Team Games vs. Pairs Events

By Larry Matheny[1]

 

 

There are several different formats in duplicate bridge as well as a variety of forms of scoring.  Team events are usually either Swiss, Knockouts, or Board-A-Match.  The scoring used for Swiss games and Knockouts is International Match Points (IMPs).  In a Knockout match, as the name implies, if you lose you’re out of the event.  A win in a Swiss match is either determined by Win-Lose or the IMPs are converted to Victory Points (VP).  The purpose of VPs is to help eliminate fractions and ties and place more value on the actual margin of victory.  In Win-Lose, you must win by three or more IMPs for a full win.  A margin of only one or two IMPs gives you ¾ of a win.  Board-A-Match is a difficult game with simple scoring: you win, lose, or tie each hand you play.

 

Here is a scorecard to illustrate these differences.  These are the scores for North-South with team A sitting North at table #1 and team B North at table #2.

 

HAND    TABLE 1    TABLE 2      TEAM A IMPs

 #1           +420           +450                   -1

 #2            -200            -100                   -3

 #3           +110            -110                  +6

 #4           +620           +620                    0

                                                             +2

 

Using this example team A is ahead by two IMPs.  Although matches are longer than four boards, for this example using Win-Lose scoring, team A would be awarded only a ¾ win since they did not win by at least three IMPs.  If the event is using Victory Points, the 2 IMPs are converted to 11 VPs for team A while team B receives 9 VPs.  To really confuse you, if Board-A-Match scoring is used, team B would win the round because they won two boards, lost one, and tied one. 

 

The matchpoint scoring used in pairs events is easy to understand.  You are scored against all the other pairs who hold your cards and you receive one matchpoint for every pair you beat and ½ matchpoint for those you tie.

 

Now let’s move on to tactics at the table. 


IMP Team Tactics

The Bidding:

Games: Bid the safest game.  At matchpoints, you may get a markedly better score for playing in notrump instead of a major, or in a major instead of a minor. IMP scoring, however, neutralizes the differences between these contracts.  Your best strategy is to choose your best (longest) trump fit and bid the game that's most likely to make -- even if it's 5C instead of 3NT.

Part scores:  Look for the safest part score.  Don't worry about searching for a few extra points by playing in notrump instead of a minor.

Overcalls:  Matchpoint players often make light overcalls, but it pays to beef up your overcalls at IMPs.  If you're vulnerable -- or if your overcall is at the two-level -- you should promise a strong suit and the playing strength of a full opening bid.

Competing and balancing:  Don't be too bold.  Unless you have a good suit and good hand, let the opponents play in their low-level contracts, especially if you're vulnerable.  Trump length is more important than overall strength, so don't let the opponents push you to the 3-level unless you have a 9-card trump fit.

Doubles:  There's little to gain -- and much to lose -- by making a penalty double of a close contract, especially a part score.  Don't make a penalty double unless you're reasonably sure the contract is going down at least two tricks.  If the opponents sacrifice against your game and you are in doubt about whether to bid higher, double and take your sure plus score.

Sacrifices:  If you want to take a non-vulnerable sacrifice over your opponents’ vulnerable game, you should be reasonably sure that you won't go down more than two tricks.  At unfavorable colors, you should be virtually certain that you won't go down more than one trick.  Anything more is "too close for comfort" at IMP play, and the gain is small.  When in doubt, let the opponents play the contract and hope you can beat it.

 

 

 

 

The Play:

Overtricks:  When you're declarer, don't risk your contract trying to make an overtrick.  Always choose the safest line of play to make your contract, even if it might cost you an overtrick or two.

Opening leads:  Be cautious about trying for a swing with an unusual opening lead.  In the long run, it's usually best to make your "normal" lead -- the same one you think your opponent will make when the board is played at your teammates' table.  Save your brilliant defensive plays for later in the hand, when you have more information.

Defense:  Be optimistic and fairly aggressive when defending the opponents' contracts.  If there's a layout of the cards that will result in a set, choose your leads and plays to cater to that possibility, even if it means you may give up an overtrick if you're wrong.


 

Matchpoint (Pairs) Strategy

The Bidding:

Bid aggressively.  Matchpoint duplicate is definitely a bidder’s game.  If the limit of the hand is a partscore, SAFETY is the most important consideration; your primary objective is to GO PLUS.  Remember, any plus will outscore all those pairs who go minus with your cards.  Although high priority is given to locating a major suit fit, often a good minor suit fit will yield either your only plus score or a better plus score than notrump.  Game should be bid if you have around a 55% to 60% chance of success.

Choose the highest-scoring game.  For game contracts, you should be most anxious to play 4H or 4S, willing to play 3NT and reluctant to play 5C or 5D.  If you have game values and a club or diamond fit, consider playing 3NT instead.

Overcall freely. At the one-level, don't be afraid to make light, lead-directing overcalls (as few as 8 or 9 points if you have a good suit), especially if you're not vulnerable and your opponent opens a minor.  If you have to go to the two-level to bid your suit, though, be cautious.  For a two-level overcall, you should have good high-card strength (11-12+ pts.) and a very good suit (a strong 5-carder or, better, a 6+-card suit).  A vulnerable two-level overcall should be even stronger.

Raise partner's suit freely.  Even if you're light in high-card points, stretch to raise partner if you have a fit for his suit, especially in competitive auctions.

Sacrifice more often.  If you have a good fit, sacrifice freely if your opponents are vulnerable and you are not.  But be very conservative about sacrificing when you're vulnerable.

Don't "sell out" too low. If the opponents stop at a low level, you don't have to have a strong hand to balance back into the auction. The best time to compete is when:
  
(1) You're not vulnerable;
  
(2) The opponents have stopped in 1 or 2 of a suit contract (not 1NT or 2NT); and
   (3) You hold shortness in the opponents’ trump suit.

Double more partscores.  If you bid to a partscore you think you could have made, but your opponents bid over it, a double is sometimes necessary for you to get even an average score.  (Be very careful in choosing when to use this tip!)

 

 

Use a simplified form of the "Law of Total Tricks (Trumps)" for competitive decisions.  In part-score situations -- those where you've found a fit but wanted to stop in a partscore -- don't let the opponents push you to the three-level unless you have at least a 9-card trump fit.

The Play:

Make "normal" opening leads.  Don't try for a "top" by choosing an unusual lead.  Against most contracts, choose a safe, non-deceptive opening lead.

Look for overtricks.  Unlike in rubber bridge, it's sometimes right to make a fairly risky play trying for the overtrick -- especially when you're in a "normal" contract that you think will be bid by other pairs.

Play it safe if you're in an unusual contract.  Go for the sure plus score if you're playing or defending a contract that you think probably won't be bid at most tables.

In General:

Play with the "field".  When in doubt about what to bid or play, try to guess what might be happening at other tables and go for a similar result.

Consider using 15-17 pts. as the range for your opening 1NT bids.  A 1NT opening often gives you a bidding advantage because your responses are so well defined and your opponents will find it more difficult to enter your auction. Most duplicate players use the 15-17 point range (rather than 16-18) because it allows them to open more hands with 1NT.  If you use this range, responder will need to adjust his point requirements up by 1 pt.  You should also change your 2NT opening range to 20-21 or 20-22 pts.

Consider adding popular conventions to your system.  Because many duplicate pairs play the conventions and treatments listed below, you might want to try them, too.  Recommended (in no particular order):

 

1. Negative doubles

2. New Minor Forcing

3. Weak Two bids

4. Michaels Cuebids & Unusual 2NT (two-suited overcalls)

5. Jacoby Transfers (responses to an opening 1NT & 2NT)

6. Jacoby 2NT (forcing major-suit raise)

 

 

 

 

 

 

EXERCISES

 

 

Hand #1

Dlr

 W

Vul

N/S

S

983

H

93

D

32

C

AKQ654

S

 

H

 

D

 

C

 

    

S

 

H

 

D

 

C

 

 

S

AK4

H

AK4

D

QJ854

C

73

West

North

East

South

 

 

 

1NT

   Pass

    3NT

Pass

  Pass

    Pass

 

Opening lead: Queen of hearts.

At IMPs it would be a routine safety play to duck the first round of clubs.  This ensures the contract against a 4-1 club split.  Playing matchpoints, this safety play would be the height of folly.  The contract is easy to reach and the opening lead appears normal.  Ducking a club will cost a trick when the clubs split 3-2.  Since the 3-2 split if far more likely than a 4-1, ducking will be wrong more often than it will be right.

 

 

 


 

 

 

Hand #2

Dlr

 W

Vul

N/S

S

KQ87

H

AJ10

D

92

C

8532

S

 

H

 

D

 

C

 

    

S

 

H

 

D

 

C

 

 

S

AJ962

H

86

D

AK5

C

A94

West

North

East

South

 

 

 

1S

   Pass

    3S

  Pass

    4S

    Pass      Pass     Pass


Opening lead: Three of diamonds

You are in what appears to be the normal contract but it’s difficult to tell if the same opening lead will be made at other tables.  After drawing trumps (2-2), you lead a heart to the ten and queen and back comes a club.  At IMPs your game is safe losing only two clubs and one heart.  But at matchpoints, you have the chance to repeat the heart finesse and make an overtrick if the heart king is on your left.  Of course you go down if it loses.  Is it worth it?  The odds of one of the heart honors being on your left is 75% so you will win an overtrick three times for every time you fail.  Go for it!  Remember those who received an opening club lead never had a chance to make five.

 


 

 

 

 

 

 

Hand #3

Dlr

  S

Vul

BOTH

S

43

H

AQ85

D

AQJ2

C

1095

S

 

H

 

D

 

C

 

    

S

A852

H

72

D

7543

C

AK2

 

S

 

H

 

D

 

C

 

West

North

East

South

 

 

 

1H

   Pass

   2NT*

   Pass

    4H

   Pass

   Pass

   Pass

  

*Game forcing heart raise

 

Opening lead: Queen of spades

 

Here’s a defensive problem.  After a routine auction, your partner in the West chair leads the queen of spades.  You win the ace and quickly see you need three club tricks to defeat the contract.  At IMPs you quickly lead a low club and hope that declarer with Qxx will guess wrong and play low.  At matchpoints, it is a different problem.  There are too many combinations where this will allow declarer to make an overtrick so you should cash your two club tricks and hold declarer to his contract.

 

 


 

 

 

Hand #4

Dlr

  E

Vul

N-S

S

85

H

952

D

AKJ764

C

J6

S

1094

H

QJ106

D

1082

C

Q95

    

S

732

H

AK87

D

9

C

K10743

 

S

AKQJ6

H

43

D

Q53

C

A82

West

North

East

South

 

 

Pass

1S

 Pass

1NT*

Pass

 2C

   Pass

    2D

  Pass

    3D

   Pass

    4D

  Pass

    4S

   Pass

  Pass

  Pass

 

*forcing

Opening lead: Queen of hearts.

This hand demonstrates the difference in scoring that is particularly important at matchpoints. 

 

North-South play a 2/1 game forcing system with a 1NT forcing response to a major suit opening.  South's 2C rebid showed at least three clubs and a range of 12-16 high card points.  North's 2D bid showed a good suit with no interest in game opposite a minimum opener.  South's raise to 3D indicated extra strength with diamond support.  It seemed likely that South had a doubleton heart so North was reluctant to play notrump but he was strong enough to try for a diamond game.  South's 4S bid showed a strong five-card suit and suggested it as the final contract.  Holding a doubleton spade, North was happy to pass.

West led a heart and declarer soon had eleven tricks.  Those in 4S scored +650 while those in 5D had to be content with +600.  And those brave souls who wandered into 3NT also received +600 because the opponents' hearts were 4-4.  Matchpoint is a rough game
.

 

 


 

 

Hand #5

Dlr

  N

Vul

N/S

S

AQ

H

J643

D

AK98

C

752

S

 

H

 

D

 

C

 

    

S

 

H

 

D

 

C

 

 

S

74

H

AKQ105

D

QJ10

C

Q93

West

North

East

South

 

   1D

   Pass

   1H

   Pass

   2H

   Pass

   4H

   Pass

  Pass

   Pass

   

 

 

 

 

 

 

 

 

 

You reach what seems to be a normal contract and after some thought West leads a low spade.  What do you do?  If it’s a team game, you should win the ace and cash your ten tricks.  But, what if it’s a pairs event where overtricks are priceless?  Do you finesse risking the contract and try to make five?  Who is your left hand opponent?  Would he underlead a king?

 

Additional thoughts:  What about all of the declarers who receive a heart or diamond lead?  They get to draw trumps, pitch a losing club on a diamond, and have the spade finesse for the safe try for an overtrick.  You are at a distinct disadvantage and perhaps should consider the finesse.  But, those receiving a club lead never have a chance for the overtrick.  Well?  Are you still sitting there?

  

 

Now you know how difficult matchpoints can be!!!   :-}

 

 

 



[1] Some of this material is from Karen Walker’s library.