Biathlon (not to be confused with duathlon) is a term used to describe any sporting event made up of two disciplines. Biathlon, however, usually refers specifically to the winter sport that combines cross-country skiing and rifle shooting. Another popular variant is summer biathlon, which combines cross-country running with riflery.
Unsurprisingly, biathlon events are broadcast most regularly where the sport enjoys its greatest popularity, namely Germany (ARD, ZDF), Norway (NRK), Finland (YLE), Sweden (SVT), Russia (RTR), Belarus (TVR), Slovenia (RTV), Estonia (ETV), and Bulgaria (BNT); it is also broadcast on European-wide Eurosport. Some events are broadcast on U.S. cable channel OLN.
The broadcast distribution being one indicator, the constellation of a sport’s main sponsors usually gives a similar, and correlated, indication of popularity: for biathlon, these are the Germany-based companies E.ON Ruhrgas (energy), Krombacher (beer), and Viessmann (boilers and other heating systems).
Concise history
The sport has its origins in an exercise for Norwegian soldiers. The first known competition took place in 1767 when border patrol companies competed against each other. Gradually the sport became more common throughout Scandinavia as an alternative training for the military.
Called military patrol, the combination of skiing and shooting was demonstrated at the Olympic Winter Games in 1924, 1928, 1936 and 1948, but did not gain Olympic recognition then, as the small number of competing countries disagreed on the rules (see also Governing body, below). During the mid-1950s, however, biathlon was introduced into the Russian and Swedish winter sport circuits and was widely enjoyed by the public. This newfound popularity aided the effort of having biathlon gain entry into the Winter Olympics, where it has later become one of the most cherished sports.
The first World Championship in biathlon was held in 1958 in Austria, and in 1960 the sport was finally included in the Olympic Games. At Albertville in 1992, women were first allowed in Olympic biathlon.
The competitions from 1958 to 1965, using NATO calibers of 3.08mm, then a Large bore 0.223 before the 0.22LR (5.56mm) was standardized in 1978. The ammounition was carried in a belt worn around the competitor’s waist. With the only competiton being the Men’s 20km Individual, four different ranges and firing distances of 100m, 150m, 200m, and 250m. The distance was reduced to a single 150m station with the addition of the Relay in 1966. The shooting range was further reduced to a single 50m station in 1978 with the mechanical targets being making their debut at the 1980 Winter Olympics in Lake Placid.
Governing body
In 1948, the Union Internationale de Pentathlon Moderne et Biathlon (UIPMB) was founded, to standardise the rules for biathlon and modern pentathlon. In 1993, the biathlon branch of the UIPMB created the International Biathlon Union (IBU), which officially separated from the UIPMB in 1998.
Presidents of the UIPMB/IBU:
1948–1949: Tom Wiborn (Sweden)
1949–1960: Gustaf Dyrssen (Sweden)
1960–1988: Sven Thofelt, (Sweden)
1988–1992: Igor Novikov (USSR/Russia)
From 1992: Anders Besseberg (Norway)
Champions
The following articles list major international biathlon events and medalists. Contrary to the Olympics and World Championships (BWCH), the World Cup (BWC) is an entire winter season of (mostly) weekly races, where the medalists are those with the highest sums of World Cup points at the end of the season.
Biathlon Olympic Games
Biathlon World Championships
Biathlon World Cup
Biathlon venues
World Cup events and World Championships in biathlon have traditionally been held at the following relatively few locations. (Due to the complicated shooting range equipment, which absolutely has to work in order to hold successful races, biathlon is a highly demanding sport for organisers.)
Other Biathlon variants
Two common variations on biathlon are summer biathlon, where skiing is replaced by a cross-country run, and archery biathlon (or ski archery), where the rifle is replaced by a recurve bow. There have also been summer competitions in roller-ski biathlon, mountain bike biathlon and orienteering biathlon.
A punchboard is a game board, primarily consisting of a number of holes which was used once for lottery playings.
History
Punchboards were originally used in the eighteenth century for gambling purposes. A local tavern owner would constuct a game board out of wood, drill small holes in it, and fill each hole with a small piece of paper. After a patron buyes the punchboard, he would puncture one of the holes in the paper with a nail. If the game piece contained a winning number, the patron won the prize.
Decline in use
In the nineteenth century, gamblers eventually drilled into their own holes (they knew where the big money was, because they made the board). The punchboard’s use started to decline.
Popular again
In the late 1800s, a new type of punchboard was introduced. This one involved putting paper in both the front and back of the hole (to help prevent operators from cheating). These new punchboards became popular to buy at drugstores, and they were sold with a metal stylus. The punchboard soon became increasingly similar to today’s lottery tickets.
Soon, the punchboard became cheap and easy to assemble, and the industry flourished. Noted gambling author John Scarne estimates that 30 million punchboards were sold in the years between 1910 to 1915. He also estimates that 50 million punchboards were sold in 1939 alone, during the peak of their popularity.
After the war
After World War II, use of the punchboard as a gambling tool began to decline because many people started to frown at its gambling-like nature, and the punchboard was outlawed in many states. However, the use of punchboards for advertisement were starting to gain popularity. Many companies started hiding goods such as bottles of beer and cigarettes inside punchboards. Zippo lighters reportedly sold more than 300,000 lighters through punchboard advertising between 1934 and 1940.
Larceny
People have been cheating on punchboards ever since they were first invented. Many operators know where the big prize holes are; they used to create punchboards with very few holes so they could easily track the big money.
Other gamblers could make a dirty deal with the costumers: give the costumer a “map” of where the big prizes are on the punchboard. This came to prevention by the use of serial numbers: the costumer would present the slip to the operator, and if the serial numbers matched, the costumer was declared a winner.
Other references in popular culture
The movie The Flim-Flam Man starring George C. Scott involved the use of illegal gambling through punchboards.
The exact origins of the game are obscure, but it seems to have evolved from “pitch and toss”, a gambling game involving tossing a single coin into the air and wagering on the result of the toss which was popular amongst poorer English and Irish citizens in the 18th century. The predilection of the convicts for this game was noted as early as 1798 by the colony’s first Judge Advocate, as well as the lack of skill and consequent losses at it.
There is evidence to suggest that pitch and toss had evolved into two-up, using two coins by the 1850′s, and the game was played on the goldfields of the eastern states, and spread across the country with subsequent goldrushes elsewhere in Australia. As time passed, increasingly elaborate illegal “two-up schools” grew around Australia, to the consternation of authorities but in fact with the assistance of corrupt police officers.
The game was played extensively by Australia’s soldiers during World War I, and games of two-up at which an even blinder official eye was cast became a regular part of ANZAC Day celebrations for the returned soldiers.
The games continued illegally for most of the 20th century throughout Australia, exclusively involving men and usually only Anglo-Australian men. Two-up was the basis of one of Australia’s first major illegal gaming operations, the legendary Thommo’s Two-up School, which operated at various locations in Sydney (sometimes even on boats and hired ferries) from the early years of the 20th century until well after World War II. Crime writer David Hickie claims that Thommo’s was turning over tens of thousands of pounds annually by the 1920s, and it is generally acknowledged that it flourished for decades thanks to endemic police and official corruption.
Legal two-up arrived in Australia with its introduction as a “table” game at the new casino in Hobart in 1973. Laws were subsequently passed legalising two-up on Anzac Day and also legalising it at several two-up schools in outback towns (mainly as a tourist attraction). Two-up is now played at many of Australia’s casinos, but from the 1960s onwards it began to drop out of the illegal gaming culture. It was at first supplanted by the card game baccarat, which enjoyed a considerable vogue in the 1960s at the numerous illegal gaming houses around Sydney, but ultimately it was overtaken by the mainstream adoption of poker machines (slot machines) in NSW clubs. It is also played at Returned Serviceman’s Leagues (RSLs) on Anzac Day.
Modern greyhound racing has its origins in coursing. The first recorded attempt at racing greyhounds on a straight track was made beside the Welsh Harp reservoir, Hendon in 1876, but this experiment did not develop. The sport emerged in its recognizable modern form, featuring circular or oval tracks, with the invention of the mechanical or artificial hare 1912 by Owen Patrick Smith. O.P. Smith had altruistic aims for the sport to stop the killing of the jack rabbits and see “greyhound race as we see horses”. The certificates system led way to parimutuel betting, as quarry and on-course gambling, in the United States during the 1920s. In 1926, armed with the Smith patents and a hand shake, it was introduced to Britain by an American, Charles Munn, in association with Major Lyne-Dixon, a key figure in coursing, and Brigadier-General Critchley. The deal went sour with Smith never hearing from Munn again. Like the American, International Greyhound Racing Association, the In.G.R.A. Munn and Critchley launched the Greyhound Racing Association, and held the first British meeting at Manchester’s Belle Vue. The sport was successful in cities and town throughout the U.K. – by the end of 1927, there were forty tracks operating. The sport was particularly attractive to predominantly male working-class audiences, for whom the urban locations of the tracks and the evening times of the meetings were accessible, and to patrons and owners from various social backgrounds. Betting has always been a key ingredient of greyhound racing, both through on-course bookmakers and the totalisator, first introduced in 1930. Like horse racing, it is popular to bet on the greyhound races as a form of parimutuel gambling.
In common with many other sports, greyhound racing enjoyed its highest attendances just after the Second World War—for example, there were 34 million paying spectators in 1946. The sport experienced a decline from the early 1960s, when the 1960 Betting and Gaming Act permitted off-course cash betting, although sponsorship, limited television coverage, and the later abolition of on-course betting tax have partially offset this decline.
Greyhound racing is undergoing a resurgence in popularity as more and more people discover it as both a sport and a form of gambling.
A Riverboat casino is a type of casino unique to several areas of the United States. Several states authorized this type of casino to limit the areas where casinos could be constructed.The economic impacts of, first, limited sailing time and, later, from being closed as a result of storm damage, have restricted interest in this type of casino.
History
When first approved, these casinos were required to actually be located on ships that could sail away from the dock. In some areas, gambling was only allowed when the ship was sailing. Over time, these regulations allowed gambling when the ship was docked.
Further changes allowed these casinos to be located in a moat or an area with water adjacent to a navigable waterway. Over time, these casinos were allowed to be built on stilts but still had to be over water.
Following Hurricane Katrina in 2005 several states are now allowing these casinos to be built on land within certain limits from a navigable waterway.
Faro was undoubtedly one of the most popular card games of the 18th century, especially among the lower classes. Although both faro and Basset were forbidden in France, on severe penalties, these games continued to be in great vogue in England during the 18th century; apparently because it was easy to learn, it gave the appearance of being very fair, and, lastly, it was a very quiet, quick game, and could be played discreetly. “Our life here,” writes Gilly Williams to George Selwyn in 1752, “would not displease you, for we eat and drink well, and the Earl of Coventry holds a Pharaoh-bank every night to us, which we have plundered considerably.” Charles James Fox preferred faro to any other game, as did american con man Soapy Smith. It was said that every faro table in Soapy’s Tivoli Club, in Denver, Colorado in 1889 was gaffed (made to cheat). Faro was played all over the United States, by the rich and the poor, during the 19th century.
Faro’s detractors regarded it as a dangerous scam that destroyed families and reduced men to poverty. This reputation is likely due to the use by some bankers of rigged dealing boxes that allowed the banker to manipulate the draw of the cards after observing the players’ bets.
Faro bankers were alleged to employ ‘gentlemen’ to give a very favourable report of the game to the town, so that the games would be allowed to transpire without further inquiry.
Handgame, also known as stickgame, is a Native American guessing game.
Rules
Stickgame is played with a pair of bones, one white and one black or striped; and ten “point sticks,” which are used as counters. The two teams, one “defending” and one “guessing,” sit opposite one another; two members of the “defending” team take the bones and hide them under their hands while the others sing, drum, and attempt to distract the “guessing” team. The leader of the “guessing” team then must guess which defender is holding each of the two bones; for each incorrect guess, his team must turn over one stick to the defenders. Once the bones have been located, the teams reverse roles, and the game continues in this manner until one team holds all the sticks.
History
Handgame apparently originated with the Northern Paiute and Western Shoshone tribes of the Great Basin. Historical documentation states that games were once played for land use and female companions, and later on for horses and cattle. Today, handgame is played during traditional gatherings, powwows, and tribal celebrations. More recent versions of handgame played by tribes in the Northwest added an eleventh stick, or “kickstick”; this variation was promulgated by the Paiute medicine man Wovoka when he traveled to the Northwest to teach the Ghost Dance. Handgame bones and point sticks have been identified in ancient anthropological digs. Handgame continues to spread amongst Native American tribes; the Indian Gaming Regulatory Act classified it as Class I gaming, leaving its regulation to individual tribes.
References
Stewart Culin, Games of the North American Indian. 1907; reprint, New York: Dover Publications, 1975.
Frances Densmore, Music of the Teton Sioux. Smithsonian Institution Bureau of American Ethnology Bulletin 61. Washington, D.C.: 1918.
“Numaga Days celebrates games.” Geralda Miller, Reno Gazette-Journal. September 2, 2004.
Keno is a bingo-like gambling game. Its history can be traced to a Chinese game called “The Game of the White Dove (白鴿票)” invented during the Han Dynasty (187 BC). The name “keno” descends from a form of bingo or Lotto popular in the USA in the 19th century. There are many references to “Keno” played in a bingo like format in the eastern states prior to the influx of Chinese during the gold rush. The name appears to have been transferred to the similar format Chinese lottery in the late 1800s.
History
The following account of the history of the game is an excerpt from Stewart Culin’s paper published in 1891. [1]
This game is an old establishment, and was first introduced by Chéung léung of the great Han Dynasty. When the city was hard pressed, and provisions were beginning to fail, they (the besieged) were anxious to increase the contributions, and to exhort the people to subscribe more for the army, but were unable to do so. Hence they established a game of chance (to guess characters), by which they hoped to tempt the people to hazard their property. In order to fix a method of losing or gaining at hazard, they chose 120 characters for the whole game and eight characters for one subdivision. If the people lost one (whole) subdivision they lost three lí of property; if they gained one division they were rewarded with ten taels. These regulations being once established, who would not sacrifice a little in order to gain much? The two games in the morning and evening were attended by men and women who tried their luck by guessing. They had only opened the game for about ten days, when they had accumulated more than 1000 pieces of silver; and after a few more decades their wealth was boundless. The money thus gained was considered a contribution to the army for the reduction of the empire….
At present the people practice the game as a profession. They borrow the characters from the Thousand Character Classic, of which eighty are chosen and arranged after a new plan, ten characters forming one division, which the people are permitted to purchase for more or less (for whatever they please.)
Three cash gaining ten taels makes the people covet the game without loathing. When they guess five characters they gain five lí; when six characters they gain five candareens; when seven characters they gain five mace; when eight characters they gain two taels and five mace; when nine characters they gain five taels; when ten characters they gain ten taels.
When this game was first established, the houses were often at a great distance, and communication being difficult and the people anxious soon to know the result respecting their gaining or losing, they employed letter doves to carry the news to the parties, whence the present designation: ‘The Game of the White Dove.’
Fan-Tan, or fantan (Simplified Chinese: 番摊; Traditional Chinese: 番攤; pinyin: fāntān) is a form of gambling long played in China and among Chinese immigrants to America and other countries.
History
Fan-tan is no longer as popular as it once was, having been replaced by modern casino games, and other traditional Chinese games such as Mah Jong and Pai Gow. However, it was once a favorite pastime of the Chinese in America. Jacob Riis, in his famous book about the underbelly of New York, How the Other Half Lives (1890), wrote of entering a Chinatown fan-tan parlor: “At the first foot-fall of leather soles on the steps the hum of talk ceases, and the group of celestials, crouching over their game of fan tan, stop playing and watch the comer with ugly looks. Fan tan is their ruling passion.”
San Francisco’s large Chinatown was also home to dozens of fan-tan houses in the 19th century. The city’s former police commissioner Jesse B. Cook wrote that in 1889 Chinatown had 50 fan-tan games, and that “in the 50 fan tan gambling houses the tables numbered from one to 24, according to the size of the room.”
Fan-tan is still played at Macau casinos, where play goes on day and night, every day of the week, and bets can be made from 5 cents to 500 dollars.
The game
The game is simple. A square is marked in the centre of an ordinary table, or a square piece of metal is laid on it, the sides being marked 1, 2, 3 and 4. The banker puts on the table a double handful of small buttons, beads, coins, dried beans, or similar articles, which he covers with a metal bowl, or “tan koi”.
The players then bet on the numbers, setting their stakes on the side of the square which bears the number selected. (Players can also bet on the corners, for example between No. 2 and No. 3). When all bets are placed, the bowl is removed, and the “tan kun” or croupier uses a small bamboo stick to remove the buttons from the heap, four at a time, until the final batch is reached. If it contains four buttons, the backer of No. 4 wins; if three, the backer of No. 3 wins, and so on.
A 25% commission is deducted from the stake by the banker, and the winner receives five times the amount of his stake thus reduced.
The Card Game Fantan
Fantan is also the name of a card game, played with an ordinary pack, by any number of players up to eight. The, deal decided, the cards are dealt singly, any that are left over forming a stock, and being placed face downwards on the table. Each player contributes a fixed stake or ante. The first player can enter if he has an ace; if he has not he pays an ante and takes a card from the stock; the second player is then called upon and acts similarly till an ace is played. This (and the other aces when played) is put face upwards on the table, and the piles are built up from the ace to the king. The pool goes to the player who first gets rid of all his cards. If a player fails to play, having a playable card, he is fined the amount of the ante for every card in the other players hands.
The card game Sevens is also sometimes called ‘Fan Tan’
Trick-taking games can be traced back to the early 16th century. Whist became the dominant form, and enjoyed a loyal following for centuries.
According to the Oxford English Dictionary, the word bridge is the English pronunciation of “biritch”, an older name of the game of uncertain origin; the oldest known rule book, from 1886, calls it “Biritch, or Russian Whist”. This game, known today by the retronyms bridge-whist and straight bridge, became popular in the United States and the UK in the 1890s.
Biritch featured several significant developments from Whist: the trump suit was either chosen by the dealer, or he could pass the choice to his partner; there was a call of no trumps; and the dealer’s partner laid his cards on the table as dummy to be played by the dealer. It also featured other characteristics found in modern bridge: points scored above and below the line; game was 3NT, 4H and 5D (although 8 club tricks and 15 spade tricks were needed!); the score could be doubled and redoubled; there were slam bonuses.
In 1904 auction bridge arose where the players bid in a competitive auction to decide the contract and declarer. The object became to make at least as many tricks as were contracted for and penalties were introduced for failing to do so.
The modern game of contract bridge was the result of innovations to the scoring of auction bridge made by Harold Stirling Vanderbilt and others. The most significant change was that only tricks contracted for were counted below the line towards game and for slam bonuses, which resulted in bidding becoming much more challenging and interesting. Also new was the concept of vulnerability to make it more expensive to sacrifice to protect the lead in a rubber, and the various scores were adjusted to produce a more balanced game. Vanderbilt set out his rules in 1925, and within a few years contract bridge had so supplanted other forms of the game that “bridge” became synonymous with “contract bridge.”
These days most bridge played is tournament bridge.
Button Men is a game designed for fan conventions and other public venues. It can be played almost anywhere on short notice (provided the dice are at hand), and games are quick to complete. Buttons are meant to be worn on clothing, bags, or other accessories, advertising that the wearer has a button to play with and is open to challenges. Buttons also frequently advertise something else, such as a company, a webcomic, or another game. The Sluggy Freelance set of buttons, for example, features characters from that comic, and the BRAWL set features characters from another Cheapass game. In 2000, Button Men Online won the Origins Awards for Best Abstract Board Game of 2000 and Best Graphic Presentation of a Board Game 1999 .
Button Men can easily be extended simply by creating more buttons. It has continued to be so extended since its inception; as of 2004, over 200 buttons have been printed. Many are by now out of print, though many others are still available, primarily via purchase from the Cheapass Games web site. Companies other than Cheapass must pay a licensing fee to use the Button Men artwork in distributing their own buttons.
Button Men Online, a website developed by Dana Huyler and officially endorsed by Cheapass Games, allows users to play games over the internet via a web-based interface with e-mailed notifications. Button Men Online features most of the printed buttons, an additional 250+ “buttons” that exist only on the site, and a random button generator. In 2003, Button Men Online won the Origins Award for Best Play-by-mail game of 2002.
Legends abound regarding the invention of Russian roulette. Most of these, predictably, take place in Russia, or occur among Russian soldiers.
In one legend, 19th century Russian prisoners were forced to play the game while the prison guards bet on the outcome. In another version, desperate and suicidal officers in the Russian army played the game to impress each other.
The earliest known use of the term is from “Russian Roulette”, a short story by Georges Surdez in the January 30, 1937, issue of Collier’s Magazine. A Russian sergeant in the French Foreign Legion asks the narrator, “Feldheim… did you ever hear of Russian Roulette?” When I said I had not, he told me all about it. When he was with the Russian army in Rumania, around 1917, and things were cracking up, so that their officers felt that they were not only losing prestige, money, family, and country, but were being also dishonored before their colleagues of the Allied armies, some officer would suddenly pull out his revolver, anywhere, at the table, in a cafe, at a gathering of friends, remove a cartridge from the cylinder, spin the cylinder, snap it back in place, put it to his head, and pull the trigger. There were five chances to one that the hammer would set off a live cartridge and blow his brains all over the place. Sometimes it happened, sometimes not.
Whether Czarist officers actually played Russian roulette is unclear. In a text on the Czarist officer corps, John Bushnell, a Russian history expert at Northwestern University, cited two near-contemporary memoirs by Russian army veterans, The Duel (1905) by Aleksandr Kuprin and From Double Eagle to Red Flag (1921) by Petr Krasnov. Both books tell of officers’ suicidal and outrageous behaviour, but Russian roulette is not mentioned in either text. If the game did originate in real life behavior and not fiction it is unlikely that it started with the Russian military. The standard sidearm issued to Russian officers from 1895 to 1930 was the Nagant M1895 revolver. A primitive double-action revolver, the Nagant’s cylinder spins freely until the hammer is cocked. While the cylinder does not swing out as in modern hand-ejector style double action revolvers, it can be spun around to randomize the result. However, it holds seven cartridges not six, which throws some doubt on the accuracy of the reference in Collier’s.
The only reference to anything like Russian roulette in Russian literature is in a book entitled A Hero of Our Time by Mikhail Lermontov (1840, translated by Vladimir Nabokov in 1958), where a similar act is performed by a Serbian soldier: the dare however is not named as “Russian roulette”. Russian officers did play a game called “cuckoo” with a Nagant revolver, in which one officer would stand on a table or a chair in a dark room. Others would hide and yell “cuckoo” and the man with the gun would fire at the sound.
In the 1978 movie The Deer Hunter, the game is also depicted as being played in Vietnam. According to one website claiming to offer insight into the practice of Russian roulette, Valerie Douglas, whose father’s cousin and father were in the Vietnam War states that Russian roulette occurred both for gambling and murder. [1] Several teen deaths following the movie’s release caused police and the media to blame the film’s depiction of Russian roulette, saying that it inspired the youths. There is also an interesting Russian roulette scene in the Japanese film Sonatine, directed by Takeshi Kitano.
A semi-automatic pistol, unlike a revolver, will automatically load and fire a round if it has any rounds, Or may contain a round in the chamber even when the Magazine is removed. There has been at least one Darwin Award resulting from an attempt to play Russian roulette with such a pistol. This variation is sometimes referred to as “Polish roulette,”—a bigoted play on the stereotype of Polish people being of low intelligence—though its actual origins are disputed.
“Russian Poker” is a variation of Russian Roulette – the difference being that in Russian Poker, one’s opponent places the gun up to the other person and pulls the trigger.
Casino tokens are small colored metal or plastic discs used in gambling establishments.
There are two main types of tokens used in casinos: multicolor tokens of various denominations called chips, used primarily in table games; and metal token coins, used primarily in slot machines. Some casinos also use gaming plaques for high stakes table games ($25,000 and above). Plaques differ from chips in that they are larger, usually rectangular in shape and contain serial numbers.
Money is exchanged for the token coins or chips in a casino at a cashier station (the cage), at the gaming tables, or at a slot machine. The tokens are interchangeable with money at the casino, but have no value outside of the establishment.
These tokens are employed for several reasons. They are more convenient to use than currency, and also make theft and counterfeiting more difficult. Because of the uniform size and regularity of stacks of chips, they are easier to count compared to paper currency when used on a table. This attribute also enables the pit boss or security to quickly verify the amount being paid, reducing the chance that a dealer might be overpaying a customer.
Furthermore, it is observed that consumers gamble more freely with replacement currencies than with cash.
Finally, the chips are considered to be an integral part of the casino environment, and replacing them with some alternate currency would be unpopular. However, many casinos are moving to paper receipts.
Casino tokens are collected as a part of numismatics, more specifically as specialized exonumia collecting.
A set of injection molded ABS poker chips “hot-stamped” with denominations 100, 50, 25 & 10
Chip Denominations
Chips of the same denomination from different casinos tend to have similar colors. This increases familiarity with denominations.
The most common color scheme used in US casinos:
$1.00: White (uncommon: blue, grey)
$2.50: Pink
$5.00: Red
$25.00: Green
$100.00: Black
$500.00: Purple
$1000.00: Orange (often oversized)
Official Chip Colors
Denomination
Color
Exceptions
$1
White
Unusual in Nevada; may be blue or gray or white.
$2.50
Pink
Blue (MO); North Dakota prescribes pink for $2 chips
$5
Red
$25
Green
$100
Black
$500
Purple
$1,000
Orange
Oversized; usually yellow in Nevada
A standard 300 piece set of ABS plastic chips
History
After the increase in the value of silver stopped the circulation of silver dollar coins around 1964, casinos rushed to find a substitute, as most slot machines at that time used that particular coin. The Nevada Gaming Control Board consulted with the US Treasury, and casinos were soon allowed to start using their own tokens to operate their slot machines. The Franklin Mint was the main minter of tokens at that time.
In many jurisdictions, casinos are not permitted to use currency in slot machines, necessitating tokens for smaller denominations.
Tokens are being phased out of many casinos in favor of coinless machines which accept banknotes and print receipts for payout. (These receipts can also be inserted into the machines.)
Future
In certain casinos, such as the new Wynn Casino in Las Vegas, chips are embedded with RFID tags to help casinos keep better track of them, determine gamblers’ average bet sizes, and to make them harder for counterfeiters to reproduce. However, this technique is costly and considered by many to be unnecessary. Also, this technology provides minimal benefits in games with layouts that do not provide gamblers with their own designated betting areas, such as craps.
American mathematician Dr. Edward O. Thorp is considered the father of card counting. His 1962 book Beat the Dealer (ISBN 0394703103) outlined various betting and playing strategies for optimal blackjack play. Although mathematically sound, some of the techniques described no longer apply as casinos took counter-measures (such as no longer dealing to the very last card). Also, the counting system described (10-count) is harder to use and less profitable than the point-count systems that have been developed since. A history of how counting developed can be seen in David Layton’s documentary film, “The Hot Shoe.”
Even before the publication of Beat the Dealer, however, a small number of professional card counters were beating blackjack in Las Vegas and casinos elsewhere. One of these early card counters was Jess Marcum, who is described in documents and interviews with professional gamblers of the time as having developed the first full-fledged point count system. Another documented pre-Thorp card counter was a professional gambler named Joe Bernstein, who is described in the 1961 book I Want To Quit Winners, by Reno casino owner Harold Smith, as an ace counter feared throughout the casinos of Nevada. And in the 1957 book, Playing Blackjack to Win, Roger Baldwin, Wilbert Cantey, Herbert Maisel, and James McDermott (known among card counters as “The Four Horsemen”) published the first accurate blackjack basic strategy and a rudimentary card counting system, devised solely with the aid of crude mechanical calculators — what used to be called “adding machines”.
From the early days of card-counting, some players have been hugely successful, including Al Francesco, the inventor of blackjack team play and the man who taught Ken Uston how to count cards, and Tommy Hyland, manager of the longest-running blackjack team in history. Ken Uston, though perhaps the most famous card counter through his 60 Minutes television appearance and his books, tended to overstate his winnings, as documented by players who worked with him, including Al Francesco and team member Darryl Purpose.
In the 1970s and 1980s, as computing power grew, more advanced (and more difficult) card counting systems came into favor. Many card counters agree, however, that a simpler and less advantageous system that can be played flawlessly for hours earns an overall higher return than a more complex system prone to user error.
In the 1970s Ken Uston was the first to write about a tactic of card counting he called the Big Player Team. The book was based on his experiences working as a “big player” (BP) on Al Francesco’s teams. In big player blackjack teams a number of card counters, called “spotters”, are dispatched to tables around a casino, where their responsibility is to keep track of the count and signal to the big player when the count indicates a player advantage. The big player then joins the game at that table, placing maximum bets at a player advantage. When the spotter indicates that the count has dropped, he again signals the BP to leave the table. By jumping from table to table as called in by spotters, the BP avoids all play at a disadvantage. In addition, since the BP’s play appears random and irrational, he avoids detection by the casinos.
With this style of play a number of blackjack teams have cleared millions of dollars through the years. Well-known blackjack teams with documented earnings in the millions include those run by Al Francesco, Ken Uston, Tommy Hyland, various groups from the Massachusetts Institute of Technology (MIT) and, most recently, a team called “The Greeks”. Ken Uston wrote entertainingly about blackjack team play in Million Dollar Blackjack (ISBN 0897460685), although many of the experiences he represents as his own in his books actually happened to other players, especially Bill Erb, a BP Uston worked with on Al Francesco’s team. Ben Mezrich also covers team play in his recent book Bringing Down The House (ISBN 0743249992), which describes how MIT students used it with great success. See also the Canadian movie The Last Casino.
The publication of Ken Uston’s books both stimulated the growth of blackjack teams (Hyland’s team and the first MIT team were formed in Atlantic City shortly after the publication of Million Dollar Blackjack) and increased casino awareness of the methods of blackjack teams, making it more difficult for such teams to operate. Hyland and Francesco soon switched to a form of shuffle tracking called “ace sequencing”. This made it more difficult for casinos to detect when team members were playing with an advantage. In 1994, members of the Hyland team were arrested for ace sequencing and blackjack team play at Casino Windsor in Windsor, Ontario, Canada. It was documented in court that Nevada casinos with ownership stakes in the Windsor casino were instrumental in the decision to prosecute team members on cheating charges. However, the judge ruled that the players’ conduct was not cheating, but merely the use of intelligent strategy.
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, 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
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 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 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. 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).
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.
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.
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.
Basketball is unique in that it was invented by one person, rather than evolving from a different sport. In early December 1891, Dr. James Naismith, a Canadian-born physician of McGill University and minister on the faculty of a college for YMCA professionals (today, Springfield College) in Springfield, Massachusetts, sought a vigorous indoor game to keep young men occupied during the long New England winters. Legend has it that, after rejecting other ideas as either too rough or poorly suited to walled-in gymnasiums, he wrote the basic rules, and nailed a peach basket onto the 10 foot (3.05 m) elevated track. In contrast with modern basketball nets, this peach basket retained its bottom. Therefore balls scored into the basket had to be poked out with a long dowel each time. Women’s basketball began in 1892, at Smith College, when Senda Berenson, a physical education teacher, modified Naismith’s rules for women. The first official basketball game was played in the YMCA gymnasium on January 20, 1892 with nine players, on a court just half the size of a present-day NBA court. “Basket ball”, the name suggested by one of Naismith’s students, was popular from the beginning.
Basketball’s early adherents were dispatched to YMCAs throughout the United States, and it quickly spread through the country. By 1896, it was well established at several women’s colleges. While the YMCA was responsible for initially developing and spreading the game, within a decade, it discouraged the new sport, as rough play and rowdy crowds began to detract from the YMCA’s primary mission. However, other amateur sports clubs, colleges, and professional clubs quickly filled the void. In the years before World War I, the Amateur Athletic Union and the Intercollegiate Athletic Association (forerunner of the NCAA) vied for control over the rules for the game.
Basketball was originally played with a soccer ball. The first balls made specifically for basketball were brown, and it was only in the late 1950s that Tony Hinkle, searching for a ball that would be more visible to players and spectators alike, introduced the orange ball that is now in common use.
Interestingly, basketball, netball, volleyball and lacrosse are the only ball games which have been identified as being invented by North Americans. Other ball games, such as baseball and football, have British Commonwealth or European connections.
College basketball and early leagues
Kent Benson of Indiana University Bloomington takes a hook shot.
Naismith and Berenson were instrumental in establishing college basketball. Naismith coached at University of Kansas for six years before handing the reins to renowned coach Phog Allen. Naismith’s disciple Amos Alonzo Stagg brought basketball to the University of Chicago, while Adolph Rupp, a student of Naismith’s at Kansas, enjoyed great success as coach at the University of Kentucky. In 1892, University of California and Miss Head’s School, played the first women’s inter-institutional game. Berenson’s freshmen played the sophomore class in the first women’s collegiate basketball game at Smith College, March 21, 1893. The same year, Mount Holyoke and Sophie Newcomb College (coached by Clara Gregory Baer) women began playing basketball. By 1895, the game had spread to colleges across the country, including Wellesley, Vassar and Bryn Mawr. The first intercollegiate women’s game was on April 4, 1896. Stanford women played Berkeley, 9-on-9, ending in a 2-1 Stanford victory. In 1901, colleges, including the University of Chicago, Columbia University, Dartmouth College, University of Minnesota, the U.S. Naval Academy, the University of Utah and Yale University began sponsoring men’s games. By 1910, frequent injuries on the men’s courts prompted President Roosevelt to suggest that college basketball form a governing body. And the Intercollegiate Athletic Association (IAA) was created.
Teams abounded from through the 1920s. There were hundreds of men’s professional basketball teams in towns and cities all over the United States and little organization of the professional game. Players jumped from team to team and teams played in armories and smoky dance halls. Leagues came and went. And barnstorming squads such as the Original Celtics and two all African American teams, the New York Renaissance Five (“Rens”) and (still in existence as of 2006) the Harlem Globetrotters played up to two hundred games a year on their national tours. Women’s basketball was more structured. In 1905, the National Women’s Basketball Committee’s Executive Committee on Basket Ball Rules was created by the American Physical Education Association. These rules called for six to nine players per team and 11 officials. The International Women’s Sports Federation (1924) included a women’s basketball competition. 37 women’s high school varsity basketball or state tournaments were held by 1925. And in 1926, the Amateur Athletic Union backed the first national women’s basketball championship, complete with men’s rules. The first women’s AAU All-America team was chosen in 1929. Women’s industrial leagues sprang up throughout the nation, producing famous athletes like Babe Didrikson of the Golden Cyclones and the All American Red Heads Team who competed against men’s teams, using men’s rules. By 1938, the women’s national championship changed from a three-court game to two-court game with six players per team. The first men’s national championship tournament, the National Invitation Tournament (NIT) in New York, was organizied in 1938.
College basketball was rocked by gambling scandals from 1948 to 1951, when dozens of players from top teams were implicated in match fixing and point shaving. Partially spurred by an association with cheating, the NIT lost support to the NCAA national tournament. Today, the NCAA men’s and women’s “March Madness” tournaments are rivaled only by the MLB World Series and the NFL Super Bowl in the American sports psyche.
U.S. high school basketball
Before widespread school district consolidation, most United States high schools were far smaller than their present day counterparts and during the first decades of the 20th century basketball quickly became the ideal interscholastic sport due to its modest equipment and personnel requirements. In the days before widespread television coverage of professional and college sports, the popularity of high school basketball was unrivaled in many parts of America.
Today virtually every high school in the United States fields a basketball team in varsity competition, and its popularity remains high, both in rural areas where they carry the identification of the entire community, as well as at some larger schools known for their basketball teams where many players go on to participate at higher levels of competition after graduation. In the 2003–04 season, 1,002,797 boys and girls represented their schools in interscholastic basketball competition, according to the National Federation of State High School Associations. The states of Illinois, Indiana and Kentucky are particularly well known for their residents’ devotion to high school basketball; the critically acclaimed film Hoosiers shows high school basketball’s depth of meaning to these rural communities. In fact, the term “March Madness” was first used to describe the Illinois high school basketball tournament.
National Basketball Association
In 1946, the National Basketball Association (NBA) was formed, organizing the top professional teams and leading to greater popularity of the professional game. An upstart organization, the American Basketball Association, emerged in 1967 and briefly threatened the NBA’s dominance until the rival leagues merged in 1976. Today the NBA is the top professional basketball league in the world in terms of notoriety, salaries, talent, and level of competition.
The NBA has featured many famous players, including George Mikan, the first dominating “big man”; ball-handling wizard Bob Cousy and defensive genius Bill Russell of the Boston Celtics; Wilt Chamberlain, who originally played for the barnstorming Harlem Globetrotters; all-around stars Oscar Robertson and Jerry West; more recent big men Kareem Abdul-Jabbar and Bill Walton; playmaker John Stockton; and the four players who many credit with ushering the professional game to its highest level of popularity: Julius Erving, Larry Bird, Magic Johnson, and Michael Jordan.
The NBA-backed Women’s National Basketball Association (WNBA) began 1997. Though it had an insecure opening season, several marquee players (Sheryl Swoopes, Lisa Leslie and Sue Bird among others) helped the league’s popularity and level of competition. Other professional women’s basketball leagues in the United States, such as the American Basketball League (1996-1998), have folded in part because of the popularity of the WNBA.
In 2001, the NBA formed a developmental league, the NBDL. The league currently has 8 teams, but will add 7 more for the 2006-2007 season.
International basketball
A basketball game at Edwards Air Force Base
The International Basketball Federation was formed in 1932 by eight founding nations: Argentina, Czechoslovakia, Greece, Italy, Lithuania, Portugal, Romania and Switzerland. At this time, the organization only oversaw amateur players. Its acronym, in French, was thus FIBA; the “A” standing for amateur.
Basketball was first included in the Olympic Games in 1936, although a demonstration tournament was held in 1904. This competition has usually been dominated by the United States, whose team has won all but three titles, the first loss in a controversial final game in Munich in 1972 against the Soviet Union. In 1950 the first Basketball World Championship for men was held in Argentina. Three years later, the first World Championships for women were held in Chile. Women’s basketball was added to the Olympics in 1976, with teams such as Brazil and Australia rivaling the American squads.
FIBA dropped the distinction between amateur and professional players in 1989, and in 1992, professional players played for the first time in the Olympic Games. The United States’ dominance continued with the introduction of their Dream Team. However, with developing programs elsewhere, other national teams are starting to catch up with the United States. A team made entirely of NBA players finished sixth in the 2002 World Championships in Indianapolis, behind Yugoslavia, Argentina, Germany, New Zealand and Spain. In the 2004 Summer Olympics, the United States suffered its first Olympic loss while using professional players, falling to the Puerto Rican national basketball team and eventually came in third after Argentina and Italy. Although it should be noted that only two of the tweleve players originally selected by the NBA, Tim Duncan and Allen Iverson, choose to play in the 2004 Olympics and the team was cobbled from second and third choices.
Worldwide, basketball tournaments are held for boys and girls of all age levels, from five- and six-year-olds (called biddy-biddy), to high school, college, and the professional leagues.
The global popularity of the sport is reflected in the nationalities represented in the NBA. Players from all over the globe can be found in NBA teams. Steve Nash, who won the 2005 and 2006 NBA MVP award as the Most Valuable Player in the NBA, is a Canadian player. Dallas Mavericks superstar Dirk Nowitzki is German. All-Star Pau Gasol of the Memphis Grizzlies is from Spain The San Antonio Spurs feature three stars from outside the United States: Tim Duncan of the Virgin Islands, Manu Ginobili of Argentina, and Tony Parker of France. (Duncan competes for the United States internationally.)
The all-tournament team at the most recent Basketball World Championship held in 2002 in Indianapolis demonstrates the globalization of the game equally dramatically. The team featured Nowitzki, Ginobili, Peja Stojakovic of Yugoslavia, Yao Ming of China, and Pero Cameron of New Zealand; all except Cameron were or became NBA players.
In the NBA men get paid a great deal more than women playing in the WNBA but that is slowly changing.
The distinct evolution of baseball from among the various bat-and-ball games is difficult to pin down. However, it is mainly agreed that modern baseball is an American development from earlier British games, such as rounders, with possible influences from cricket.
The earliest known mention of the sport is in a 1744 British publication, A Little Pretty Pocket-Book by John Newbery. It contains a wood-cut illustration of boys playing “base-ball” (showing a similar set-up to the modern game, yet significantly different) and a rhymed description of the sport.
Alexander Cartwright had a hand in compiling and publishing an early list of rules in 1845 (the so-called Knickerbocker Rules) to meet the demands of the already popular sport, and today’s rules of baseball have evolved from them.
History of baseball in the United States
As far back as the 1870s, American newspapers were referring to baseball as “The National Pastime” or “The National Game.” An award-winning account of the origins of the game is David Block’s Baseball Before We Knew It: A Search for the Roots of the Game (University of Nebraska Press, 2005). The publisher’s description of the book notes that “David Block looks into the early history of the game and of the 150-year-old debate about its beginnings. He tackles one stubborn misconception after another, debunking the enduring belief that baseball descended from the English game of rounders and revealing a surprising new explanation for the most notorious myth of all—the Abner Doubleday–Cooperstown story.” In short, the debate on the game’s origins may never be settled to everyone’s satisfaction.
Another early mention of the game can be found in an 1886 edition of Sporting Life magazine, in a letter from Dr. Matthew Harris of Boston, Massachusetts, formerly of St. Marys, Ontario, who details a base ball game played in Beachville, Ontario, on June 4, 1838 — Militia Muster Day.
Professional baseball began in the United States around 1865, and the National League was founded in 1876 as the first true major league, quickly producing famous players such as Cap Anson. Several other major leagues formed and failed, but the American League, established in 1901 as a major league and originating from the minor Western League (1893), did succeed. While the two leagues were rivals who actively fought for the best players, often disregarding one another’s contracts and engaging in bitter legal disputes, a modicum of peace was established in 1903, and they began playing a World Series that year. The next year however, John McGraw, manager of the National League Champion New York Giants refused to participate in the World Series against the American League champion Boston Pilgrims, as McGraw refused to recognize the American League. The following year, McGraw relented and the Giants played the Philadelphia Athletics in the World Series.
Compared to modern times, games in the early part of the 20th century were lower scoring and pitchers were more successful. The “inside game”, whose nature was to “scratch for runs”, was played rather more violently and aggressively than it is today. Ty Cobb said of his era especially, “Baseball is something like a war!” This period, which has since become known as the “dead-ball era”, ended in the 1920s with several rule changes that gave advantages to hitters and the rise of the legendary baseball player Babe Ruth, who showed the world what power hitting could produce and thus changed the nature of the game.
During the first half of the 20th century, a “gentlemen’s agreement” in the form of the baseball color line effectively barred African-American players from the major leagues (though not Native Americans, oddly enough), resulting in the formation of several Negro Leagues. Finally in 1947, Major League Baseball’s color barrier was broken when Jackie Robinson was signed by the National League’s Brooklyn Dodgers. Although it was not instantaneous, baseball has since become fully integrated.
The middle of the century led major league baseball to the West of the United States and also became a time when pitchers dominated. Scoring became so low in the American League, due to pitching dominance, that the designated hitter was introduced; this rule now constitutes the primary difference between the two leagues.
Despite the popularity of baseball, and the attendant high salaries relative to those of average Americans, the players have become unsatisfied from time to time, as they believed the owners had too much control. Various job actions have occurred throughout the game’s history. Players on specific teams occasionally attempted strikes, but usually came back when their jobs were sufficiently threatened. The throwing of the 1919 World Series, the “Black Sox scandal”, was in some sense a “strike” or at least a rebellion by the ballplayers against a perceived stingy owner. But the strict rules of baseball contracts tended to keep the players “in line” in general.
This began to change in the 1960s when former United Steelworkers president Marvin Miller became the Baseball Players Union president. The union became much stronger than it had been previously, especially when the reserve clause was effectively nullified in the mid-1970s. A series of strikes and lockouts began in baseball, affecting portions of the 1972 and 1981 seasons and culminating in the infamous 1994 baseball strike that led to the cancellation of the World Series and carried over into 1995 before it was finally settled.
The players typically got what they demanded, but the popularity of baseball diminished greatly as a result of the players’ actions, and fans were slow to return. Cal Ripken’s record-breaking 2131st consecutive game in 1995 was a feel-good moment that helped boost interest in the sport. The great home run race of 1998 between Mark McGwire and Sammy Sosa really turned things around, captivating fans all summer. As with other times when adversity threatened the game, positive on-field events triggered a renewed surge in baseball’s popularity in America.
Professional baseball leagues began to form in countries outside of America in the 1920s and 1930s, including the Netherlands (formed in 1922), Japan (1936), and Australia (1934). Today, Venezuela (1945), the whole of Europe (1953), Italy (1948), Korea (1982), Taiwan (1990), and mainland China (2003) all have professional leagues as well (however, the leagues in Australia], Italy and the United Kingdom have generally had a niche appeal compared to the leagues in Asia and Venezuela and only now is the sport beginning to broaden in scope in those nations, most notably in Australia, who won a surprise silver medal in the 2004 Olympic Games). Israel is trying to form a professional baseball league with the help of American emigres. Canada has a franchise in Major League Baseball as well. Competition between national teams, such as in the World Cup of Baseball and the Olympic baseball tournament, has been administered by the International Baseball Federation since its formation in 1938. As of 2004, this organization has 112 member countries. The new World Baseball Classic, first held in March 2006, seems likely to have a much higher profile than previous tournaments, owing to the participation for the first time of a significant number of players from the United States Major Leagues.
The 117th meeting of the International Olympic Committee, held in Singapore in July 2005, voted not to hold baseball and softball tournaments at the 2012 Summer Olympic Games, but they will remain Olympic sports during the 2008 Summer Olympic Games and will be put to vote again for each succeeding Summer Olympics. The elimination of baseball and softball from the 2012 Olympic program enabled the IOC to consider adding two other sports to the program instead, but no other sport received a majority of votes favoring its inclusion. While baseball’s lack of major appeal in a significant portion of the world was a factor, a more important factor was the unwillingness of Major League Baseball to have a break during the Games so that its players could participate, something that the National Hockey League now does during the Winter Olympic Games. Because of the seasonal nature of baseball and the high priority baseball fans place on the integrity of major-league statistics from one season to the next, however, it would be more difficult to accommodate such a break in MLB.
The U.S. Open is a prestigious Grand Slam tournament.
Tennis is a sport played between either two players (“Singles”) or two teams of two players (“doubles”). Players use a stringed racquet to strike a ball, a hollow rubber ball covered in felt, over a net into the opponent’s court. In some places tennis is still called lawn tennis to distinguish it from real tennis (also known as royal tennis or court tennis), an older form of the game that is played indoors on a very different kind of a court. Originating in England in the late 19th Century, the game spread first throughout the English-speaking world, particularly among the upper classes. Tennis is now an Olympic sport and is played at all levels of society, by all ages, and in many countries around the world. Except for the adoption of the tie-breaker in the 1970s, its rules have remained remarkably unchanged since the 1890s. Along with its millions of players, millions of people follow tennis as a spectator sport, especially the four Grand Slam tournaments.
Manner of play
The court
The dimensions of a tennis court, in metric units.
Tennis is played on a rectangular, flat surface, usually of grass, clay, or concrete. The court is 78 feet (23.77 m) long, and its width is 27 feet (8.23 m) for singles matches and 36 feet (10.97 m) for doubles matches. Additional clear space around the court is required in order for players to reach overrun balls. A net is stretched across the full width of the court, parallel with the baselines, dividing it into two equal ends. The net is 3 feet 6 inches (1.07 m) high at the posts, and 3 feet (914 mm) high in the center.
Types of Courts
There are three main types of courts. Depending on the materials used for the court surfaces, each surface provides a difference in the speed and bounce of the ball, which in turn can affect the level of play of the individual players. The three most common types of courts that are used for play are:
Clay court
Grass court
Hardcourt
Some players are clearly more successful on certain surfaces than on others and become known as, for instance, a “grass-court” or “Clay-court specialist”.
Hardcourt encompasses many different surfaces ranging from old-fashioned concrete courts, to coated asphalt, to wooden gymnasium surfaces, to artificial grass similar to AstroTurf.
Clay courts are considered “slow”, meaning that balls first lose speed as they hit the court and then bounce relatively high, making it more difficult for a player to hit an unreturnable shot, called a winner. On clay courts, line calls are easily reviewable because the ball leaves a visible mark.
Hardcourts and grass are “fast” surfaces, where fast, low bounces keep rallies short and where hard-serving and hard-hitting players have an advantage. Grass courts add an additional variable, with bounces depending on how healthy the grass is and how recently it has been mowed.
For the Grand Slam tournaments, different kinds of courts are used: The U.S. Open and Australian Open use hardcourts, the French Open is played on clay, and Wimbledon is played on grass.
Two players before a serve.
Play of a single point
The players (or teams) start on opposite sides of the net. One player is designated the server, and the opposing player, or in doubles one of the opposing players, is the receiver. Service alternates between the two halves of the court.
For each point, the server starts behind his baseline, between the center mark and the sideline. The receiver may start anywhere on his side of the net, usually behind the service box. When the receiver is ready, the server will serve.
In a legal service, the ball travels over the net (without touching it) and into the diagonally opposite service court. If the ball hits the net but lands in the service court, this is a let service, which is void and the server gets two more serves. If the first service is otherwise faulty in any way, wide, long or not over the net, the serving player has a second attempt at service. If the second service is also faulty, this is a double fault and the receiver wins the point. However if the serve is in then it is considered a legal service.
A legal service starts a rally, in which the players alternate hitting the ball across the net. A legal return consists of the player or team hitting the ball exactly once before it has bounced twice or hit any fixtures. It then travels back over the net and bounces in the court on the opposite side. The first player or team to fail to make a legal return loses the point.
Scoring
A tennis match usually comprises one to five sets. A set consists of a number of games, and games, in turn, consist of points.
Matches consist of an odd number of multiple sets, the match winner being the player who wins more than half of the sets. The match ends as soon as this winning condition is met. Some matches may consist of five sets (the winner being the first to win three sets), while most matches are three sets (the winner being the first to win two sets).
A set consists of a sequence of games played with service alternating between games, ending when the count of games won meets certain criteria. Typically, a player wins a set when he wins at least six games and at least two games more than his opponent. It has become common, however, to play a “twelve-point tiebreak” or “tiebreaker” when each player has won six games. A tiebreaker, played under a separate set of rules, allows one player to win one more game and thus the set, to give a final set score of 7-6.
A game consists of a sequence of points played with the same player serving, and is won by the first player to have won at least four points and at least two points more than his opponent. The running score of each game is described in a manner particular to tennis: scores of zero to three points are described as “love” or “zero”, “fifteen”, “thirty”, and “forty” respectively. When at least three points have been scored by each side and the players have the same number of points, the score is “deuce”. When at least three points have been scored by each side and a player has one more point than his opponent, the score of the game is “advantage” for the winning player. During informal games, “advantage” can also be called “ad in” or “ad out”, depending on whether the serving player or receiving player, respectively, is ahead.
A game point occurs in tennis whenever the player who is in the lead in the game (the smallest unit of play) needs only one more point to win the game. The terminology is extended to sets (set point), matches (match point), and even championships (championship point). For example, if the player who is serving has a score of 40-love, he has a triple game point (triple set point, etc.).
A break point occurs if the receiver, not the server, has a game point. It is of importance in professional tennis, since service breaks happen less frequently with professional players. It may happen that the player who is in the lead in the game has more than one chance to score the winning point, even if his opponent should take the next point(s). For example, if the player who is serving has a score of 15-40, the receiver has a double break point. Should the player in the lead take any one of the next two points, he wins the game.
For two years before the Open Era, in 1955 and 1956, the United States Pro Championship in Cleveland, Ohio was played by the Van Alen Streamlined Scoring System (VASSS) rules, created by James Van Alen, who later invented the tie-breaker. The scoring was the same as that in table tennis, with sets played to 21 points and players alternating 5 services, with no second service. The rules were partially created in order to limit the effectiveness of the powerful service of the reigning professional champion, Pancho Gonzales. Even with the new rules, however, Gonzales beat Pancho Segura in the finals of both tournaments. Even though the 1955 match went to 5 sets, with Gonzales barely holding on to win the last one 21-19, apparently it took only 47 minutes to play. The fans attending the matches preferred the traditional rules, however, and in 1957 the tournament reverted to the old method of scoring.
Officials
In serious play there is an officiating chair umpire (usually referred to as the umpire), who sits in a raised chair to one side of the court. The umpire has absolute authority to determine matters of fact. The chair umpire may be assisted by line umpires, who determine whether the ball has landed within the required part of the court and who also call foot faults. There may also be a net umpire who determines whether the ball has touched the net during service. In some open-tournament matches, players are allowed to challenge a limited number of close calls by means of instant replay in order to have the call overturned. In clay-court matches, a call may be questioned by reference to the mark left by the ball’s impact on the court surface.
Ball boys or girls (who are usually children) may be employed to retrieve balls, pass them to the players, and hand players their towels. They have no adjudicative role. The referee, who is usually located off the court, is the final authority on the rules.
In some leagues players will make their own calls based upon the honor code. This is the case for many high school and college level matches.
Miscellaneous
Convention dictates that two players shake hands at the end of a match.
A tennis match is intended to be continuous. Stamina is a relevant factor, so arbitrary delays are not permitted. In most cases, service is required to occur no more than 20 seconds after the end of the previous point. This is increased to 90 seconds when the players change ends (every two games), and a 120 second break is permitted between sets. Other than this, breaks are permitted only when forced by events beyond the players’ control, such as rain, damaged footwear, or the need to chase an errant ball.
Balls wear out quickly in serious play, and therefore are changed after every nine games. The first such change occurs after only seven games, because the first set of balls is also used for the pre-match warm-up. Continuity of the balls’ condition is considered part of the game, so if a re-warm-up is required after an extended break in play (usually due to rain) then the re-warm-up is done using a separate set of balls, and use of the match balls is resumed only when play resumes.
Wheelchair tennis can be played by able-bodied players as well as people who require a wheelchair for mobility. The use of legs or feet is then prohibited, and the player is required to remain seated in the wheelchair. There is an exception for those who are only able to propel themselves using a foot. In wheelchair tennis, in which the players move in wheelchairs instead of using legs, an extra bounce is permitted. This rule makes it possible to have mixed wheelchair and legs matches. It is possible for a doubles team to consist of a wheelchair user and a legs user, or for a wheelchair user to play against a legs user. In such cases, the extra bounce is permitted for the wheelchair users only.
Another, informal, tennis format is called “Canadian doubles” (also referred to as “American Doubles” in Australia, and “Australian Doubles” in Canada). This involves three players, with one person playing against a doubles team. For the single player, singles-court rules apply (such that the ball must be within the singles-court lines) but on the side of the doubles team, doubles-court rules apply (the alleys are considered in). The scoring is the same as a regular game. This format is not sanctioned by any official body and is only played when a fourth player is not available for normal doubles.
Lastly, there is a tennis formation called “Australian doubles” in which both players on the same team line up on the same side of the court, with one player at the net and one in the backcourt. The one in back will generally move to the vacant side of the court after the point begins, which forces the opposing player to hit the ball down the line. This formation also allows the player at the net to poach more easily.
Other Rules of Play Used in American College Tennis
As of 1999, in Division I tennis at the college level, a let service is considered playable. This rule change was made to prevent receivers from falsely claiming a valid service to be a let, which is a call that cannot be overruled. Thus, a service that hits the net before landing in the service box is a playable shot, and must be returned by the receiver. Otherwise, the receiver loses the point.
Other Rules of Play Used in American High School Tennis
During high school tennis team matches players may have to follow a few different rules:
Pro set: Instead of playing best out of three sets, players may play one pro set. A pro set is first to 8 games instead of 6. All other rules apply.
Super tie-break: This is played sometimes after players split sets (Each wins one set). It decides who wins instead of a third set. This is played like a regular tie-break but you go to ten instead of seven.
No-ad: You play through the match without any ads. When the game is at deuce the receiving player has the option to choose what side of court (either the deuce side or the ad side) they want to receive the serve for the final game-deciding point. The first player or team to four points wins the game.
Tournaments
Tournaments are often organized by gender and number of players. Common tournament configurations include men’s singles, women’s singles, doubles (where two players of the same sex play on each side), and mixed doubles (with a member of each sex per side). Tournaments may be arranged for specific age groups, with upper age limits for youth and lower age limits for senior players. There are also tournaments for handicapped players. In the four grand slams, the draw (the maximum number of players allowed in a particular category of the tournament) is 128 people.
Players may also be matched by their skill level. According to how well a person does in sanctioned play, he or she is given a rating (examples from the U.S. system called the National Tennis Rating Program (NTRP): 2.5, 3.0, 3.5, 4.0, 4.5, etc.) which is adjusted periodically to maintain competitive matches.
Bet on the Champions League - Find detailed, continually updated information on the Champions League, together with a history of the event and options for online betting at bet123.net. Other major sporting and betting events are also covered.
Industry: Gaming - Latest news releases for Industry: Gaming from PRWeb
online casino games - at the new Silver Oak Casino? With $750 in Welcome Bonuses, Second Chance Free Chips and great new monthly offers Silver Oak is the place to be!
poker site - More Fantastic Online Poker Signup Bonuses