Porter-Berger Crenshaw-Berger 5 9 4 8 1 6 2 7 10 1 10 5 6 2 7 3 9 4 8 3 Board 1 (ghost) Board 2 Board 3 Board 4 Board 5 Board 1 (ghost) Board 2 Board 3 Board 4 Board 5 0 0

"Bye player" or "Ghost" (DeVenezia's term) are synonymous in this discussion:  In the original Berger tables, player 1 would start with two whites (v 10 & v 2) while another player (6 for 10 players) would start with black for two rounds( v 5 & v 10) so the tables were revised to correct the double-white or double-black problem.  It is worth noting however, that there are only so many things that can be done to R-R tables or their long table model: renumber the players, assign the opposite color to all the fixed boards, and/or assign the opposite initial color to the bye player.  My own suggestion is No. 1 has White against No. 10 while players 2-5 have Black against 9-6 respectively.  Each player (other than 10) would have White before their bye round, play No. 10 with whatever color No. 10 is due (or have a bye), and Black in the following round, vice versa to the Berger tables.  Player 10 would have Black against 1-5 and White against 6-9 as they came to him.  These changes are already incorporated in the above example.

Feature Porter-Berger Crenshaw-Berger
Initial Minuend Smallest ODD number > no. players Smallest EVEN number > OR = no. players
Ghost's pairing number Minuend - 1 Minuend
First Round Bye or Ghost pairing Player No. 1 Minuend / 2
Player 1 rd. 1 seating At Ghost Board One position clockwise from Ghost
Seating of players Counterclockwise on alternate boards Clockwise on alternate boards
Rotation between rounds Clockwise Clockwise
First Round Opponent Subtract pairing number from minuend Subtract pairing number from minuend
First Round Color Higher number has White Higher number has White
Color Rule Odd vs Even: Higher number has White. +Same: Lower has White. Odd vs Even: Lower number has White. +Same: Upper has White.
Color vs. Ghost * Lower numbers have White & vice versa * Lower numbers have White & vice versa
Color assignment around Ghost White before and Black after. White before and Black after.
Next Opponent Add 1 to last opponent. No. 1 follows highest odd. Subtract 1 from last opponent. Highest odd follows No. 1.
Bye or Ghost pairing When paired with own number. When paired with own number.

* Pairing numbers < or = (minuend / 2) have White.
+ Same = Odd vs Odd or Even vs Even.

Highlighted rows are only applicable to a physical model of the round robin.
To create round robin pairing tables click here.  To get players to write their own Porter-Berger schedules click here. To create individual schedules: click.