Discover the Fun & Challenge of Duplicate Bridge
by Karen Walker, Champaign IL © 2002
Like any game, bridge is more fun if you play it
well. Over 200,000 U.S. 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 country. Almost all of these club games are open to anyone who
knows how to play beginning bridge.
What's different?
Duplicate bridge is not really a different form
of the game than you've learned. You still play "regular" bridge, but the final
score on each hand is determined by a comparison method (called matchpoints)
instead of just total points. It's called duplicate because each hand you play
will be played at several other tables during the session, under the same
conditions. Unlike rubber bridge, which depends heavily on being dealt good
hands to win, your final score at duplicate depends only on how well you bid and
play the cards you actually hold, not on how "good" those cards are.
As you become more experienced with playing duplicate, 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.
Are you good enough to play?
If you know the basics of bridge
bidding and can play at a reasonable pace, you can play duplicate. The most
common misconception about duplicate is that you have to be an experienced
player or even an "expert" to enter the games. In fact, playing duplicate bridge
is one of the best ways to become a better player.
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.
How a Duplicate Game Works
When you enter a duplicate game, you and your partner will be
assigned a table number and a direction (North-South or East-West). Each table
will have a large card in the center that designates the table number and which
seats North-South and East-West should take. You'll also be given a pair number,
which is usually the same as your starting table number.
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 2-4 hands
against the East-West pair who starts there, then a new pair and new hands will
come to your table for the next round. If you're East-West, you'll move to a new
table after every round.
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 from about 20
to 28, 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.
Duplicate boards
Each hand
will come to your table in a duplicate "board" -- a tray with a deck of cards
already separated into the four hands. 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.
Bidding boxes
More and more clubs are now using bidding boxes, which allow you
to make your bids with printed cards. Each table has four boxes, one for
each player. The back section of the box has a tiered stack of 35 bidding cards
-- one for each of the 35 possible bids (1C through 7NT). The front section
contains several Pass cards (green), Double cards (red X) and Redouble cards
(dark-blue XX). The box also has a few special cards to be used when you
make jump bids (the red "Stop" card) or alertable calls (the light-blue
"A" card).
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.
The play
The bidding starts with the hand marked Dealer and
progresses normally. Once play begins, though, all four players must keep their
original hands intact so other pairs can play the exact same deal later.
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 an opponent's cards) and put your original hand back into the
proper pocket on the board.
The game director
The director sells entries, makes coffee, sets
up the movement, adds up scores (or enters them into a computer), awards
masterpoints and handles dozens of other jobs involved in running a duplicate
game. The director will help you score, fill out a convention card and read the
final tallies. Most will even answer your questions about bridge bidding and
play.
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 score slip, 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).
How a Duplicate Game is Scored
Scoring each deal
- 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 help you. If your club uses bidding
boxes, you'll find all the possible scores for each contract on the back of the
corresponding bidding card.
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.
A completed traveler from a 7-table game might look like
this:
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 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 earn a plus
score, the result is recorded in the N-S column; if East-West has the plus
score, it's placed in the E-W 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 it's the first round and you're the first table to play the hand. North
just writes "pass" in the Contract column and records "0" in the Score column.
Tallying the final game scores
At the end of the game, the scores
on the travelers are used to determine each pair's matchpoint score on each
hand. On each hand, you receive 1 matchpoint for every pair you beat and 1/2
matchpoint for every pair you tie. If a board is played 7 times, the top score
is 6 -- 1 matchpoint for beating each of the other 6 pairs who played the hand
-- and average is 3.
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 the other NS scores. Your opponents on this hand (EW #1),
scored 0 because all other EW pairs did better. EW #4 earned the EW "top" 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% game". A 60% score will
usually win; 55% often places second or third.
The director may do all the figuring himself, but more and more clubs are now
using 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 a separate sheet
for NS and EW. Each sheet will list all the pairs that played that direction,
their matchpoint scores and percentages, their ranks, 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, which will send you a bi-monthly report of the points you've
won.
The Convention Card
Just like the pairs you play at rubber
bridge, duplicate pairs vary in their bidding styles and agreements about the
meanings of certain bids. As their opponent, you have a right to know about
their special agreements, so each duplicate player fills out a card that
summarizes his pair's bidding system.
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
becoming more common than 16-18) and if they use Weak Two-Bids or Strong Twos,
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 bids, 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 this one.
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." 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 a minor.
- 2C, 2D, 2H, 2S: If you play Strong Two-Bids, you can write "Strong"
or just leave these boxes blank. If you play Weak Two-Bids, fill in the point
range next to each bid.
- OTHER CONVENTIONAL AGREEMENTS: If you and your partner have any
special bidding agreements that don't seem to be covered by the 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 make a direct overcall of 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".
- LEADS: Circle the card you would lead from each of the listed
examples. The standard leads from each holding are 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.
Matchpoint Tips & Strategies
First 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 general tips
that will help you adapt your style to matchpoint scoring:
- Choose the highest-scoring game.
- For game contracts, you should be most anxious to play in a major, willing
to play notrump and reluctant to play in a minor. If you have an 8-card trump
fit, it will usually score one trick more than a notrump contract and
therefore more matchpoints, especially if it's a major -- your score for 4H
making 4 (+420) will beat the pairs who play in 3NT making 3 (+400).
-
- In minor suits, though, this one-trick advantage doesn't give you a higher
score -- 5C making 5 (+400) will score fewer matchpoints than 3NT making 4
(+430). For this reason, contracts of 5C and 5D are somewhat rare at
duplicate. Duplicate players will stand on their heads to bid 3NT instead,
even if the minor-suit game might be safer.
- Choose the safest partscore.
- If you're stopping in a partscore, your first choice should still be the
major suit, but your choice between a minor and notrump isn't as critical. You
should almost always play in the major if you have an 8-card fit -- 2S making
2 (+110) beats 1NT making 1 (+90) or 2C making 2 (+90). If your decision is
between notrump and a minor, though, it may be better to play in the suit
contract if you have a fit, especially if you have bare-minimum points.
Getting a plus score is important, so when you have limited high-card
strength, you'll usually want the safety of a trump suit.
- Go for the big reward.
- Don't settle for a sure contract if you think the odds are good of making
a higher-scoring one. Duplicate players tend to bid more "close" games and
slams than you might at rubber bridge, so you may want to be a little more
liberal in your game and slam bidding, too.
-
- At rubber bridge, if you bid a vulnerable 4H and win all 13 tricks, you
may be satisfied with bidding your game and winning the rubber, even if you
and your partner had 35 high-card points. At duplicate, though, this will be a
poor matchpoint score. With this much combined strength, most of the other
pairs will be bidding and making 6H or 7H with your cards, and you may earn 0
matchpoints for your 4H contract.
- Switch to 15-17 for your 1NT notrump opening bid.
- 1NT is one of the most desirable opening bids because it gives such a good
description of your hand and because all the responding bids are so well
defined. To increase the number of hands that can be opened with 1NT, most
duplicate players have shaded down the old point range of 16-18 and are now
using 15-17 for 1NT and 20-22 for a 2NT opener. Some use 15-18 for 1NT, and
other pairs use lower ranges.
-
- Changing your notrump range to 15-17 will put you on more even footing
with the rest of the players in your duplicate game. You don't need to
learn a new bidding system to make the change. Just add 1 pt. to the
requirements for responder's bids.
-
- Make more overcalls.
- Duplicate players often stretch to compete after an opponent opens, so you
may want to liberalize your rubber-bridge overcall requirements somewhat. If
you're not vulnerable and have a decent 5-card suit, feel free to make a
one-level overcall with as few as 8 or 9 pts. (depending on suit
quality). You'll want to be a little stronger if you're vulnerable. If
you have to overcall at a higher level, you're more likely to be doubled, so
be sure your 2-level overcalls are very sound (usually a good
6-card suit).
- Be more aggressive on partscore hands.
- In a duplicate game, even low-level bidding can be quite lively because
the players compete more actively for partscores. If your opponents stop at a
low level, you should be more willing to balance and try to bid your own
partscore (especially if you're short in the opponents' suit and you're not
vulnerable). If the opponents can make 2H, your 2S contract may be a winner
even if you go set -- your -50 or -100 will beat the pairs who lost -110
defending 2H. If you're vulnerable, though, be more careful. Going down
2 (or down 1 doubled) may be a disaster. Losing 200 points is sure to be worse
than the score for letting the opponents make a partscore contract.
-
- Sacrifice more often.
- Duplicate players are quite willing, even happy, to sacrifice when their
opponents are vulnerable and they are not. At rubber bridge, if you make a
non-vulnerable sacrifice over the opponents' vulnerable game and go down 3
doubled, you lose 500 points. That's better than letting them have their
700-pt. rubber bonus, but you've still suffered a sizable loss. At duplicate,
however, this minus score could earn you a top matchpoint score. If all the
other pairs who held your cards allowed their opponents to bid and make their
vulnerable game, your score of -500 will beat their -620's.
- Look for overtricks.
- A simple overtrick can also make a big difference in your matchpoint
score. If other pairs holding your cards bid 3NT and make exactly 9 tricks,
they score +400. If you can make 10 tricks, you'll score +430, beating all the
other pairs and earning a "top". Unlike in rubber bridge, you may even make a
somewhat risky play to try for an extra trick. The search for the "elusive"
overtrick is often the explanation if you see a declarer go set in a game that
appeared to have a sure 9 or 10 tricks.
-
- However, if you think you're already in a high matchpoint-scoring
contract, you can play it safe. Suppose you're declarer in 4S. When dummy
comes down, you see you're going to make 10 tricks, but that partner made a
very aggressive bid and you have only 21 high-card points between you. Just
making your contract will probably be a good matchpoint score, since most
other pairs holding your cards won't bid the game.
- Play with the "field".
- If you're confronted with a key decision during the bidding or play, you
should rely on your own bridge judgment, but you may also want to think about
the other players holding your cards. Based on what you know about them, do
you think they'll be trying for the overtrick, accepting a game invitation,
bidding the slam? If so, it may be wise to go for a similar result.
Duplicate Customs
Most 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:
- Keep the play moving.
- You're expected to play the boards in a reasonable amount of time -- about
7-8 minutes per hand (sometimes longer in a novice game). To give yourself
maximum time for the play, try to score quickly and limit your "post-mortem"
discussions until after the round.
- If you're dummy, don't look at partner's hand until after the play.
- You're actually a participant, so stay in your seat to turn the cards for
your partner. If you remain neutral in this way, you're allowed to warn
partner if he's revoking or leading from the wrong hand.
- Make your opening lead face-down.
- This gives partner a chance to ask questions if he needs information about
the opponents' bidding. It also keeps you from leading when it isn't your
turn. If it wasn't your lead, someone will tell you and you can replace
the unseen card in your hand.
- Play your cards in tempo.
- Try to play in an even tempo, without hesitations that can give away
information about your hand. When you play to a trick, place your card on the
table in front of you. Don't show your satisfaction (or lack of it) by
"snapping" or tossing the card.
- Make your bids in an even tempo and voice.
- Try not to use mannerisms or voice inflections that might convey
unauthorized information. Sighs, grimaces, slow passes and loud doubles aren't
appropriate. Neither are extra words in your bids -- "I guess I have to pass"
or "I'll double you" aren't proper bids.
-
- If you have a tough decision to make during the bidding or play, you're
entitled to take extra time to think. Your partner, however,
cannot take advantage of the knowledge that you had a problem.
He must bid his hand normally, ignoring any information that might be
suggested by your pause for thought. In these situations, the partner of the
player who hesitated should take care not to make any bid or play that might
be construed as even slightly unusual. In most cases, if your partner thinks
for a while and then passes, you should pass, too, unless that would be a
totally illogical action with your hand.
-
- Don't be offended if your opponents call the director after a hesitation,
especially if you think a long time and then pass. The director was
not called because you violated a rule -- it's a standard
practice that protects everyone's rights, yours and theirs. The director will
affirm that you were entitled to think and he'll remind your partner that he
can't use any inferences suggested by your hesitation. If your partner bids
normally, that's the end of it. If the opponents question his action, they may
ask the director to adjust the score.
- Make the best use of bidding boxes.
- If your club uses bidding boxes, try to decide on your bid
before you reach into the box. If you're still thinking when you
start touching the bidding cards, you may inadvertently communicate
unauthorized information to partner. If, for example, you start to pull the 2S
card and then change your mind and pull out the Pass card, that may suggest
that you have "almost enough" to bid 2S. This amounts to thinking out loud,
and it puts a lot of pressure on partner to ignore it and bid his hand
normally.
-
- As you pull cards from the box, look at the top card to be sure it's the
bid you want to make. Occasionally, your thumb may slip and you'll pull out a
wrong card. If this happens, you're allowed to take it back -- just say "oops"
or the equivalent as soon as you see the wrong card and replace it with the
correct one. Note that this applies only to mechanical errors, not to mental
ones. If you intentionally pull out a bidding card and then change your mind,
no matter how quickly, you are not allowed to change your call.
-
- Place your bidding cards on the table in the same way you place your
played cards -- overlapping, so everyone can see all the bids you have made in
order. Be sure that you don't communicate any extra information by tossing or
slapping the cards.
- Be familiar with the "Skip-Bid" warning.
- When an opponent makes a preempt or a jump, you may be surprised to hear,
"I'm about to make a skip bid, please wait: 3H," or merely, "Skip Bid, 3H".
This duplicate novelty is a way of warning the next bidder that a
higher-than-expected bid is coming. The warning gives you extra time to plan
your action.
-
- With bidding boxes, the red "Stop" card is used to announce a skip bid. To
use it, place the Stop card on the table first, then make your bid. Wait about
10 seconds and then remove the Stop card
-
- After your right-hand opponent makes a Skip Bid, you should study your
cards for about 10 seconds (or until he picks up the "Stop" card), and then
make your bid. You aren't required to give the Skip-Bid or Stop warning when
you jump, but it's a good idea. By using the warning, you can reduce the
chances that your opponent will make a fast pass or slow double that might
convey unauthorized information to his partner. However, whether you use the
warning or not, the next player to bid should still wait about 10 seconds
before he makes his call.
- Use the "Alert" procedure if you use special conventions.
- If you and your partner use conventions that are not part of basic
Standard American bidding, you must "alert" your opponents to this fact when
one of these bids comes up during an auction. To do this, the
partner of the person who made the conventional bid says "Alert"
as soon as the bid is made. (Bidding boxes have an "Alert" flag that you tap
at the same time you make your verbal Alert.) This tells the opponents that
your partner's bid is artificial and has a different meaning than they might
expect. The next player to bid can then ask you about the meaning of your
partner's bid.
-
- You probably won't hear many Alerts in a novice game, and you may not use
any bids that require them. Stayman 2C, Weak Two-bids, Unusual Notrumps,
Michaels Cuebids and Negative Doubles are so common that they are
not Alerts. Some popular bids that require alerts or
announcements are:
- 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 ("16
to 18" 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.
-
- The list of "alertable" bids changes from time to time, and beginners
aren't expected to be experts on them. If you're in doubt about whether or how
you should alert a bid, just ask the club director or the other players for
help. If your opponents use an Alert, you can look at their convention
card or ask them what it means. To save time and be courteous, wait until it's
your turn to bid before you ask questions.
-
- Rely on the director's help.
- Don't be shy about calling the director. The players should never make
their own adjustments for revokes, leads out of turn, insufficient bids or any
other irregularities. The director is there to do it for you, so call if
anything unusual happens.
- Have fun and enjoy the social atmosphere.
- 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 and unusual)
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.
You're ready!
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!
And finally . . . a quotation to give you
inspiration:
" 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 writer & world
champion
Copyright © 2002, Karen Walker kwalker@prairienet.org
Back to Karen's Bridge
Library