A tennis scoreboard can show 15, 30, 40, and then—after what feels like an endless exchange—deuce again. The key to understanding how a game is won is knowing both the unusual point count and what happens when the score reaches 40–40.
The basic rule: win four points, with a two-point lead
In a standard tennis game, a player or team must win at least four points and be ahead by two. The points are called love, 15, 30, and 40, rather than zero, one, two, and three. If one side wins the first four points, the game ends at 40–love. If both sides reach 40, the score is called deuce, and the two-point margin rule takes over.
| Points won in the game | Score called |
|---|---|
| 0 | Love |
| 1 | 15 |
| 2 | 30 |
| 3 | 40 |
| 4 or more | Game, if the player leads by two |
The score names are a tradition; they don’t change the basic objective. Each point is won by making the ball land legally in the opponent’s court in a way they cannot return, or by forcing an error. A player can also win a point if the opponent serves a double fault or hits the ball out or into the net.
What happens at deuce?
At 40–40, neither player has won by two points, so the game continues. The next point gives its winner advantage. If that player wins the following point, they win the game. If they lose it, the score returns to deuce.
- Deuce: The score is tied at 40–40, or has returned there.
- Advantage: One player has won the point immediately after deuce.
- Game: The player with advantage wins the next point.
For example, suppose the server and receiver have each won three points. The receiver wins the next point, so the score is advantage receiver. If the server takes the following point, the score goes back to deuce—not to advantage server. The receiver must win another point to claim the game. From deuce, that means winning two points in a row.
Long deuce games are common because every return to 40–40 resets the contest. A player might have several chances to finish the game and still need to keep working. That makes the advantage point important: the player who earns it can attack with the finish in reach, while the other must find a way to level the score.
Who serves, and can you win a game on return?
One player serves throughout an entire game; the other receives. The server alternates the side of the court for each point, starting on the right, or deuce, side. After the game ends, the players switch roles: the receiver serves the next game.
Serving gives a player the first chance to control the point, but it does not guarantee the game. A returner wins a game by taking enough points to reach game point and then converting it. For instance, the receiver could win the first three points to lead 40–love, then take one more to break serve. The term break of serve means winning a game in which the opponent served.
That distinction matters tactically. A server may use a wide serve to pull the returner off court and open space for the next shot. A returner, meanwhile, may focus on putting the ball deep and making the server play an extra shot. At a crucial point, either player might choose a safer target rather than go for a difficult winner. One well-placed return or one forced error can decide the game.
How a game fits into a set and a match
A game is one small part of the scoring structure. Games build a set, and sets build a match. In many standard formats, a player must win six games and lead by at least two to take a set, such as 6–4. At 6–5, the player leading can win the set by taking the next game, making the score 7–5. At 6–6, a tiebreak is commonly played, though the exact format depends on the competition.
A tiebreak uses a different point count—usually 0, 1, 2, 3, and so on—and is generally won by reaching at least seven points with a two-point lead. Some deciding sets use a longer tiebreak. So although a tiebreak decides a set, it is not scored like an ordinary game.
Winning one game does not by itself win the match. It might be a single step toward a set, a break that changes the momentum, or the final game needed to close out the match. Players often treat games differently depending on the score: protecting a lead, trying to break serve, or staying composed while serving for the set all call for slightly different choices.
Common scoring variation: no-ad games
Some leagues, recreational events, and professional doubles competitions use no-ad scoring to shorten matches. The score still progresses through love, 15, 30, and 40, but at 40–40 the next point decides the game. There is no advantage point and no return to deuce. In many formats, the receiver chooses which side to receive from on that deciding point.
Check the event rules before you play: ordinary advantage scoring is the standard in many matches, but no-ad rules are a frequent variation. The game’s purpose is the same in either format—win enough points to take it—but the pressure at 40–40 is very different.
Frequently Asked Questions
How many points do you need to win a tennis game?
Usually at least four, with a lead of two points. If the score reaches 40–40, called deuce, a player must win two consecutive points from deuce to take the game.
Does 40–40 mean the game is over?
No. It means the score is deuce. The next point gives its winner advantage, and that player must win the point after it to finish the game. Losing the advantage point returns the score to deuce.
Can the receiver win a tennis game?
Yes. The receiver can win any point and can win the whole game by taking enough points. When the receiver wins a game served by the opponent, it is called a break of serve.
Is a tiebreak scored like a regular game?
No. A tiebreak normally uses numbered points and is won by reaching a set target—often seven—with a two-point lead. It is commonly used to decide a set tied at 6–6, but event rules can vary.
Final Thoughts
To win a standard tennis game, take four points and finish two ahead. The familiar love–15–30–40 sequence gets you to the brink; deuce and advantage determine what happens when the score is tied at 40. Keep that rule in mind, and the scoreboard—and the pressure behind each important point—becomes much easier to follow.