The striker-out wins if the server serves two consecutive "faults," which consist in sending the ball to the net or outside the lines; or if the server fail to return the ball in play, the striker-out wins. Either player loses a stroke if the ball touch him in the act of striking, if he touches the ball with his racket more than once, if he touch the net or any of its supports while the ball is in play, or if he "volley" the ball before it has passed the net.

The player winning the first stroke gets a credit score of 15; for the second he gets 30; for the third 40, and if he wins the fourth he has the game. Six games in succession entitle the winner to a Set.

For a three-handed or four-handed game the Court requires to be 12 yards in width. In a three-handed game the single player serves every alternate game. In the four-handed game the pair who have the right to serve in the first game shall decide which partner shall do so and the opposing pair shall decide in like manner for the second game. The partner of the player who served in the first game shall serve in the third, and the partner of the player who served in the second game shall serve in the fourth, and the same order is to be observed in all the succeeding games of the set. If one partner of a double team strikes at a ball and does not touch it, his partner still has the right to return it. A player or different member of a team may strike at a ball as often as he pleases, for it is still in play until hit. The server must wait until the striker-out is ready for the second service as well as the first, and if the striker-out claims to be not ready and makes no effort to return the second service, the server cannot claim the point, even though the service was good. If a player's racket touches the net after the ball has struck the latter he does not loose a point.

The ball is always in play until it has struck the ground outside of the Court or has touched the inside ground twice. A ball is "dead" the instant it strikes the ground outside of the Court, and the point must be scored against the side sending the ball there, no matter what happens after the ball touches the ground.

In selecting a site for a lawn tennis court select a level field. Lay it out north and south, if possible so as to prevent the rays of the sun from blinding the players. The court may, or may not, be grassy. As a general rule, sand courts are preferred. Level the court carefully, so there will be no gradient or inequality in it. To make a foundation, use stones pounded into place, and add top-soil to a depth of seven inches or more. The ground should be often watered and rolled. Sand is usually mixed with clay for a top soil, as the sand is likely to give under the running feet. In the case of a grassy court it should be constantly clipped and in addition rolled once or twice a week to keep the ground hard and even.

POLO

Polo is a game played from horseback in a large, level field. There is a goal at each end of the field in the center, the posts ten feet high and 24 feet apart. The teams are generally four a side, but when possible a greater number may play. The regular game in this country for teams of four is of four periods of 15 minutes of actual play each. To win a goal counts one, and the team having the largest score at the end wins the match.

The equipment for the game besides the goal posts (which are generally of wood or papier-mache to prevent serious accidents) are the balls and mallets. The balls are of willow 3 1/8 inches in diameter, and weigh 5 ounces. The mallet sticks are of rattan cane, and from 4 to 4 1/2 feet long, set into square heads beveled at the sides and about 8 inches long and 2 wide. The handles are leather-wrapped to insure a good grip. As to the ponies, no blinkers are used, so that they may have a clear sight of the field. No rowels or spurs are permitted. The animals have to be trained for the purpose.

Each of the four players of a side has certain rules to obey governing his position. It is for Number 1 to watch the opposing back, to ride him off and clear the way for his own side when they have the ball going towards the goal. All his energies must be directed to obtaining a clear field for his side. He requires a fast pony to do the work.

The position of Number 2 is the most independent and the player is called the "flying man" of the team. He must be an adept in "dribbling" out the ball so as to get a fair hit at it. As it comes to him from his side players his part is to race with it, hitting as he gallops, and in this way make the goal if he can.