Tennis Scoreboard Tracker
Keep tennis score point by point across advantage or no-ad games with configurable tiebreaks plus server-first calls, undo and pressure-point cues.{{ summaryTitle }}
{{ summaryLine }}
{{ liveAnnouncement }}
Match review
{{ jsonExportAnnouncement }}
Next-point guidance
- {{ note }}
The chart renderer is unavailable. The point ledger still contains every retained score snapshot.
| Event | Winner | Call after | Games | Sets | Copy |
|---|---|---|---|---|---|
| {{ row.event }} | {{ row.winner }} | {{ row.call }} | {{ row.games }} | {{ row.sets }} |
Tennis score is nested. Points decide a game, games decide a set, and sets decide the match. Because each level can reset while the level above advances, a call such as 40–30 is meaningful only alongside the game score, set score, and current server.
Ordinary games use the familiar Love, 15, 30, and 40 calls. What happens at 40-all depends on the announced scoring method. Advantage scoring requires two consecutive points from deuce to win the game; no-ad scoring uses one deciding point.
| Format | Deciding rule | Important consequence |
|---|---|---|
| Advantage game | At least four points and a two-point lead | Deuce can repeat indefinitely |
| No-ad game | Next point wins at 40-all | No advantage call follows the deciding point |
| Tiebreak set | Numeric tiebreak at 6–6, to the target by two | The completed set is recorded as 7–6 |
| Advantage set | At least six games and a two-game lead | No automatic tiebreak starts at 6–6 |
Service order changes how a spoken score is read. The server's score is called first in an ordinary game. During a tiebreak, the first server serves one point, then service alternates in two-point blocks. The deuce court is used when the total tiebreak points played is even and the ad court when it is odd.
Match formats and deciding-set procedures vary by event. A best-of-three match normally needs two sets; a best-of-five match needs three. Some formats replace the final set with a 10-point match tiebreak. Record the announced rules before the first point because changing them mid-match can reinterpret the same numeric state.
A local point tracker can prevent arithmetic mistakes and preserve an undo trail, but it cannot resolve disputed calls, official corrections, retirements, defaults, or event-specific regulations.
How to Use This Tool:
Set the announced match format and the exact current score before recording the next point.
- Give Player A and Player B distinct labels, then choose the Server.
- Select Game scoring, Match format, Set format, the set-tiebreak target, and the Deciding set procedure.
- Enter the current point, game, and set counts when resuming from an existing score. Completed game or set states must be moved into the next higher count before play can continue.
- Press the winning player's point action after each rally. Check the server-first call and the game/set transition before the next serve.
- Use Undo immediately after a mistaken point. Use Reset only when the current local match record should be cleared.
Interpreting Results:
The main call is server-first. Ad-In means the server has advantage; Ad-Out means the receiver has it. In no-ad play, Deciding point means the next rally wins the game.
- Game point means the server would win the game with the next point; break point means the receiver would.
- Set point and match point are previews of what one more point would complete from the current state.
- Tiebreak points stay numeric. Reaching the target is not enough without a lead of at least two.
- A match-complete label reflects the configured format, not an independent check of the event's official result.
Technical Details:
The score is a deterministic state transition. One point is added to the selected player, then the active game, set, tiebreak, and match rules decide whether counts stay at the point level or roll upward. When a game finishes, point counts reset and the server changes; when a set finishes, game counts reset unless the match is complete.
Formula Core
A best-of length determines the number of sets needed, while every tiebreak uses a target-plus-two-point-margin condition.
B is 1, 3, or 5; W and L are the prospective winner's and loser's tiebreak points; and T is the active target. Thus 7–6 continues in a seven-point tiebreak, while 8–6 wins.
Rule Core
| State | Winning condition | Transition |
|---|---|---|
| Advantage game | At least 4 points and lead of at least 2 | Add one game, reset points, change server |
| No-ad game | First player to 4 points | Add one game after the deciding point, reset points, change server |
| Advantage set | At least 6 games and lead of at least 2 | Add one set; reset games if the match continues |
| Tiebreak set | Ordinary 6-by-2 rule, or tiebreak at 6–6 to the chosen target by 2 | Tiebreak winner takes the set 7–6 |
| Final match tiebreak | Players are each one set short, games are 0–0, and the option is active; first to 10 by 2 | Winner receives the deciding set and may complete the match |
Ordinary-game point counts above 40 are normalized only when they still describe deuce or a one-point advantage. Equal counts of 3 or more become deuce; a one-point difference becomes advantage. A difference of two or more is rejected because the game win belongs in the game count. Tiebreak counts remain literal and are rejected only when they already satisfy the target and two-point margin.
During a tiebreak, the initially selected server serves the first point. The receiver then serves two points, followed by alternating two-point blocks. After a set tiebreak, the next ordinary game is served by the player opposite the initial tiebreak server.
Player labels are limited to 40 characters, point and game counts to whole numbers from 0 to 99, and set counts to 0 to 3. Both players cannot simultaneously hold the match-winning number of sets, and a best-of-one match cannot use a deciding match tiebreak.
Rules and Record Limits:
The selected rules describe common advantage, no-ad, tiebreak-set, advantage-set, and final match-tiebreak paths. Confirm the event's published format before relying on the transitions.
- The point ledger records actions made in the current browser session; it is not an official score sheet.
- Retirements, defaults, penalties, lets, replayed points, doubles receiving order, and formal correction procedures are outside the score transition model.
- Undo restores the previous locally recorded point state, but it cannot recover a point that was never entered.
Worked Examples:
Receiver at break point
At 30–40 with the lower-scoring player serving, the receiver would win the game with the next point. The pressure cue is break point because the previewed transition awards a game to the receiver.
Set tiebreak continues
At 6–6 games with a seven-point target, a 7–6 tiebreak is not complete. The next point can make 8–6 and award the set 7–6, or make 7–7 and continue until either player leads by two.
References:
- Rules of Tennis 2026, International Tennis Federation, 2026.