Confirm an entry; Move on to the next display; Power on.

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1 Bridgemate User Guide There are 29 keys on the Bridgemate keypad, some of which have a dual function. 25 of these are specific keys, the other 4 are Function keys, whose meaning varies in context, and is often null. To power on the keypad, press the OK button (this is not strictly-speaking an on/off switch). After a period of inactivity at the keypad, 20 seconds by default, the display goes off and the keypad switches to power-saving mode. Pressing OK will always revert to the last screen displayed, whatever that was. The keys relevant to the players are: 1 9, 10 Used for entering numbers into the device (pair numbers, board numbers, contracts, outcome). Note that the 10 button (zero / ten) is used to enter numeric 0 for player numbers and board numbers, and is used to enter numeric 10 for a lead. NT The suit relevant to the contract being played. + Used to enter overtricks and undertricks (e.g. 3NT +1 or 4H 2). They are the red symbols on the J and Q keys. = Used to indicate that the contract has been made exactly, a tick on the traveller. This is the red symbol on the A key. X, XX Double or redouble, when entering the contract. N/S, E/W PASS CAN CEL OK A K Q J Declarer for the contract. Press the relevant key twice for the S or W option. Entered against the contract when the board is passed out. This is the green symbol on the K key. Cancel an entry or request. Back-tab through data entered, deleting as you go. Confirm an entry; Move on to the next display; Power on. Used to enter the lead, if the Bridgemate system is configured to do so. These four keys are alternate uses for the more familiar keys + PASS and =. Function keys These are the four unlabeled keys immediately below the screen. Their meaning varies, and they are identified in this document as function key #1 to function key #4. If a function key is active, it is identified by text on the screen, directly above it. Some important uses include ACCEPT, SCORES, CORREC, BACK, NAMES and RANK. 10 Board not played (only the Director is authorised to use this key).

2 Keypad Operation Prior to the start of the session, the Director/Scorer will supply each table with a Bridgemate. You will be notified when you should logon to the Bridgemates. At start of play 1. Anyone at the table can operate the Bridgemate, but conventionally North enters the score and East verifies it the same convention as for paper travellers. 2. When the Director/Scorer has established the movement, he will announce that the Bridgemates have been activated if you now press OK, the Bridgemate keypad will display: SECTION A PRESS OK TO CONFIRM The section at Royston is currently always A, so just press OK to accept the default. Then the system will prompt for table number: TABLE: ENTER TABLE NUMBER 3. Enter the table number as supplied on the table card or bidding box at the table, and press OK The section and table number will be displayed: TABLE An Check that n is the correct table number for your table, and press OK. The system will now prompt for you to identify the players at the table: ENTER PLAYERS: N: S: E: W: 4. Enter the player numbers in the sequence N, S, E, W, pressing OK after each. The 2 or 3-digit numbers usually entered are the locally allocated club numbers specific to Royston Bridge Club, which are maintained on the club laptop. (If you forget your club number, ask the Scorer and he can look it up.) A player can alternatively specify their 6-digit EBU number. This is especially useful for visitors if they are EBU members (assuming of course that they can remember their EBU number). Visitors will typically be allocated a player number by the Scorer before play starts. But if not, a visitor who has no EBU number can just press OK to accept a blank number or enter 9 (a reserved number which will display their name as A Visitor ) in the short term. Be aware that following a software upgrade in 2016, the NAMES key (function key #2) can be used from the score entry screen to review the player numbers at the table at that time, so the players can modify the names themselves by specifying a different player number using the CORREC key (function key #4).

3 For each round 5. Pair numbers are displayed at the start of each round. Once everyone is seated for each round, these pair numbers should be checked and confirmed by North, who should then press OK for the names of the players in those two pairs to be displayed as an additional (and perhaps easier) check. If any of these names are blank, the player number was entered incorrectly (or was not known) at the start of round one. (The players can correct this themselves for subsequent rounds using the NAMES command, as described above). NB. Get into the habit of checking player names at the start of each round, not after the first board has been played. It s a bit late then to discover you ve been playing the wrong pair! For each board 6. The board number and contract details (including lead) are best entered by North during the period when the initial lead is being made and dummy is being put down. That leaves just the outcome to be entered after the hand has been played. Alternatively, the entry of the entire score details can be delayed until the board has been played (as would be the case when writing the score on the paper travellers), though this approach can be less efficient and waste a little time. Some additional points to be aware of include the following: Enter the declarer (N/S or E/W) on the same line as the contract before pressing OK The outcome is entered as = (if making exactly), or +n or n (for over or undertricks) Leads can be entered as, for example, H9 or 9H (either format is acceptable) If you make a mistake, press the CANCEL key to back-track (repeating if necessary) Once you have entered the correct score, a verification message will briefly display, stating the result and prompting E/W to verify it. 7. Then a confirmation screen will be displayed requesting East/West to confirm the score (it is custom and practice for East to confirm; but it could just as well be West). E/W should press the ACCEPT key (function key #4) when satisfied that the score displayed is correct. The E/W player can also of course reject the score if they disagree, by telling N/S of the error and pressing CANCEL, at which point N/S should correct the score and E/W recheck the revised score. 8. At Royston, a decision was made in 2017 to suppress both the percentage score and traveller displays to speed up play and discourage post mortems at the table. The only display on the Bridgemate at this point is now ENTRY COMPLETE. (Don t forget, the results will probably all be uploaded to BridgeWebs by the time you get home, where you can take as much time as you like to inspect the traveller information for all the scores, with the additional benefit of the deals and makeable contract figures being available, not to mention the Play it again double-dummy analysis facility.) 9. Press OK to proceed to the next board, and repeat for subsequent boards, from step 6 above. 10. During the round, the scores entered so far within the round at that table can be re-displayed at any time by pressing the SCORES key (function key #4).

4 If the players realise a score has been entered and accepted in error, it s not too late to change it. From the SCORES display N/S can (with agreement from E/W of course) use the CORREC key (function key #4) to erase a score entered for that round only, and re-input it, as above. NB. After the round is completed, only the Director is authorised to amend a score at the Bridgemate keypad. 11. At the end of the round directions are displayed telling players which table to move to (this is especially useful for non-mitchell movements, although table cards will also be provided when necessary). The table card information will always match the instructions displayed on the Bridgemate. Press OK to proceed to the next round and repeat from step 5 above. At end of play 12. When the session has ended, look out for the RANK key (function key #2) which will be displayed on the Bridgemate END OF SESSION screen. The RANK key can be pressed to give a provisional ranking for the two pairs finishing at that table. Following another Bridgemate upgrade in early 2018, this ranking will be not only include the relevant percentage score for Match-Pointed events, but also the relevant IMP score for Butler Pairs events. Function keys #3 or #4 GAME SUMMARY can also be used at this point to display all the scores recorded for the entire session by that N/S pair in a scrollable display (press E/W for the corresponding E/W scores). This feature is probably of little interest to most players but is available for any players who may want to cross-check the scores entered at the Bridgemate against their personal scorecard before going home. Press BACK (function key #1) if necessary to return to the main display. 13. Press OK to logoff. 14. Any other scoring requirements (e.g. arbitrals such as 50/50 and correction of scores after E/W has pressed ACCEPT in error) will be entered at the end of play by the Scorer as instructed by the Director. 15. Finally, as a general observation, advise the Scorer at the end of the session if the battery indicator on the unit is low [say below one quarter capacity].

5 Notes 1. This document is based in part on a document produced by Tony Haworth, of Porthcawl Bridge Club, who kindly gave permission to copy and amend it. Thanks also to Nigel Lancaster of Bridgemate UK, who initially drew my attention to Tony Haworth s documentation. 2. Most of the operations described above apply to any Bridgemate system but be aware that clubs do have the ability to tailor Bridgemate operation to local requirements and preferences. The club settings currently in operation at Royston Bridge Club are reflected in this document. Royston Bridge Club Version /Apr/2018

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