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All you ever wanted to know
about duplicate bridge events
In duplicate bridge there are three basic types of events --- Individuals,
Pairs and Teams. There are many types of games within each category. In this
booklet we will explain what the three types of events are all about. Following
this there will be explanations of the various special games within each
category.
Chapter I. Individual Events
The Individual game is the only form of duplicate bridge in which you do not
have a partner chosen by you. The game is set up in such a way that each player
is a separate contestant who plays with a multitude of different partners.
Sometimes you play only one board with each partner; other times you play two or
three, rarely more.
The movement is more complicated than in a pair event. In the Rainbow
movement --- which nowadays is just about the only one used for games of seven
tables or more --- it is necessary for the players in each direction to have a
different move each round (guide cards are usually used for smaller games). The
idea is for each player to partner someone different each round against a brand
new set of opponents.
Computing your score is quite different from rubber bridge --- it is based on
matchpoints rather than on totals. You achieve a total score on each deal, but
that score is then compared with all other scores achieved on that board. You
earn one matchpoint for each score you surpass and half a matchpoint for each
one you tie. In addition to overall awards, there are section awards for each
direction within a section.
Since each player is playing with so many different partners, it is
impractical for partnerships to use complicated systems and conventions. Most
players prefer to play some simple form of Standard American.
Chapter II. Pair Events
The pair game is the most common form of duplicate bridge. Two players
compete as a partnership throughout the event, whether it is one, two or more
sessions.
One of two basic movements usually is used.
- For larger games, the Mitchell movement usually is the choice. This is
basically simple --- after each round the boards are passed back to the next
lower tables and the East-West pairs advance to the next higher table. The
North-South pairs are stationary, with rare exceptions that will not be
noted here.
- For smaller games, the movement usually used is the Howell movement.
Usually guide cards are used that tell each pair where to go for the next
round and also list the boards that should be played each round at that
table.
Computing your score is quite different from rubber bridge --- it is based on
matchpoints rather than on totals. You achieve a total score on each deal, but
that score is then compared with all other scores achieved on that board. You
earn one matchpoint for each score you surpass and half a matchpoint for each
one you tie.
In addition to overall awards, there are section awards for both North-South
and East-West within a section (Mitchell movement only).
Following is an alphabetical breakdown of the various types of pair games.
BAROMETER PAIRS. The Barometer Pairs game is differentiated from other
pair games by the method of distributing the boards and by the scoring.
In the usual type of pair event, all or most of the boards are in play every
round. The boards are moved from table to table on a predetermined schedule so
that eventually all pairs play most of the boards at some time during the
session.
In a barometer game the boards don't move from table to table after each round.
All pairs play the same boards at the same time throughout the event. The
director and his staff will have pre-duplicated many sets of boards prior to the
game. Quite often each table will have its own set of boards; equally often two
or three tables will share one set of boards. Each set of boards goes out of
play after one round.
As a result, all scores for a given set of boards are available as soon as the
round is over. The director retrieves the score tickets and enters them
immediately. Quite often the scores will be posted for inspection by the players
after each round, so each pair knows where it stands at all times. Any given
pair's fortunes will rise and fall as the game goes on --- hence the name
Barometer.
BRIDGE+ PAIRS. The Bridge Plus+ Pairs is specially designed for new
players who have just finished taking a series of lessons. The bridge is very
relaxed. The director, who often also was the teacher, is available to answer
questions and offer assistance.
CHARITY PAIRS. The Charity Pairs is a regular pair game, the only
difference being that a minimum amount of the proceeds from the selling of
entries is earmarked for a specified charity, such as the ACBL Charity
Foundation.
CONSOLATION PAIRS. Some multi-session pair games have qualifying
sessions instead of being play-through. A certain number of pairs in each group
qualify to play in the final session or sessions. Usually a special game for
non-qualifiers is run alongside the final. This game, a regular pair game as far
as movement and scoring are concerned, is called a consolation.
CONTINUOUS PAIRS. The Continuous Pairs game is always a multi-session
event. Each session is a regular pair game, and awards are given for each
individual session. In addition, there are overall awards for those who perform
best during the various sessions. Each individual receives credit for his best
two scores, and the overall ranking is done from these figures. Each player may
play with as many different partners as there are sessions since the overall
standings are determined on an individual basis.
Continuous Pairs must consist of three or more sessions. At North American
Championships, session awards are paid in reds, but overall awards incorporating
the scores from all sessions are paid in gold points. Masterpoint awards are
based on the formula for a two-session open event.
FAST PAIRS. In the Fast Pairs game the speed of play is increased by a
major factor. Instead of the usual seven to eight minutes allowed to play each
board, the game is set up so that boards must be completed in five minutes.
Sometimes this permits more boards to be played; more often this type of game
results in a game finishing at an earlier time. Such a game often is called a
SPEEDBALL PAIRS.
FLIGHTED PAIRS. The event is broken down into two or three fields
based on masterpoints. Each field competes as a separate event. The flight for
which a pair is eligible is determined by the masterpoint holding of the player
with the more masterpoints. Pairs may opt to play in a higher category but not
in a lower one.
Often, but not always, the breakdown is as follows: Flight A --- 0 to infinity;
B --- 0-750; C --- 0-300. All pairs are eligible to compete in Flight A; only
pairs with fewer than 750 points (Flight B limit) are eligible to play in Flight
B; only pairs with fewer than 300 points (Flight C limit) are eligible to play
in Flight C. Pairs eligible for Flight A only may compete in Flight A only.
Masterpoints are awarded based on the number of tables in the flight entered
added to the number of tables in all lower flights.
FORTY-NINER PAIRS. This is an otherwise open event, but all players
must have fewer than 50 masterpoints.
HANDICAP PAIRS. The Handicapped Pairs is conducted like an open pairs
game, but the scoring method is different. The game produces two sets of
winners, scratch and handicap. The scratch standings are the same as they would
be in an open game. However, the handicap standings are based on the scratch
score plus handicaps that are awarded to make the event more evenly contested.
The handicap can be figured in either of two ways. First, it can be based on the
players' ranks (a measure of expertise), with more matchpoints awarded the lower
the rank. Second, it can be based on recent performance as compiled either by
the director or the computer. Full awards are given for scratch scores that
place overall, 50% awards are given for handicap scores that place overall. A
pair that is eligible for matchpoints both scratch and handicap receives the
higher of the two awards, not both.
IMP PAIRS. An IMP Pairs event is played like a regular pair event but
is scored in a totally different way. A basic score is set for each board ---
usually an average of all the scores compiled on that board. Sometimes the top
and bottom scores are eliminated before the average is taken so that extreme
scores will have less impact on the average. Then your score is algebraically
compared with the average and translated into International Matchpoints (IMPs)
according to the IMP formula. The IMP scale is printed on the ACBL convention
card.
INSTANT MATCHPOINT PAIRS. A very special method of scoring is used for
the Instant Matchpoint Pairs, a rare event --- it is run only three times
annually by the ACBL.
Identical hands are played throughout the ACBL (throughout the world in the
World-wide Pairs). As soon as the hand is played, the players can learn their
Instant Matchpoint result by looking at the traveling score. All hands are
scored IN ADVANCE. A good-looking program book is distributed to all players at
the conclusion of the game in which each and every hand is thoroughly analyzed
by an expert.
JUNIOR PAIRS. Both members of all pairs must be under 26 years of age
in order to compete in the Junior Pairs. It is run along the lines of an open
pairs.
LIFE MASTER PAIRS. All contestants must be Life Masters.
MASTER PAIRS. A Masters Pairs is usually run in conjunction with a
Non-Master Pairs. An arbitrary lower limit of masterpoints is set, and at least
one member of every pair must have at least that number of masterpoints. The
game itself is run along the lines of an open pairs.
MEN'S PAIRS. All pairs must consist of two men.
MIXED PAIRS. All pairs must consist of one man and one woman.
NEWCOMER PAIRS. A Newcomers Pairs, which is run along the lines of an
open pairs, is for new players only. Usually the upper masterpoint limit is 5.
NEWPLICATE PAIRS. Another name for NEWCOMER PAIRS.
NINETY-NINER PAIRS. All players must have fewer than 100 masterpoints.
NON-MASTER PAIRS. A Non-Masters Pairs is usually run in conjunction
with a Master Pairs. An arbitrary upper limit of masterpoints is set, and both
members of every pair must have that number of masterpoints or fewer. The game
itself is run along the lines of an open pairs.
NOVICE PAIRS. Only new and inexperienced players are eligible to play
in the Novice Pairs. Usually there is an upper masterpoint limit. Often this
limit is 5 or 10 matchpoints, but it could be 20 or even 50.
ONE-NINETY-NINER PAIRS. All players must have fewer than 200
masterpoints.
OPEN PAIRS. Any two players can compete as partners --- no
restrictions of any kind.
PRO-AM PAIRS. One member of each pair is a top-flight player --- the
pro, so to speak --- and the other is a new or relatively new player --- the
amateur. The purpose is to enable the new player to meet and get to know some of
the better players in the area. The new player also gets the benefit of good
advice and tips from his or her "pro". The game itself is run along
the lines of an open pairs.
SENIOR PAIRS. Both members of each pair must be at least 55 years old.
SPEEDBALL PAIRS. The speed of such games is increased dramatically.
Instead of the usual seven to eight minutes allowed to play each board, the game
is set up so that boards must be completed in five minutes. Sometimes this
permits more boards to be played; more often this type of game results in a game
finishing at an earlier time. Such a game often is called a FAST PAIRS. Except
that the rounds are shorter, the game is run along the lines of an open pairs.
STRATIFIED PAIRS. This type of game is different from most others
because it produces more than one set of winners. The field is divided into two
or three strata, each with a predetermined maximum and minimum masterpoint
limitation. The tournament directors attempt to seed the field in such a manner
that approximately equal numbers of players from each stratum are competing in
each direction. During the course of the event, pairs from each strata play
pairs from all other strata.
All pairs in the event are ranked when computing the overalls in the top
stratum. The pairs in the top stratum are then eliminated and a second set of
rankings is determined for the pairs remaining. Next the pairs in the second
stratum are also eliminated and a third ranking is done for the third stratum.
It is possible for pairs in the second and third strata to place in a higher
stratum, but pairs in the top stratum are eligible for awards only in the top
stratum.
The stratum in which a pair plays is determined by the member of the pair who
has the most masterpoints. Unlike flighted events, pairs do not have a choice of
strata --- they are automatically placed in the lowest stratum for which they
are eligible.
The game is run like an ordinary open pairs, although usually the field is
carefully seeded so that each Strat A pair plays against all Strat A pairs in
the section against which they are competing.
STRATIFIED BY EXPERTISE PAIRS. A preset limit on masterpoints is set.
If both members of the partnership are over the limit, they are in Strat A. If
one is over and one is under, they are in Strat B. If both are under, then the
pair is in Strat C. Otherwise the conditions are similar to those of regular
STRATIFIED PAIRS.
STRATIFLIGHTED PAIRS. The Stratiflighted Pairs is almost identical to
a STRATIFIED PAIRS with one major difference --- the pairs in the top flight
compete in a separate event, totally apart from the other strata (two or three
strats). The top flight can be divided into two strata if preferred. The
remaining pairs play a stratified game handled exactly like a Stratified Pairs.
In other words, there are two games, both of which are run along the lines of an
open pairs.
SWISS PAIRS. The Swiss Pairs is run along the lines of a Swiss Teams.
Pairs play against each other in short matches, with various methods of scoring
determining the winner. As in Swiss Teams, pairs with approximately the same
records are paired against each other for subsequent matches.
This type of event has not proved popular and is seldom used at tournaments
today.
UNMIXED PAIRS. All pairs consist of either two men or two women --- no
mixed-gender pairs.
TEAM OF TWO PAIRS. Both of a team's two pairs sit in the same
direction in different sections in this unusual type of pair event. Eveyone
plays a session of matchpoint duplicate --- just like a pair game.
Of each team's two results on a board, only the better is entered to determine
the matchpoint score. Naturally the score not used for your team is the
"better" score for your opponents.
Strategy is necessary to maximize potential matchpoints. To be successful, a
team should not play or defend the same contract or make the same play at both
tables. In other words, the methods used by the two pairs should be different to
increase the possibility of a favorable result.
This event is usually sanctioned only at sectionals.
TWO-NINETY-NINER PAIRS. All pairs consist of players who have fewer
than 300 masterpoints.
WOMEN'S PAIRS. All pairs consist of two women. The game is run along
the lines of an open pairs.
Chapter III. Team events
This type of event is fast becoming very popular with tournament and club
players. Like a pair event, players compete as pairs. A team can consist of
four, five or six players, but only four team members ever play at the same
time.
Here is how a team game works. Two members of your team, playing as a
partnership, sit North-South at one table. Two other members of your team, also
playing as a partnership, sit East-West at a different table. The two pairs from
the opposing team fill the empty spots at the two tables. During the course of a
match, exactly the same boards are played at both tables.
Since results are achieved at both tables on exactly the same boards, a
comparison of results is possible. Scoring is done by comparing the results, but
the methods of scoring vary according to the type of team game being played.
The three basic types of team games are Swiss, knockout and board-a-match. A
fourth type, a round-robin teams, also is sometimes held. A round-robin,
however, really is a special case of Swiss teams.
SWISS TEAMS. For many years Swiss Teams has been the most popular form
of team event, but in recent years it is being overtaken by Knockout Teams.
A Swiss event is a partial round-robin set up in such a way that winners play
winners and losers play losers. It is based on the Swiss concept that governs
play in most chess tournaments.
After each round, the game directors sort the team records and set up new
matches between teams of approximately equal records. In general, teams are not
permitted to play against each other more than once.
The length of matches is determined by the size of the field and the number of
sessions. The most common match length is seven boards, but five, six, eight and
nine are not uncommon.
At the end of a match, the East-West pair return to their home table where they
compare their scores with their teammates. The event is scored on International
Matchpoints (IMPs). This is a special conversion system designed to translate
totals into a scoring system that gives fairer comparisons. The IMP scale is
printed on the ACBL convention card.
To figure the score, the algebraic difference is taken on each board and then
translated into IMPs. When all the boards have been scored, the pluses and
minuses are added. If the total is a plus, that team is the winner; if the total
is a minus, that team is a loser.
There are three different ways to compute the final score of a match. These
scoring methods will be covered in BOARD-A-MATCH SWISS TEAMS, VICTORY POINT
SWISS TEAMS and WIN-LOSS SWISS TEAMS.
Sometimes the field for a Swiss teams is very small. Quite often in such a
situation the game is changed into a full round-robin. Each team plays every
other team in a short match. The winner is determined in the same manner as in a
Swiss teams. The same types of scoring used in Swiss teams are used in a
round-robin event.
KNOCKOUT TEAMS. The name of this event is most apropos --- the winners
advance to the next round and the losers are knocked out of the competition.
There are many kinds of knockout events, but basically they come down to this
--- two teams face each other in head-to-head competition, and only one
survives. There are variations on this theme, but the above explanation fits the
vast majority of knockout situations.
The setup is similar to Swiss Teams in that two members of your team sit
North-South at one table and two others are East-West at a different table. The
team against which you are playing fills the other four seats at the two tables.
Knockout matches usually are much longer than Swiss matches --- 24 boards is
common but sometimes it is as many as 64. After the match is finished, the
East-West pairs return to their home tables to compare scores. Once again the
International Matchpoint Scale is used, just as in Swiss Teams. The team with
the greater number of IMPs is the winner and advances to play in the next round.
The losers are no longer in the event.
Specific conditions of contest may vary. Each team has a responsibility to be
aware of the conditions and to conform accordingly.
BOARD-A-MATCH TEAMS. Board-a-Match Teams is the toughest type of event
in tournament bridge, which may account for its lack of popularity. A team plays
a small number of boards against one opponent --- usually two, three or four ---
then moves on to take on another opponent. The movement is set up in such a way
that your team always plays any given board against two opposition pairs of the
same team. Often the movement is similar to the Mitchell movement used in pair
games, but with some major differences that are always explained by the
tournament director.
At the end of a session, the members of a team gather to compare scores. Each
board is scored separately as a win, a tie or a loss.
The reason why the game is so tough is that EVERY board is equally important.
Some boards in Swiss and knockout events are not all that important --- very
little may be at stake. But every board in a board-a-match game is worth one
full matchpoint, and a high degree of concentration is necessary throughout
every board of a session.
All special team games are forms of one of the three basic types above. Here are
definitions of the special games.
BOARD-A-MATCH SWISS TEAMS. The basic formula for the way in which
Board-a-Match Swiss Teams is conducted can be found under SWISS TEAMS at the
beginning of this chapter. The difference between this type of Swiss teams event
and others is the method of scoring.
The scoring for this type of event is radically different from the other two
forms of Swiss teams. After play is finished and the team compares scores, one
matchpoint is awarded for each board won and half a matchpoint for each board
tied. The margin of difference on any board is of no consequence --- winning a
board by 10 is the same as winning a board by 4000 --- it's one.
This type of game is rare. Occasionally it is run at a North American
Championship, but seldom elsewhere.
BRACKETED KNOCKOUT TEAMS. Some method of seeding based on ability and
experience is used to divide the total field into two or more groups.
The breakdown is according to the average masterpoints of all players on each
team. Each bracket comprises
a separate event with its own masterpoint awards. There is no interplay between
brackets.
The size of each bracket and the number of brackets depend on the number of
teams entered. The purpose of bracketing is to establish groups within which
each team is competitive.
COMPACT KNOCKOUT TEAMS. The usual match in a knockout event runs for
at least one full session. However, in a compact event, the matches are
shortened so that two matches can be played in one session, with just four players per team.
This makes it possible to determine a winner in a 16-team game in just two sessions.
This means the entire event can be finished in one day.
FLIGHTED TEAMS. An event that is broken down into two or three fields
based on masterpoints. Each field competes as a separate event. The flight for
which a team is eligible is determined by the masterpoint holding of the player
with the most masterpoints. Teams may opt to play in a higher classification but not in a
lower one. Often the breakdown is as follows:
- Flight A --- 0 to infinity;
- Flight B --- 0-750;
- Flight C --- 0-300.
All teams are eligible to compete in Flight A; only teams
with fewer than 750 points for each player (Flight B limit) are eligible to play
in Flight B; only teams with fewer than 300 points for each player (Flight C
limit) are eligible to play in Flight C. Teams eligible for Flight A only may
compete in Flight A only.
FORTY-NINER TEAMS. All players have fewer than 50 masterpoints.
HANDICAP KNOCKOUT TEAMS. A handicap is assigned to each team based on
a formula that takes experience and ability into consideration. The handicap is
in the form of International Matchpoints (IMPs) and is added to the IMP total of
the less experienced team. The winner is determined by the score AFTER the
handicap has been added in.
JUNIOR TEAMS. All members are younger than 26.
KO TEAMS. A shortened form of KNOCKOUT TEAMS.
MASTER TEAMS. A Masters Teams usually run in conjunction with a
Non-Master Teams. An arbitrary lower limit of masterpoints is set, and at least
one member of each team must have at least that number of masterpoints.
MEN'S TEAMS. All members of every team are men.
MINI-KNOCKOUT TEAMS. The Mini-Knockout Teams consists of a series of
very short matches. It is designed to produce a winner in just one session of
play. It often is played as a midnight game at regionals and NABCs. It's often
called a Lose and Snooze Teams because the winners play on while the losers can
get to bed a little earlier.
MIXED TEAMS. A Mixed Team comprises at least two men and two women.
The maximum number of team members is six, and the breakdown by gender must be
as even as possible --- for instance, with a six-player team three must be men
and three must be women. The team at all times must field mixed pairs --- at no
time may a pair consist of two men or two women. The event can be a knockout, a
board-a-match or a Swiss.
NON-MASTER TEAMS. A Non-Masters Teams is usually run in conjunction
with a Master Teams. An arbitrary upper limit of masterpoints is set, and all
members of each team must have no more than that number of masterpoints.
NINETY-NINER TEAMS. All members of every team have fewer than 100
masterpoints. The event usually is run either as a Swiss or a knockout.
NOVICE TEAMS. All members of every team have fewer than a previously
determined number of masterpoints. The event usually is run either as a Swiss or
a knockout.
ONE-NINETY-NINER TEAMS. All members of every team have fewer than 200
masterpoints. The event can be run as any one of the three basic types listed at
the beginning of this chapter.
OPEN TEAMS. In an Open Teams there are no restrictions on the makeup
of the teams --- except the numerical limit is six. The event can be run as one
of the three basic types.
RANDOM DRAW KNOCKOUT TEAMS. The teams that remain in competition are
paired for their next match by means of a random draw. Typically all the
possible positions are written on slips of paper, and the captain of each team
draws his next assignment at the time he reports his winning match result. The
pairings for the first match also are random.
ROUND-ROBIN TEAMS. All teams play a match against each other team in
the field. Usually IMPs are translated into Victory Points for each match, and
the team with the most Victory Points is the winner. The win-loss system also is
sometimes used.
SENIOR TEAMS. All members of every team are at least 55 years old. The
event can be run as any one of the three basic types listed at the beginning of
this chapter.
SPEEDBALL SWISS TEAMS. Speed of play is a major factor. Each match
consists of five boards, and an average of only five minutes per board is
allowed for play --- 25 minutes per round. Usually five rounds are played, and
the event sometimes is called a five-five-five Swiss. This event frequently is a
late-night game during a section, regional or NABC. It is sometimes flighted or
stratified.
STRATIFIED TEAMS. A Swiss Team event that produces more than one set
of winners. The event is run along exactly the same lines as an Open Swiss
Teams. Any team may be paired against teams from any of the other brackets.
The only difference comes in the rankings. First overall in the top stratum is
determined by comparing all scores. Then the scores from the top stratum are
eliminated and a second ranking takes place for the remaining teams. Next the
scores from the second stratum are eliminated and a third ranking takes place.
It is possible for teams in the second and third strata to place in a higher
stratum, but teams in the top stratum are eligible for awards only in the top
stratum.
The stratum in which a team plays is determined by the player who has the
greater number of masterpoints. Teams do not have a choice of strata --- they
are automatically placed in the lowest strata for which they are eligible.
STRATIFLIGHTED TEAMS. A Stratiflighted Teams is almost identical to a
STRATIFIED TEAMS, with one major difference --- the teams in the top stratum
compete in a separate event, totally apart from the other strata. The top flight
can be divided into two strata if preferred. The remaining teams play a
stratified game handled exactly like a Stratified Teams.
UNMIXED TEAMS. Each pair consists of either two men or two women.
UNSEEDED KNOCKOUT TEAMS. Another name for RANDOM DRAW KNOCKOUT TEAMS.
TWO-NINETY-NINER TEAMS. All members of every team have fewer than 300
masterpoints. The event can be run as any one of the three basic team categories
as listed at the beginning of this chapter.
VICTORY POINT SWISS TEAMS. The basic formula for the way in which this
game is conducted can be found under SWISS TEAMS at the beginning of this
chapter. The difference between this type of Swiss Teams event and others is the
method of scoring.
Up to a point, it's the same as Win-Loss scoring --- the boards are IMPed and an
algebraic sum is arrived at. However, this figure is then translated into
Victory Points according to a formula worked out in advance. Subsequent matches
are paired according to a team's Victory Point total, not according to its
win-loss record. Overall rankings are based on Victory totals.
The 20-point and 30-point Victory Point scales are printed on the ACBL
convention card.
WIN-LOSS SWISS TEAMS. The basic formula for the way in which the
Win-Loss Swiss Teams is conducted can be found under SWISS TEAMS at the
beginning of this chapter. The difference between this type of Swiss Teams event
and others is the method of scoring.
This is the usual method of scoring. A team compiles its results and determines
whether the total is plus or minus. If the total is plus 3 or more, the match is
deemed won and the team receives one matchpoint. If the total is plus 1 or plus
2, the team receives three-quarters of a matchpoint --- this result is termed a
"winning tie." If both teams score exactly the same number of IMPs,
each team gets half a matchpoint. The team that loses by 1 or 2 is said to have
suffered a "losing tie" and is awarded one-fourth of a matchpoint. If
the team loses by 3 or more IMPs, they are a loser and get no matchpoints.
No losing team receives masterpoints for the match, even if they lose by only 1
or 2 IMPs. Winning teams receive full match masterpoints even if they win by
only 1 or 2 IMPs.
WOMEN'S TEAMS. All members of every team are women. The event can be
run as any one of the three basic team categories as listed at the beginning of
this chapter.
ZIP KNOCKOUT TEAMS. Another name for COMPACT KNOCKOUT TEAMS. This type
of event often is staged as a midnight game at regionals and North American
Championships.
ZIP SWISS TEAMS. Another name for SPEEDBALL SWISS TEAMS.
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