a finalist; winner of 3 consecutive Davis Cups; was for 2 years the World No. 1 player
  • Lew Hoad – won 11 amateur Grand Slam titles and 7 times a finalist in the professional Grand Slam; Gonzales said of him: “I think his game was the best game ever. Better than mine.”

Other fine players of the pre-Open era include Maurice McLoughlin, “Little Bill” Johnston, Vinnie Richards, Jack Crawford, Gottfried von Cramm, Ted Schroeder, Vic Seixas, and Tony Trabert.

Among women the top two pre-Open era players are considered to be Suzanne Lenglen and Helen Wills Moody. Maureen Connolly was the first female player to win a Grand Slam in 1953. Doris Hart was the first player to win all 12 possible singles, doubles and mixed doubles Grand Slam titles

Among the greatest male players of the Open era, with the number of career Grand Slam singles titles in parenthesis, are: Pete Sampras (14), Rod Laver (11), Björn Borg (11), Jimmy Connors (8), Ivan Lendl (8), Andre Agassi (8), John Newcombe (7), Roger Federer (7), John McEnroe (7), Mats Wilander (7), Boris Becker (6), Stefan Edberg (6), Jim Courier (4), Guillermo Vilas (4), Arthur Ashe (3), Gustavo Kuerten(3), Stan Smith (2), Lleyton Hewitt (2), Yevgeny Kafelnikov (2), Patrick Rafter (2), Marat Safin (2), and Rafael Nadal (2).

The greatest women players, again with the number of career Grand Slam singles titles in parenthsis for each, are: Margaret Smith Court (24), Steffi Graf (22), Chris Evert (18), Martina Navrátilová (18), Billie Jean King (12), Monica Seles (9), Serena Williams (7), Maria Bueno (7), Evonne Goolagong (7), Martina Hingis (5), Venus Williams (5), Justine Henin-Hardenne (5), Hana Mandlíková (4), Arantxa Sánchez Vicario (4),Lindsay Davenport (3), Jennifer Capriati (3), and Mary Pierce (2)

Suzanne Lenglen and Bill Tilden Suzanne Lenglen and Bill Tilden

The Greatest Player of All Time

Roger Federer Roger Federer

Until the mid-1950s, Bill Tilden was generally considered the greatest player ever, his only rivals being Vines, Budge, and Kramer. For much of the 1950s and 1960s, many thought Gonzales had claimed that title. Since then, first Laver, then more recently Borg, McEnroe, and Sampras, were widely regarded by many of their contemporaries as the greatest ever. Roger Federer is now considered by many observers to have the most “complete” game in modern tennis, with the potential to challenge the achievements of these past greats. Even among experts, however, no consensus exists as to who has been the greatest of all. Kramer, for instance, still believes that Budge was the best ever on a consistent basis, while Vines was the best at the top of his game. Segura opts for Gonzales, and Gonzales himself considered Hoad, at the height of his game, to be the best.

It frequently appears to be the case when trying to decide who is the best of all time that comptemporaries over-value the worth of great players of their own time. Each time that a great new player such as Tilden, Vines, Budge, Kramer, or Gonzales came on the scene and dominated it for several years, many observers at that time would then declare him to be the best of all time. A clear example of this occurred in early 1986 when Inside Tennis, a magazine edited in Northern California, devoted parts of four issues to a lengthy article called “Tournament of the Century”, an imaginary tournament to determine the greatest of all time. They asked 37 tennis notables such as Kramer, Budge, Perry, and Riggs and observers such as Bud Collins to list the 10 greatest players in order. This was probably as prestigious and knowledgeable a group of tennis experts as has ever been assembled. Nevertheless, there appears to be a clear predilection for choosing their near-contemporaries as the best player ever.

Twenty-five players in all were named by the 37 experts in their lists of the 10 best. The magazine then ranked them in descending order by total number of points assigned. The top eight players in overall points, with their number of first-place votes, were:

  • Rod Laver (9),
  • John McEnroe (3),
  • Don Budge (4),
  • Jack Kramer (5),
  • Bjorn Borg (6),
  • Pancho Gonzales (1),
  • Bill Tilden (6), and
  • Lew Hoad (1).

Sculpture depicting Rod Laver Sculpture depicting Rod Laver outside the Rod Laver Arena, Melbourne.

McEnroe was still an active player and Laver, Borg, and Gonzales had only recently retired. In the imaginary tournament Laver beat McEnroe in the finals in 5 sets.

Among the women, Lenglen and Wills Moody vie for the distinction of greatest of all time, along with several modern players: Court, Navratilova, Evert, Graf, and Seles.

The Great Doubles Players

Doubles is no longer as important to spectator tennis as it was in the first half of the 20th Century, when its attraction, particularly in Davis Cup rounds, was nearly equal to that of singles. George Lott, who himself won 5 U.S. doubles titles as well as 2 at Wimbledon, wrote an article in the May, 1973, issue of Tennis Magazine in which he ranked the great doubles teams and the great players. The teams, in descending order, were:

  • John Newcombe and Tony Roche
  • R. Norris Williams and Vinnie Richards
  • Bill Talbert and Gardnar Mulloy
  • Frank Sedgman and Ken McGregor
  • Adrian Quist and John Bromwich
  • Roy Emerson and Rod Laver
  • Bill Tilden and Vinnie Richards
  • Jacques Brugnon and Henri Cochet
  • Wilmer Allison and John Van Ryn
  • Lew Hoad and Ken Rosewall

John Newcombe and Tony Roche John Newcombe and Tony Roche

Other great teams would include George Lott and Les Stoefen, Bob Lutz and Stan Smith, John McEnroe and Peter Fleming, and The Woodies (Todd Woodbridge and Mark Woodforde).

Lott also wrote: “It is frequently said that a doubles team is as good as its weakest link…. I believe a really great doubles player can solidify that weak link.” His list of the greatest doubles players is:

  • John Bromwich, Jack Kramer, and Don Budge, tied for 1st
  • Frank Sedgman, Adrian Quist, and Roy Emerson tied for 4th
  • Vinnie Richards
  • Jacques Brugnon
  • Marty Riessen, Bill Talbert, and Gardnar Mulloy tied for 10th

Bromwich Bromwich as a junior in the 1930s

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Olympic boxing

Headgear is mandatory in amateur boxing

Olympic (or Amateur) boxing is found at the Olympic Games and Commonwealth Games. Olympic boxing prizes point scoring rather than physical damage or knockouts. Bouts comprise four rounds of two minutes in Olympic and Commonwealth and three rounds of two minutes in a national ABA (Amateur Boxing association) bout each with a one minute interval between rounds.

Competitors wear protective headgear and gloves with a white strip across the knuckle. A punch is considered a scoring punch only when the boxers connect with the white portion of the gloves. Each punch that lands on the head or torso is awarded a point. A referee monitors the fight to ensure that competitors use only legal blows (a belt worn over the torso represents the lower limit of punches – any boxer repeatedly landing “low blows” is disqualified). Referees also ensure that the boxers don’t use holding tactics to prevent the opponent from swinging (if this occurs, the referee separates the opponents and orders them to continue boxing. Repeated holding can result in a boxer being penalized, or ultimately, disqualified).

Referees will stop the bout if a boxer is seriously injured, if one boxer is significantly dominating the other or if the score is severely imbalanced.

Olympic (amateur) boxing history

The Queensberry Amateur Championships continued from 1867 to 1885, and so, unlike their professional counterparts, Olympic boxers did not deviate from using gloves once the Queensberry Rules had been published. In the United Kingdom, the Amateur Boxing Association (A.B.A.) was formed in 1880 when twelve clubs affiliated. It held its first championships the following year. Four weight classes were contested, Featherweight (9 stone), Lightweight (10 stone), Middleweight (11 stone, 4 pounds) and Heavyweight (no limit). (A stone is equal to 14 pounds). By 1902, American boxers were contesting the titles in the A.B.A. Championships, which, therefore, took on an international complexion. By 1924, the A.B.A. had 105 clubs in affiliation.

Boxing first appeared at the Olympic Games in 1904 and, apart from the Games of 1912, has always been part of them. From 1972 through 2004, Cuba and the United States have won the most Gold Medals, 29 for Cuba and 21 for the U.S. Internationally, Olympic boxing spread steadily throughout the first half of the 20th century, but when the first international body, the Federation Internationale de Boxe Olympic (International Olympic Boxing Federation) was formed in Paris in 1920, there were only five member nations. In 1946, however, when the International Amateur Boxing Association (A.I.B.A.) was formed in London, twenty-four nations from five continents were represented, and the A.I.B.A. has continued to be the official world federation of Olympic boxing ever since. The first World Amateur Boxing Championships were staged in 1974.

In the late 19th and early 20th century, Olympic boxing was encouraged in schools, universities and in the armed forces, but the champions usually came from among the urban poor.

Women’s boxing first appeared in the Olympic Games at a demonstration bout in 1904. For most of the 20th century, however, it was banned in most nations. Its revival was pioneered by the Swedish Amateur Boxing Association, which sanctioned events for women in 1988. The British Amateur Boxing Association sanctioned its first boxing competition for women in 1997. The first event was to be between two thirteen-year-olds, but one of the boxers withdrew because of hostile media attention. Four weeks later, an event was held between two sixteen-year-olds.

The A.I.B.A. accepted new rules for Women’s Boxing at the end of the 20th century and approved the first European Cup for Women in 1999 and the first World Championship for women in 2001. Women’s boxing will be an exhibition sport at the 2008 Olympics, but it won’t become an official Olympic sport until the 2012 Olympics.

A new scoring system was invented for Olympic boxing: using a computer, judges must press a button every time they think a boxer landed a punch. When three or more of the five judges press the button within a second of each other, the punch counts as a “point” for the fighter that landed it. Punches to the head or face of an opponent usually score the most points for a competitor. At any point of the fight in which a fighter is leading by twenty points (or sometimes more), the referee is indicated and the fight is stopped, the leading fighter winning by “mercy”, and credited with a knockout.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Basketball rules and regulations

An outdoor basketball net

Measurements and time limits discussed in this section often vary among tournaments and organizations; international and NBA rules are used in this section.

The object of the game is to outscore one’s opponents by throwing the ball through the opponents’ basket from above while preventing the opponents from doing so on their own. An attempt to score in this way is called a shot. A successful shot is worth two points, or three points if it is taken from beyond the three-point arc which is 6.25 meters (20 ft 6 in) from the basket in international games and 23 ft 9 in (7.24 m) in NBA games.

Playing regulations

Games are played in four quarters of 10 (international) or 12 minutes (NBA). Fifteen minutes are allowed for a half-time break, and two minutes are allowed at the other breaks. Overtime periods are five minutes long. Teams exchange baskets for the second half. The time allowed is actual playing time; the clock is stopped while the play is not active. Therefore, games generally take much longer to complete than the allotted game time, typically about two hours.

Five players from each team may be on the court at one time. Teams can have up to seven substitutes. Substitutions are unlimited but can only be done when play is stopped. Teams also have a coach, who oversees the development and strategies of the team, and other team personnel such as assistant coaches, managers, statisticians, doctors and trainers.

For both men’s and women’s teams, a standard uniform consists of a pair of shorts and a tank top with a clearly visible number, unique within the team, printed on both the front and back. Players wear high-top sneakers that provide extra ankle support. Typically, team names, players’ names and sometimes sponsors are printed on the uniforms.

A limited number of time-outs, clock stoppages requested by a coach for a short meeting with the players, are allowed. They generally last no longer than one minute unless, for televised games, a commercial break is needed.

The game is controlled by the officials consisting of the referee, one or two umpires and the table officials. The table officials are responsible for keeping track of each teams scoring, timekeeping, individual and team fouls, player substitutions, team possession arrow, and the shot clock.

Equipment

Traditional eight-panel basketball A basketball.

http://www.gamblingweblog.com/wp-content/uploads/2008/08/basketball_court_dimensions.png A diagram of a FIBA basketball court.

The only essential equipment in basketball is the ball and the court: a flat, rectangular surface with baskets at opposite ends. Competitive levels require the use of more equipment such as clocks, scoresheets, scoreboards, alternating possession arrows, and whistle-operated stop-clock systems.

The men’s ball’s circumference is about 30 inches (76 cm) and weighs about 1 lb 5 oz (600 g). The women’s ball’s circumference is about 29 inches (73 cm) and weighs about 1 lb 3 oz (540 g). A regulation basketball court in international games is 28 by 15 meters (approx. 92 by 49 ft) and in the NBA is 94 by 50 feet (29 by 15 m). Most courts are made of wood.

A cast-iron basket with net and backboard hang over each end of the court. At almost all levels of competition, the top of the rim is exactly 10 feet (3.05 m) above the court and 4 feet (1.2 m) inside the endline. While variation is possible in the dimensions of the court and backboard, it is considered important for the basket to be the correct height; a rim that is off by but a few inches can have an adverse effect on shooting.

Violations

The ball may be advanced toward the basket by being shot, passed between players, thrown, tapped, rolled or dribbled (bouncing the ball while running).

The ball must stay within the court; the last team to touch the ball before it travels out of bounds forfeits possession. The ball-handler may not move both feet without dribbling, known as traveling, nor may he dribble with both hands or catch the ball in between dribbles, a violation called double dribbling. A player’s hand must remain on top of the ball while dribbling, failure to do so is known as carrying the ball. A team, once having established ball control in the front half of the court, may not return the ball to the backcourt. The ball may not be kicked nor struck with the fist. A violation of these rules results in loss of possession, or, if committed by the defense, a reset of the shot clock.

There are limits imposed on the time taken before progressing the ball past halfway (8 seconds in international and NBA), before attempting a shot (24 seconds), holding the ball while closely guarded (5 seconds), and remaining in the restricted area (the lane, or “key”) (3 seconds). These rules are designed to promote more offense.

No player may interfere with the basket or ball on its downward flight to the basket, or while it is on the rim (or, in the NBA, while it is directly above the basket), a violation known as goaltending. If a defensive player goaltends, the attempted shot is considered to have been successful. If a teammate of the shooter goaltends, the basket is cancelled and the team loses possession.

Fouls

The referee signals that a foul has been committed. The referee signals that a foul has been committed.

An attempt to unfairly disadvantage an opponent through personal contact is illegal and is called a foul. These are most commonly committed by defensive players; however, they can be committed by offensive players as well. Players who are fouled either receive the ball to pass inbounds again, or receive one or more free throws if they are fouled in the act of shooting, depending on whether the shot was successful. One point is awarded for making a free throw, which is attempted from a line 4.5 metres (15 feet) from the basket.

There is some discretion with the referee when calling a foul — referees consider if there was unfair advantage gained, e.g. if a player were to gain possession unfairly, sometimes making fouls controversial calls. The calling of a foul can vary between games, leagues and even between referees.

A player or coach who shows poor sportsmanship, for instance, by arguing with a referee or by fighting with another player, can be charged with a technical foul. The penalty involves free throws and varies between leagues. Repeated incidents can result in disqualification. Blatant fouls with excessive contact or that are not an attempt to play the ball are called unsportsmanlike fouls (or flagrant fouls in the NBA) and incur a harsher penalty; in some rare cases a disqualifying foul will require the player to leave the playing area, known as an ejection.

If a team surpasses a preset limit of team fouls in a given period (quarter or half) – four for international and NBA games – the opposing team is awarded one or two free throws on all subsequent fouls for that period, the number depending on the league. A player who commits five fouls, including technical fouls, in one game (six in some professional leagues, including the NBA) is not allowed to participate for the rest of the game, and is described as having “fouled out”.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Baseball Gameplay

http://www.gamblingweblog.com/wp-content/uploads/2008/08/baseball_diamond.jpg

A simplified version of the rules of baseball is at simplified baseball rules. The complete Official Rules can be found www.mlb.com, the official web site of Major League Baseball in the United States.

General structure

Baseball is played between two teams of nine players each on a baseball field, under the authority of one or more officials, called umpires. There are usually four umpires in major league games; up to six (and as few as one) may officiate depending on the league and the importance of the game. There are four bases. Numbered counter-clockwise, first, second and third bases are cushions (sometimes informally referred to as bags) shaped as 15 in (38 cm) squares which are raised a short distance above the ground; together with home plate, the fourth “base,” they form a square with sides of 90 ft (27.4 m) called the diamond. Home base (plate) is a pentagonal rubber slab known as simply home. The field is divided into two main sections:

  • The infield, containing the four bases, is for defensive and offensive purposes bounded by the foul lines and the grass line (see figure). However, the infield technically consists of only the area within and including the bases and foul lines.
  • The outfield is the grassed area beyond the infield grass line (for general purposes; see above under infield), between the foul lines, and bounded by a wall or fence. Again, there is a technical difference; properly speaking, the outfield consists of all fair ground beyond the square of the infield and its bases. The area between the foul lines, including the foul lines (the foul lines are in fair territory), is fair territory, and the area outside the foul lines is foul territory.

The game is played in nine innings (although it can be played with fewer, such as it is in little league) in which each team gets one turn to bat and try to score runs while the other pitches and defends in the field. An inning is broken up into two halves in which the away team bats in the top (first) half, and the home team bats in the bottom (second) half. In baseball, the defense always has the ball — a fact that differentiates it from most other team sports. The teams switch every time the defending team gets three players of the batting team out. The winner is the team with the most runs after nine innings. If the home team is ahead after the top of the ninth, play does not continue into the bottom half. In the case of a tie, additional innings are played until one team comes out ahead at the end of an inning. If the home team takes the lead anytime during the bottom of the ninth or of any inning thereafter, play stops and the home team is declared the winner.

http://www.gamblingweblog.com/wp-content/uploads/2008/08/baseball_swing.jpg A batter follows through after swinging at a pitched ball.

The basic contest is always between the pitcher for the fielding team, and a batter. The pitcher throws—pitches—the ball towards home plate, where the catcher for the fielding team waits (in a crouched stance) to receive it. Behind the catcher stands the home plate umpire. The batter stands in one of the batter’s boxes and tries to hit the ball with a bat. The pitcher must keep one foot in contact with the top or front of the pitcher’s rubber—a 24″ x 6″ (~ 61 cm x 15 cm) plate located atop the pitcher’s mound—during the entire pitch, so he can only take one step backward and one forward in delivering the ball. The catcher’s job is to receive any pitches that the batter does not swing at or swings at and misses and to “call” the game by a series of hand movements that signal to the pitcher what pitch to throw and where. If the pitcher disagrees with the call, he will “shake off” the catcher by shaking his head; he accepts the sign by nodding. The catcher’s role becomes more crucial depending on how the game is going, and how the pitcher responds to a given situation. Each pitch begins a new play, which might consist of nothing more than the pitch itself.

Each half-inning, the goal of the defending team is to get three members of the other team out. A player who is out must leave the field and wait for his next turn at bat. There are many ways to get batters and baserunners out; some of the most common are catching a batted ball in the air, tag outs, force outs, and strikeouts. After the fielding team has put out three players from the opposing team, that half of the inning is over and the team in the field and the team at bat switch places; there is no upper limit to the number that may bat in rotation before three outs are recorded. Going through the entire order in an inning is referred to as “batting around”. It is indicative of a high scoring inning. A complete inning consists of each opposing side having a turn (three outs) on offense.

The goal of the team at bat is to score more runs than the opposition; a player may do so only by batting, then becoming a base runner, touching all the bases in order (via one or more plays), and finally touching home plate. To that end, the goal of each batter is to enable baserunners to score or to become a baserunner himself. The batter attempts to hit the ball into fair territory—between the baselines—in such a way that the defending players cannot get them or the baserunners out. In general, the pitcher attempts to prevent this by pitching the ball in such a way that the batter cannot hit it cleanly or, ideally, at all.

A baserunner who successfully touches home plate after touching all previous bases in order scores a run. In an enclosed field, a fair ball hit over the fence on the fly is normally an automatic home run, which entitles the batter and all runners to touch all the bases and score. A home run hit with all bases occupied (‘bases loaded’) is called a grand slam.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

History of tennis

Lawn tennis in the U.S., 1887

Tennis has a long history (deriving from the ‘jeu de paume’), but its establishment as the modern sport can be dated to two separate roots. In 1856, Alex Ryden, a solicitor, and his friend Batista Pereira, a Spanish merchant, who both lived in Birmingham, England played a game they named “pelota”, after a Spanish ball game. The game was played on a lawn in Edgbaston. In 1872 both men moved to Leamington Spa, and with two doctors from the Warneford Hospital, played pelota on the lawn behind the Manor House Hotel (now residential apartments). Pereira joined with Dr. Frederick Haynes and Dr. A. Wellesley Tomkins to found the first lawn tennis club in the world, and played the game on nearby lawns. In 1874 they formed the Leamington Tennis Club, setting out the original rules of the game. The Courier of 23 July 1884 recorded one of the first tennis tournaments, held in the grounds of Shrubland Hall (demolished 1948).

In December 1873, Major Walter Clopton Wingfield devised a similar game for the amusement of his guests at a garden party on his estate at Nantclwyd, Wales. He based the game on the older sport of indoor tennis or real tennis (“royal tennis”), which had been invented in 12th century France and was played by French aristocrats down to the time of the French Revolution.

According to most tennis historians, modern tennis terminology also derives from this period, as Wingfield borrowed both the name and much of the French vocabulary of royal tennis and applied them to his new game:

  • Tennis comes from the French tenez, the imperative form of the verb tenir, to hold: This was a cry used by the player serving in royal tennis, meaning “I am about to serve!” (rather like the cry “Fore!” in golf).
  • Racquet comes from raquette, which derives from the Arabic rakhat, meaning the palm of the hand.
  • Deuce comes from à deux le jeu, meaning “to both is the game” (that is, the two players have equal scores).
  • Love may come from l’oeuf, the egg, a reference to the egg-shaped zero symbol; however, since “un oeuf” is more commonly used, the etymology remains in question.
  • The convention of numbering scores “15″, “30″ and “40″ comes from quinze, trente and quarante, which to French ears makes a euphonious sequence.

Seeing the commercial potential of the game, Wingfield patented it in 1874, but never succeeded in enforcing his patent. Tennis spread rapidly among the leisured classes in Britain and the United States. It was first played in the U.S. at the home of Mary Ewing Outerbridge on Staten Island, New York in 1874.

1896 Olympic tennis tournament match between Boland and Kasdaglis

In 1881 the desire to play tennis competitively led to the establishment of tennis clubs. The first championships at Wimbledon, in London were played in 1877. In 1881 the United States National Lawn Tennis Association (now the United States Tennis Association) was formed to standardize the rules and organize competitions. The comprehensive I.L.T.F. rules promulgated in 1924 have remained remarkably stable in the ensuing eighty years, the one major change being the addition of the tie-breaker system designed by James Van Alen. U.S. National Men’s Singles Championship, now the U.S. Open, was first held in 1881 at Newport, Rhode Island. The U.S. National Women’s Singles Championships were first held in 1887. The Davis Cup, an annual competition between national teams, dates to 1900.

Tennis was for many years predominantly a sport of the English-speaking world, dominated by the United States, Britain and Australia. It was also popular in France, where the French Open dates to 1891. Thus Wimbledon, the U.S. Open, the French Open and the Australian Open (dating to 1905) became and have remained the most prestigious events in tennis. Together these four events are called the Grand Slam (a term borrowed from bridge). Winning the Grand Slam, by capturing these four titles in one calendar year, is the highest ambition of most tennis players.

In 1926 promoter C.C. (“Cash and Carry”) Pyle established the first professional tennis tour with a group of American and French tennis players playing exhibition matches to paying audiences. The most notable of these early professionals were the American Vinnie Richards and the Frenchwoman Suzanne Lenglen. For 42 years professional and amateur tennis remained strictly separate. Once a player turned pro he or she could not compete in the major (amateur) tournaments. In 1968, commercial pressures led to the abandonment of this distinction, inaugurating the Open era, in which all players could compete in all tournaments, and top players were able to make their living from tennis.

With the beginning of the Open era, the establishment of an international professional tennis circuit, and revenues from the sale of television rights, tennis has spread all over the world and has lost its upper-class English-speaking image. Since the 1970s great champions have emerged from Germany (Boris Becker, Steffi Graf), the former Czechoslovakia (Ivan Lendl, Martina Navrátilová, and Hana Mandlíková), Sweden (Björn Borg, Stefan Edberg and Mats Wilander), Brazil (Gustavo Kuerten), Russia (Yevgeny Kafelnikov and Marat Safin), Belgium (Kim Clijsters and Justine Henin-Hardenne), Spain (Juan Carlos Ferrero, Arantxa Sanchez Vicario, Carlos Moya, and Rafael Nadal), Switzerland (Martina Hingis and Roger Federer) and from many other countries.

In 1954 James Van Alen founded the International Tennis Hall of Fame, a non-profit museum in Newport, Rhode Island. The building contains a large collection of tennis memorabilia as well as a hall of fame honoring prominent members and tennis players from all over the world. Each year, a grass-court tournament is hosted on the grounds that are home to the Tennis Hall of Fame, as well as an induction ceremony honoring new Hall of Fame members.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Next Page »