Duplicate Bridge

If you are a new player and your first venture is to a Bridge Club where Duplicate bridge is the norm then go down to How to Duplicate Works.
If , however you are a Rubber or Chicago player read on.
Duplicate is not a different form of the game but rather different scoring and tactics. You still play bridge, but the final score on each hand is determined by a comparison method (called match points) 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.

You can play duplicate without knowing anything about match point scoring. As you become more experienced, though, you will adopt strategies that allow for this form of scoring.

Who can play?

If you know the basics of bridge bidding and can play at a reasonable pace, you can play Duplicate. The most common misconception is that you have to be an experienced player or even an "expert" to play in a tournament.

In fact, playing duplicate bridge is one of the best ways to become a better player.

You play against a wide variety of pairs -- from experts to  beginners -- and 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 honour cards),

How Duplicate works

You and your partner will be assigned a table number and a direction (North-South or East-West 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 table for the whole session. You'll play a round of 2 to 4 hands  against the East-West pair who starts there, then a new pair and new boards will come to your table for the next round. If you're East-West, you'll move to a new tableafter every round to play new pairs and boards.

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. You may play as few as 12-15 boards or as many as 28 (most clubs run sessions of 24-28 boards) and you'll play against from 5 to 13 other pairs.

You don't need to know how this 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 you play will come to your table in a duplicate tray with a deck of cards already separated into the four hands.

The board is designed to keep each 13-card hand separate so other can play the exact same deal later in the session.

For the first round only, you'll shuffle the cards and place each 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 NS-EW directions are also marked on the board so you know which hand to take

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 another hand) and put your original hand back into the proper pocket on the board.

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 3 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 4 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 calculate them. There will be  a printed scoring table available.

The player sitting North records the score for each deal. Most clubs use a travelling 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 travelling score. In later rounds, you'll be able to see the results from other tables and compare your scores with theirs.

The final  score

At the end of the game, the scores on the travellers are used to determine each pair's match point score on each hand. On each hand, you usually receive 2 match points for every pair you beat and 1 match point for every pair you tie ( in America it's 1 and 1/2 but the principle is the same). If a board is played 12  times, the top score is 22- That is 2 match points for beating each of the other 11 pairs who played the hand -- and average is 11

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.

If you play 24 hands in a 12 table session, the average total score is 264 (24 hands x 11 the average match point score on each hand). Obviously if your score adds up to exactly half the possible you have scored 50% which is the usual format for displaying scores.

 

In general the span of scores is about 35% to 65 % so it follows that if you score 50% you are likely to be around halfway in the ranking list- 60% + will be in the winning area.

First and foremost, remember that the only real change is in how your final result is scored. Your match point score is based not on how much you beat the 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.

The best way to get started is to ask around to find a club that runs beginners sessons and take it from there. Even if you are a reasonably experienced rubber player it does no harm to attend a few sessions to get used to the procedures. It might also help to read the file

Duplicate Rules and Etiquette.

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