by Karen Walker, Champaign IL © 2007
Like
any game, bridge is more fun if you play it well. Over 200,000 North American
bridge players have found that duplicate bridge is one of the best ways to
improve their skills and enjoy playing their favorite game. These
people compete in daily and weekly duplicate games -- some just for novices and
newcomers -- held in virtually every city (and many small towns) in the U.S.,
Canada and other countries. Almost all of these club games are open to anyone
who knows how to play beginning bridge.
You can play in a duplicate game without knowing anything about matchpoint scoring. As you become more experienced, though, you'll probably want to adopt some strategies that cater to this form of scoring. Later in this brochure, you'll find some tips on how to make "duplicate-style" bidding and play decisions that will improve your matchpoint scores.
The setup of a duplicate game gives you the opportunity to play against a wide variety of pairs -- from experts to bare beginners -- and to compare your bidding and play with theirs. Your mistakes (and your triumphs) will be clearer because you'll see how several other players bid and played the same cards you held. And because you have the chance to earn a top score on every hand (even if you hold a "Yarborough" with no honor cards), you'll be paying full attention to every trick!
This brochure will introduce you to duplicate game movements, scoring and strategies, but there's really no need to study before you play. The best way to enjoy duplicate is to just jump in and play in the games.

In most movements of 7 tables or more, if you're North-South, you'll play at your starting table for the whole session. You'll play a round of 2 to 4 hands (also called boards) against the East-West pair who starts there, then a new pair and new boards will come to your table for the next round. If you're East-West, you'll move to a new table after every round to play new pairs and boards.
In games of 6 or fewer tables, you may play in a scrambled movement where all pairs change tables and directions after every round. The table cards will give you instructions about where to move for each new round.
The number of hands you play in a duplicate session will vary. You may play as few as 12-15 boards or as many as 28 (most clubs run sessions of 24-28 boards) and you'll play against from 5 to 13 other pairs. You don't need any special knowledge of how the game movement works. The director will handle the movement of pairs and boards, so all you have to do is play the people and the hands that come to your table.
Each
hand you play will come to your table in a duplicate "board" -- a tray
with a deck of cards already separated into the four hands. The board is
designed to keep each 13-card hand separate so other pairs can play the exact
same deal later in the session.
For the first round only, you'll shuffle the cards and place each hand into one of the four pockets in the board. The boards are then placed in the center of the table to match the directions on the table card.
In duplicate scoring, each hand stands alone. Partscores and vulnerability do not carry over to the next deal. Instead, each board has imprints that tell you the conditions for that hand only -- who the dealer is and whether or not each side is vulnerable. The NSEW directions are also marked on the board so you know which hand to take.
Instead
of saying your bid (or pass) out loud, you take the appropriate card (and all
the cards behind it) from your box and place it on the table in front of you. If
you want to open 1NT, for example, place your thumb on the tabbed 1NT card and
pull it and all the cards behind it out of the box. You'll have a stack of five
cards labeled 1C through 1NT, with the 1NT card on top. As you make subsequent
bids, place the new stacks of cards on top of those you've already used,
overlapping them so everyone can see all your previous bids. When the auction is
over and you're ready to begin play, return all the bidding cards to the back of
the box (they'll already be in proper order). If you've used the smaller Pass,
Double and Redouble cards, place them in the front of the box.
Players like bidding boxes because everyone at the table can always see all the bids made in the auction. In addition to helping hearing-impaired players, this method also saves time, reduces noise and prevents you from "mis-hearing" a bid. Learning to use the bidding boxes is easy and takes just a minute or two. If your local club has bidding boxes, the director or another player will show you how to use them.
To keep your cards separate, play to each trick by placing your card face up in front of you instead of in the middle of the table. When the trick is complete, turn your played card face-down (still in front of you). If your side won the trick, place the card vertically (pointing toward you and partner). If you lost the trick, turn the card horizontally (pointing toward your opponents). This allows you to see how many tricks each side has won at any point in the play.
Although dummy doesn't make decisions during the play, he is responsible for handling his own cards and keeping track of the tricks won and lost. When you're declarer, you don't need to reach across the table to play from dummy. Just tell dummy which card you want to play to each trick ("small spade" or "play the ace", for example) and he'll detach the card for you.
All four players' played cards stay face-down in front of them, lined up so everyone can always see how many tricks each side has taken. When the play is complete and both sides agree on the score, count your cards (to be sure none got mixed in with another hand) and put your original hand back into the proper pocket on the board.
The director is also there to make sure the game is fair for everybody. If something unusual occurs at your table -- a rule violation, a hand with only 12 cards, an incorrect score on a traveler, anything -- you should call the director to handle it. He uses a rule book to make standardized adjustments for irregularities in the bidding or play (a revoke or a bid out of turn, for example).
Since each deal is scored separately, duplicate gives no rubber bonus. Instead, you score an immediate bonus for each contract made, whether it's a partscore, game or slam. The bonuses are:
For all partscores: Trick score + 50 pts.
Non-vulnerable games: Trick score + 300 pts.
Vulnerable games: Trick score + 500 pts.
Slam bonuses and penalties (for contracts not made) are the same as in rubber scoring. Duplicate does not award points for holding honors.
The score for a 3D contract that makes exactly 3 would be +110 -- 60 for the trick score (3 x 20) plus 50 pts. for making a partscore. A vulnerable 4H game that makes an overtrick would be +650 -- 150 for the trick score (30 x 5) plus the 500-pt. game bonus.
You don't need to memorize the scores or even know how to figure them. Instead, you can refer to a printed scoring table that will be available at your club, or you can ask your opponents to score for you. If your club uses bidding boxes, you'll find all the scores for each contract on the back of the corresponding bidding card. A table of scores for all contracts is here: www.baronbarclay.com/DUPLSCOR.html .
The player sitting North records the score for each deal. In tournaments and in some clubs, the scores for each set of boards are recorded on a separate scorecard that the director picks up after each round. Other clubs use a traveling score slip, one for each board, which is folded and put back into the board with the cards. When the board is played by other pairs, they'll enter their scores on the same traveling score. In later rounds, you'll be able to see the results from other tables and compare your scores with theirs.
Here's an example of a completed traveler from a 7-table game:
TRAVELING SCORE: BOARD # 1
| | | | | | SCORE | | Match | |NS#|Contract| BY|Made|Down| NS + | EW + |EW#| points| | 1 | 4H | S | 5 | | 450 | | 1 | 6 | |---|--------|---|----|----|------|------|---|-------| | 2 | 4H | S | 4 | | 420 | | 3 | 4 1/2 | |---|--------|---|----|----|------|------|---|-------| | 3 | 4H | S | 4 | | 420 | | 5 | 4 1/2 | |---|--------|---|----|----|------|------|---|-------| | 4 | 3NT | N | | 2 | | 100 | 7 | 0 | |---|--------|---|----|----|------|------|---|-------| | 5 | 3NT | N | 3 | | 400 | | 2 | 3 | |---|--------|---|----|----|------|------|---|-------| | 6 | 4S DBL | E | | 2 | 300 | | 4 | 2 | |---|--------|---|----|----|------|------|---|-------| | 7 | 3H | S | 4 | | 170 | | 6 | 1 | |---|--------|---|----|----|------|------|---|-------|
Each of the 7 North players filled in the contract, declarer, number of tricks made or down, the score and the pair number of their EW opponents. The last column shows the N-S matchpoint score, which the director (or the club computer) figures after the game.
North scores on the line number that matches his pair number. He fills in the East-West pair number in another column on the right. If North-South earns a plus score, the result is recorded in the NS column. If East-West gets the plus score, it's placed in the EW column.
One other small difference from rubber bridge is that in duplicate, a pass-out score is recorded just like all other contracts. You do not redeal, even if your table is the first to play the hand. North just writes "Pass" in the Contract column and records "0" in the Score column.
If you'd like to learn more about how matchpoints are figured, see "How to Matchpoint" on the Baron-Barclay site: http://www.baronbarclay.com/MATCHPT.html
Your result on each hand is compared only with the pairs who held the same cards and sat the same direction (NS or EW) you did. On the traveler above, if you were NS #1, your +450 (for 4H making 5) would earn you a top score of 6 because it beat all six of the other NS scores. Your opponents on this hand (EW #1), scored 0 because all other EW pairs did better. EW #7 earned the EW top score of 6.
To complete the scoring, the director adds up the matchpoints from the travelers and ranks pairs by total points. If you play 28 hands in a 7-table game, the average total score is 84 (28 hands x 3, the average matchpoint score on each hand). Players call this average score a "50-percent game". A 60-percent score will usually win; 55 percent often places second or third.
The director may do all the scoring by hand, but most clubs now use computers. The director enters the results from each table and the computer figures the matchpoints and total scores and ranks the pairs. The final results from the game will be available within minutes (or seconds) after you play the last hand.
All pairs' scores and rankings will be displayed on a large "recap sheet" the director will post after the game. In most games, there will be separate sheets for NS and EW. Each sheet will list all the pairs that played that direction, their matchpoint scores and percentages, their ranking in the section, and the number of masterpoints they won. Below the pair listing will be grid that shows the result and matchpoint score for every hand at every table. Ask the director or another player for help if you'd like to learn more about how to read the results. Most clubs can also give you a computer printout of your pair's results and matchpoint scores on each hand.
Winners and runners-up in each game are awarded official masterpoints from the American Contract Bridge League (ACBL). If your club uses a computer and if you're an ACBL member, your club director will send your points directly to ACBL. Each monthly issue of ACBL's Bridge Bulletin magazine will include an insert that lists all the points you won in the previous month.

Filling out this card before the game is a good way for you and partner to discuss your bidding system. The card's main purpose, though, is to inform your opponents about your agreements. During the game, you can consult your opponents' convention card if you want to know how they play a certain bid. The card will tell you about key areas of your opponents' bidding system -- for example, the point range for their opening notrump bids (for 1NT, 15-17 is more common than 16-18) and if they use Weak or Strong Two-Bids, Negative Doubles and other conventions.
The card contains space for all the possible agreements a pair might have. The areas printed in red are non-Standard agreements, and your opponents will alert you to their unusual meaning if these bids come up at your table. Players who use a fairly basic, "Goren"-type system probably won't mark any of the red areas on the card.
Blank convention cards will be available at your club. The first time you play, the director will help you and your partner fill it out, which takes just a few minutes. If you play a basic, Standard American system, your card may look like the one here. The main sections of the card you would mark include:
NOTRUMP OPENING BIDS: Fill in your point range for 1NT, 2NT and 3NT opening bids. If you play Stayman, put a checkmark or X in the "2C Stayman" box.
MAJOR OPENINGS: If you play 5-card majors, mark the "Never" or "Seldom" boxes (under the heading "1H-1S Opening on 4 Cards"). If you play a jump raise of partner's opening major (1H-3H) is a forcing bid, mark the "Forcing" box after "Double Raise". If you play this jump as invitational (10-11 pts.), mark the "Inv." box.
MINOR OPENINGS: Mark the "3+" boxes next to 1C and 1D. Mark "Forcing" or "Inv." (invitational) to indicate the strength you show for a jump raise of partner's minor (1C-3C). On the "1NT/1C" line, fill in the point range you show when partner opens 1C and you respond 1NT (usually 6-9 or 6-10 pts.). Then fill in the point ranges you promise when you respond 2NT and 3NT to partner's opening bid of 1C or 1D.
2C, 2D, 2H, 2S: If you play Strong Two-Bids, write in the word "Strong" by each bid. If you play Weak Two-Bids, check the "Weak" box and fill in the point range next to each bid. The acronym RONF means "Raise only non-force".
OTHER CONVENTIONAL AGREEMENTS: If you and your partner have any special bidding agreements that aren't covered by other areas of the card, just write a short description of them here.
DIRECT NT OVERCALLS: Fill in the strength you show when your right-hand opponent opens and you overcall 1NT (15-17 or 16-18 pts.).
SIMPLE OVERCALL: Fill in the point range for your suit overcalls (usually around 8-16 pts.).
JUMP OVERCALL: Mark the "Weak" box if your jump overcall (1S on your right, 3C by you) is a weak preempt.
OPENING PREEMPTS: Most players mark the "Light" box. If your opening 3-bids routinely show as many as 10 pts., though, mark the "Sound" box.
DIRECT CUEBID: This designates the meaning when you bid the suit your opponent opened (1H on your right, 2H by you, or 1C-2C). If you play this is strong, mark the "Major" and "Minor" boxes next to "Strong Takeout". If you play the cuebids as Michaels two-suited overcalls, mark those boxes.
LEADS: Circle the card you would lead from each of the listed examples. The standard lead from each holding is printed in boldface, so if that card is the one you would lead, you don't need to mark it. At the bottom, circle "4th Best" to indicate the card you lead from a long suit.
The private score
On the back (inside) of the convention card is space for you to record your score on each hand. This part of the card is "unofficial" -- it's for your use only, so you can write in anything from the contract and score to a description of your opponents. Since the private score has information on hands your opponents may not have played yet, be sure to keep your card folded so this part isn't visible to anyone else during the game.
The SAYC convention card
A handy bidding system for new partnerships is the "Standard American Yellow Card" (SAYC). This is a 5-card major system that includes several simple, widely played conventions. They include Jacoby transfers, limit raises, Jacoby 2NT forcing raise, weak 2-bids, Michaels and negative doubles.
SAYC is one of the most popular systems used by players in Internet bridge clubs. If you play online, you may find it helpful to familiarize yourself with the SAYC conventions. The card below is already filled in with all the SAYC agreements and conventions. If your club doesn't have copies of this card, you can print this one and use it to discuss a simple system with your partner.
Matchpoint
Tips & StrategiesFirst and foremost, remember that duplicate is bridge. It doesn't require you to learn a new bidding system. The only real change is in how your final result is scored. Your matchpoint score is based not on how much you beat the other pairs by, but on how many pairs you beat. This one difference from rubber bridge can affect a number of your decisions during the bidding and play. Here are some tips that will help you adapt your style to matchpoint scoring:
When you're comfortable with the basics, consider adding other bidding tools played by duplicate pairs. Some of the most popular -- and easiest to learn -- are Weak Two-bids, Jacoby Transfers and two-suited overcalls (Michaels cuebids and the Unusual 2NT). Among the most valuable are New Minor Forcing and Negative Doubles. Take care, though, not to overload your brain with too many new toys. Add just one new bid at a time and practice with it until you feel ready for another challenge.
Duplicate
CustomsMost duplicate clubs offer a social, friendly atmosphere, but the bridge played there is a competition, so the players follow rules designed to ensure an even playing field. The "coffeehousing" that is sometimes accepted in a home game is understandably off-limits at duplicate. Some other customs and matters of "etiquette" you'll want to follow include:
Jacoby 2NT (forcing major-suit raise). All of opener's rebids after 2NT are also alertable.
Jacoby Transfers (after partner opens 1NT). When this bid is made, the partner of the bidder announces its meaning by saying "Transfer" (instead of "Alert").
1NT opening bids. Since different pairs play different point ranges for 1NT, the partner of the 1NT opener announces the point range ("15 to 17" or "12 to 14", for example).
Forcing 1NT response (after partner opens 1H or 1S). This is another "announceable" bid. To let you know he is forced to bid again, opener will simply say "Forcing" when his partner responds 1NT.
Duplicate clubs are social groups, too, so greet your opponents when you arrive at the table and, time permitting, enjoy a conversation. You'll find that duplicate players are intelligent (and often fascinating) people who welcome newcomers. Just by trying duplicate, you have something in common with every person there, so take advantage of the chance to get to know the players and learn from them. Most are happy to answer questions and will be flattered if you ask their advice after a hand.
Club
and tournament players will tell you that once you experience the excitement and
challenge of duplicate, party bridge will pale by comparison. The only way to
find out is to try it for yourself.
Duplicate bridge is love at first deal for many rubber-bridge players. For others, it's an acquired interest that takes some time to develop. To find out how much enjoyment the game can offer, you need to give it a chance and play several times.
You can play in both the novice and open games at your local club. If you don't have a partner, call the director and ask to be matched up. If there's a tournament in your area, don't be afraid to give it a try, too. Tournaments are not just for experts. In fact, almost all tournaments cater to newcomers by offering special novice sections and point awards.
You probably won't win the first few times you play. And if you're like most new players (remember that everyone at the game was a once a first-timer), you'll come in last. But as you get to know the people and become more comfortable with the scoring and play -- and experience the excitement of winning your first masterpoints -- you'll be glad you kept trying. And you'll probably find your rubber-bridge game improves dramatically, too!
"
Of all competitive activities, bridge is unique because it offers you the
opportunity to improve by competing against better players. The amateur golfer
can't play a foursome with Nicklaus; the average tennis player could never hope
for a match against Navratilova. But even novice bridge players can sit down at
a tournament and play against experts and world champions. "
-- Mike
Lawrence, bridge author & world champion
Copyright © 2007, Karen Walker kwbridge@comcast.net
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