An introduction to the methods used to record scores in a duplicate bridge pair or Swiss team game. TARGET AUDIENCE: Players looking to master these
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1 An introduction to the methods used to record scores in a duplicate bridge pair or Swiss team game. TARGET AUDIENCE: Players looking to master these tasks commonly carried out by North at the duplicate bridge table and checked by East-West Michael S. Abbey No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the author, except in the case of brief quotations embodied in critical reviews and certain other non-commercial uses permitted by copyright law.
2 Table of Contents Raison d être... 4 This Book is and this Book is Not... 5 The BridgeMates... 6 First round... 7 Entering the contract details... 7 Fixing errors while doing data entry... 8 Contract size/denomination entered in error... 8 Contract assigned to the wrong player... 9 Director please... 9 Summary... 9 Travellers To do before the first round To do on subsequent rounds Good habits Entering scores Mitchell Howell End of game Summary Pick-up slips Good habits Entering scores Summary So, What s Next
3 Appendix A Swiss teams The Process Boards are played and scored Form filled in and turned over to the Director Sample # Acknowledgements
4 Raison d être Convention Retention: Recording Scores The raison d être for this book à make a seemingly insurmountable task (at the beginning) much easier. As one plays more and more bridge (or is it becomes more addicted to J), scoring becomes part of one s repertoire. Not me, you say? Just wait. Regardless of whether you play kitchen bridge or duplicate, many of us become curious about how well we are doing. Tip: This book discusses recording scores using three popular methods. It provides a suggestion about using the bidding cards to calculate a score, concentrating on how to record scores, not how to calculate scores when a board is completed. Scoring is too complicated may reverberate from some new people s mouths today. Stay tuned for tomorrow when that can change to wow a top board! If you use a bidding box, you need not know how to score. As well, one or more of the other three players at your table can likely assist you with scoring. The bidding cards have the details on the back piece of cake. For example, the following resembles the information found on the back of the 1 bidding card: When playing a 1 contract, all the possible scores can be found on the back of that bidding card. There are tables similar to this on all cards in the bidding box. Let s move on to the heart (or is that spade J) of the book and look at recording scores. 4
5 This Book is and this Book is Not This book does not show one how to keep score, but rather how to record the score. This work will show North (or anyone actually) how to Operate the BridgeMate handheld units Fill out Travellers as boards move around the bridge room Fill out pick-up slips as pairs move from one table to the other to play 2 or more boards Appendix A discusses comparing scores and reporting results to the Director in a Swiss team game. The difference between the three approaches to recording scores is as follows: BridgeMates are electronic units that communicate with a server and wirelessly transmit scores and other details to a personal computer. They are very popular though not all clubs use them due to many factors. Travellers move with each board, and record the successive contracts and results. In a game of 24 boards there would be 24 travellers. Travellers are turned over to the Director at the end of the game. Pick-up slips record the contracts and results for each round at each table. If there were 11 tables at a game, there would be 11 pick-up slips per round. After each round, the slips could be turned over to the Director. As for the last two, in short travellers belong to boards and pick-up slips to rounds. Let s look at the BridgeMates first. This book will not teach you how to score a hand at duplicate bridge nor make you an expert at using the three recording mechanisms discussed. It will get you started and help build your confidence at the table. Confidence, like many other skills, allows you to bid better and play better while having fun. 5
6 Well maybe not free, but close to it. Tip: This work is an introduction and will not arm you with the skills to be an expert at recording scores. From time-to-time, it s only human to enter something wrong, so ensure all at the table agree on a score as it is recorded. The BridgeMates This section is a primer for using the BridgeMate handheld unit. The responsibility at the table lies with North, though anyone with that person s go-ahead, may do the work. The main screen for the unit is shown next: First, a quick tour of the keys: Key Function ª NT Designate the suit of the contract or notrump 1 9 Numeric keys to enter contract size and more - Used when the contract goes down; operator presses this key followed by the number of undertricks PASS The board had been passed out with no contract being set XX Pressed to indicate when the final contract has been re-doubled. J Q K A Used when entering the suit of the opening lead. X Pressed to indicate when the final contract has been doubled. N/S The owner of the contract is entered here, where a single press indicates North and a double press is used for South 6
7 E/W CAN CEL OK The owner of the contract is entered here, where a single press indicates East and a double press is used for West This is like the computer Escape key and backs up one character or level on the screen Accept what is showing on the screen and waiting operator input Let s now have a look at the tasks to be performed at the table by the operator of the unit. First round Once the Director announces the BridgeMates are ready, North kicks off the following activities: Press OK first to get started Enter the section letter for the table and the table number in that section Enter your ACBL number; if you do not have one, enter 0; when reminded 0 is not a valid number, accept anyways Pass the unit to South who does the same South passes the unit to East East passes to West After the players have entered their numbers (or 0), if the names of the people are not displayed, consider checking in with the Director to ensure the names of the players have been properly captured. Tip: Give the Director at least one or two boards before checking in to ensure the player names are recorded. It is best to check in as round 1 ends rather than during the round itself to give the Director time to do all the housekeeping tasks required at game start. Entering the contract details When you get to the point where the contract has been set, the operator does the following: 7
8 1. Ensure the board number on the unit matches the board number that is about to be played 2. Ensure the cursor is blinking on the CONTR line and, if not a. OK takes it down one line b. CANCEL erases a character or takes it up one line 3. Enter the size of the contract and the position of the player who is the declarer, for example: a. Press 3, then NT, then N/S twice when South is in a 3NT contract b. Press 5, then, then X, then E/W when East is in a 5 contract doubled c. Press 3, then, then N/S when North is in a 3 contract Fixing errors while doing data entry There is a handful of mistakes we can make entering details of each contract, including: Fixing the board number to be played Entering the contract size and/or denomination incorrectly Assigning the contract to the wrong player Forgetting to indicate a double or re-double Recording an incorrect result Note: CANCEL is the magic key used to erase characters entered in error and back the cursor up to the previous line. Contract size/denomination entered in error Suppose the contract is 2NT in the South and, after doing the data entry, the display resembles: Fix this problem as follows: BOARD : 9 CONTR : 3NT N RESULT: _ 1. Press CANCEL enough to erase all the characters on the CONTR line 2. Press 2 then NT, then N/S twice to enter the correct details (remember N/S is pressed two times to display S) 8
9 3. Press OK to position the cursor on the next line 4. Inspect the results which should resemble BOARD : 9 CONTR : 2NT S RESULT: _ Contract assigned to the wrong player Suppose the contract is 3 in the East. You are performing the data entry, and when done, the display shows: BOARD : 12 CONTR : 3H W RESULT: _ The cursor is sitting on the RESULT line but the declarer is entered incorrectly. Press CANCEL two times, where the 1. First press will place the cursor on the previous line 2. The second press will erase the W in the CONTR line 3. Press E/W once to designate East as the declarer 4. Press OK once to place the cursor on the next line. Director please Many odd things can happen when using the BridgeMates. My advice is if anything goes awry, utter the two words used as the header of this section. This could be all the way from SYSTEM NOT ACTIVATED to the wrong section letter being displayed as you begin entering your table number. Summary These points encapsulate what we have discussed for the BridgeMates: North is responsible for ensuring the correct boards are being played at the table as per the display on the handheld unit. The strain, declarer, and denomination of each contract are entered as the auction closes for each board. 9
10
11 Let s discuss the rows and columns on the traveller: Board No. self-explanatory and once the number is entered and, once the round completes, the board and its traveller go to the next table in the rotation N-S this specifically mentions Pair so they can be used for any movement. In a Mitchell movement, the N-S and E-W pairs inherit their pair number from the table where they sit as the game begins. In most other movements, the pair number is different from the table number where pairs start the game. For these other movements, pair numbers are retrieved from one of o The BridgeMates if using these handheld devices o The slips of paper handed out by the Director to each pair when sitting at the table where they start playing round 1 à the example below would be handed to the pair sitting E-W at table 3 [pair 6] 11
12 o Guide cards sitting on each table à example below showing pairings for table 1/round 1, where N-S is pair 6 and E-W is pair 1: Contr this is where the flavour of the contract and the value are entered, for example 3S or 4N By this indicates the N-S-E-W owner of the contract Made records the number of tricks over the book that the declarer made remembering that the book is the first six tricks Down records the number of undertricks where, for example, if a 4S contract makes 8 tricks, the number 2 is entered here. Score N-S the points earned by N-S are recorded here when they make a contract or when E-W go down Score E-W the points earned by E-W are recorded here when they make a contract or when N-S go down E-W the pair number sitting in E-W when the board is played To do before the first round North marks the board numbers being played, one on each traveller. Then each traveller is folded in a way that the scoring for each round is out of sight as the slip is pulled out of a board. It is important that the board scores are not peeking out from the traveller. The players at each table could get a clue about makeable contracts if the data were in view from previous times the board was played. This is shown next: 12
13 To do on subsequent rounds North pulls the folded traveller out of a board just before it is played and places it somewhere on the table where it will not interfere with the play. Most people who play North, place the traveller in the pocket in the board after extracting their cards. Ensure the traveller is left folded so there is no chance anyone could see the outcome of a board that has been played elsewhere. Do not open the traveller and mark down the contract before play begins. Good habits To be most successful as North (filling in the traveller) and E-W (verifying information entered), North is wise to use pencil in case anything needs to be erased North uses the same row on the travellers all the time That row matches the pair number of N-S at each table North must pass the traveller to E-W to verify the information entered When E-W inspects the traveller, they o Ensure the score is on the correct row on the traveller o Ensure their E-W pair number is properly entered o Ensure the score entered is correct (based on tricks made and vulnerability) 13
14 Tip: Convention Retention: Recording Scores Always relate to the numbers in the leftmost column of the traveller as pair numbers not table numbers. Entering scores In this section, we will look at the traveller for Board 7 at table 3 in a 9-table Mitchell Board 17 at table 3 in a 4-table Howell Any readers not familiar with the terminology Mitchell and Howell no worries. Mitchell In the first round, table 3 starts play with board 7. Suppose the contract ends up in 3 spades in the East. The contract is made. Shown next are the entries for board 7 for round 1. Since this is a partscore contract, vulnerability is meaningless and N-S earns 140 points: Remember the traveller for board 7 (all vulnerable) moves with the board as it goes to the next lower-numbered table. As of the end of the 4 th round, board 7 would have been played at table 3, 2, 1, and 9. Notice how the scores are entered for these 4 rounds as the traveller moves: 14
15 Howell Convention Retention: Recording Scores We will illustrate using the traveller now for board 17 (none vulnerable): Notice how board 17 only gets played in 4 of the 8 rounds no worries. That is the way the movement works. Tip: East-West verification must be done with the utmost care. If E-W has any concerns or questions about the information entered, please speak up immediately now in this case is so much better than later. End of game Regardless of what movement is used, the travellers are dealt with the same way. After the game ends, the traveller for board 7 from the Mitchell movement may resemble: 15
16 As a table finishes its last board, the travellers are returned to the Director for data entry and calculation of final scoring. Summary These points encapsulate what we have discussed for travellers: Each board has a traveller dedicated to recording its scores. The traveller is folded and placed in the board so no scores are visible. The traveller moves around the bridge room with the board. Refer to players in the game by their pair numbers rather than the table numbers where they sat at the start of the game. N-S enters all scores using the row whose number corresponds to their pair number. E-W verifies all information entered before moving on to the next board or round. Travellers are delivered to the Director when the game ends. So much for travellers. Just like any other task, in life as well as the bridge table, you will become fluent in using travellers after a handful of opportunities to fill them in at a game. Pick-up slips These look a little different from the travellers, and can be picked up by the Director after each round. They resemble the following: 16
17 Good habits Refer to the same-named section in Travellers as the same best practices are applicable when using pick-up slips. Entering scores Suppose we are just beginning round 1 of an 8-round game, and there are 3-boards per round. The following data entry is done by North before the round starts: 1. Enter the N-S and E-W pair numbers à 3 and 3 2. Enter the board numbers à 13, 14, and 15 The bidding commences on the first board, and we end up in a 4S contract in the North. The following is added to the slip by North: 17
18 1. The size and strain of the contract à 4S 2. The owner of the contract is circled à N The board is played out and the declarer is down 2 tricks; the following data entry ensues: 1. The number of tricks down in the N-S DOWN box à 2 2. The E-W score (all vulnerable) à 200 The pairs then move on to the next two boards in the round performing similar data entry: 1. For board 14 (none vulnerable): a. Enter East tricks MADE à 7 b. Enter the E-W score à
19 2. For board 15 (N-S vulnerable): a. Enter North tricks MADE à 5 b. Enter N-S score à 660 That s it pick-up slip is now ready for verification then pick-up by the Director. Once the scores and all other information on the slip are verified, E-W initials or makes a mark in the E-W OK portion of the slip. The slip will now resemble: Summary These points encapsulate what we have discussed for pick-up slips: There is the same number of pick-up slips per round as the number of table where boards are being played during each round. N-S scores are entered using the leftmost side of the slip. E-W scores use the rightmost side instead. 19
20 There are separate columns on the slip for the number of tricks made or down on each board. Use all rows on each slip for a round, asking the Director for more slips if you run out. If more than one slip is needed for a round, make sure all slips are given to the Director when the round ends. Tip: In fact, most Directors will circulate through the bridge room after a new round starts picking up slips from the previous round. So, What s Next After ploughing through the material in this book, you may consider yourself a novice rather than a beginner on recording scores in a duplicate bridge game. As with all other tasks (in life, not just at the table), practice makes perfect. What may have seemed to be a daunting task at the beginning melts into a manageable and not so bad chore (hopefully) after reading this book. THEN NOW Please visit us at beginnerbridge.net a lot and see our other books on Amazon and most online merchants around the globe. 20
21 Appendix A Swiss teams This appendix discusses recording the scores and filling in slips to hand to the Director. This team game differs from more familiar pair games as each team is made up of 4 or more players. The Director will assign initial locations for the N-S and E-W pair on each team. This material picks up when it is time to compute IMPs based on how each team scored compared to opposing teams. The score on each board for one team is compared to the opposing team that played the same boards and the difference is converted to IMPs. IMPs are used when each board is only played twice and cards are shuffled at the start of a new round. The Process Each round in a team game is handled in the same way: 1. A team s N-S pair (e.g., team 21) plays another team s E-W pair (e.g., 23) 2. Boards are played and scored 3. N-S 21 compare score cards with E-W The pairs agree to the score for all boards 5. Pairs return to their home table (usually where each pair s N-S played the round) 6. N-S 21 and E-W 21 compare their scores and calculate differences in points earned, computing IMPs (International Match Points) for teams 21 and N-S 23 and E-W 23 compare their scores and calculate differences in points earned, computing IMPs (International Match Points) for teams 23 and The team captains compare the final results based on calculations performed by each team 9. Form filled in and turned over to the Director Points 2 and 9 require some discussion as per the next two sections. 2- Boards are played and scored The play is the same as it proceeds for a pair game. The score sheet is different as shown next: 21
22 This form may be familiar to some readers, but for the sake of people just getting started, we will discuss several sections: Team Number as assigned by the Director before the game starts Bd. No. the numbers being played in each round Contract denomination and size of contract Match # sequential number of each round during the game Vs. the number of the opposing team After round 1 of a team game, the form for team 23 (N-S pair) may resemble the following please note the contracts and scores are random and some of those listed on the E-W score card may be impossible based on the makeup of the hands played; the information on the card is for learning purposes only: 22
23 Team 21 No. Bd. Contract Score IMPs No N N H W S W H N N E H N H E 620 Match # 1 Vs 23 Result We They Notice how team 21 (E-W pair) may resemble: Team 21 No. Bd. Contract Score IMPs No N N N E D S H N N E H N H E 200 Match # 1 Vs 23 Result We They 23
24 Now it s time to compare the scores and translate the scores, relative to one another, into IMPs. The following columns on the N-S and E-W score cards are relevant: N-S card E-W card No The differences are calculated as follows: Bd No. We They We-They Calculation A few notes on a few boards: Board 24 they scored 110 and 130 which gives them 240 against our 0 Board 26 we scored 50 and 690 which gives us 740 against their 0 Board 27 we scored 980 and 1010 which gives us 1990 against their 0 Now it s time for the translation to IMPs using the following table. The difference in points is converted to IMPs using the following: 24
25 From the perspective of team 21 Bd No. Difference IMPs Grand total: +8 Thus, team 21 won the round by 8 IMPs, and their team captain reports this to the Director using a slip discussed next. 9- Form filled in and turned over to the Director The blank form resembles the following: 25
26 Since team 21 won the round, their captain does the following: Fills in the form as follows: o Team No. 21 o PLAY AGAINST TEAM NO. 23 o Round 1 o WON LOST TIED circle WON o NET IMPs + 8 at which point, it resembles the following: Proceeds to the table to compare resulting IMPs with the captain of team 23 Deals with any discrepancy(ies) by discussing with team(s) Once agreed upon the result, asks team 23 to initial the form, then hands form into the Director, it now resembles the following: 26
27 Tip: Make sure only one completed form is turned over to the Director from each pair of teams for each round. If team 21 wins and team 23 loses, one form indicating the results is turned over by the winning team 21. Sample #2 Let s try one more comparison of scores and translation into IMPs. This time we will only look at the relevant scores for each side from the forms filled in my members of the team: We They We They Diff PUSH Scores balance each other out Let s convert to IMPs using the following schedule: 27
28 We They We They Diff IMPs PUSH Notice how a difference in score between 0 and 10 yields no IMPs either way. The information displayed arrives at a grand total of -13 (IMPs awarded to opponents show up on our score card as a negative value). The opposing team would fill out the reporting form, ask us to verify, and turn over to the Director. 28
29 Acknowledgements Again, thanks to Patt Duncan for having a look at this material and offering suggestions/changes. I call her Dunc à meaning when she bids and makes 6 or 7, it s a Slam Dunc. Other than that, not much to say here, except for thanks to all the people who: Put up with me while I learned to perform all the tasks discussed in this book Were patient with me as I learned Let me make mistakes, without compromising the quality of the work I was doing making mistakes is often the best way to learn I will leave you with a limerick Most of times learning is fun But sometimes not for everyone We master new things More confidence brings Turns out twas a job well done 29
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