D18 DUPLICATE BRIDGE

Introduction

Duplicate is a fascinating form of bridge where all players play the same hands using bridge 'Boards' or Wallets. Such 'duplication will take some of the luck out of the game. You can even win with poor cards! Your score will be compared against others with the same hands.

Duplicate Competitions

There are 2 basic forms of duplicate, pairs or teams.

In pairs, your score is compared against every other pair who played the hand. You get 2 points for every pair you beat, even by as little as 10 points! You get 1 point for every pair with the same score as you and no points for every pair who beat you. Overtricks are very important and a suit contract sometimes scores poorly as against no trumps.

In teams, you normally play as 2 pairs in a team of 4. You and your partner will play the N/S hand on a board. The board will then be passed into another room where your two team mates will play the E/W cards. After play, you then add your 2 scores together. In theory, the scores should cancel out to zero if the contract and play were identical but that rarely happens! Sometimes the aggregate score difference is translated into IMP's (International Match points). An overtrick, say 30 points difference translates into 1 Match point. A slam bonus difference, say 500 points, translates into 11 match points. IMPs reduce the big swings.

The Deal

If the board has not been played before, you deal the cards as normal . In a pairs tournament, the director will tell you whether to deal a set of boards or not and to fill in the curtain cards so future players can check. that the board has not been fouled.

If the board has already been dealt and played already, pick up your cards face down and count them. Assuming you do have 13, check the hand against the curtain card.

The Auction

Take the dealer and vulnerability from the writing on the board. If the vulnerability is not stated, Vul. is red, Non Vul. is green. Bid as normal with the following additional protocol.

a) If you wish to make a jump bid, e.g. one or more levels higher than the minimum, precede your bid with the words 'STOP'. For example if you wish to open 3§ or bid 3§ over your partner's 1ª , say 'Stop 3§ '. Your left hand opponent must then pause for about 10 seconds whether he has anything to think about or not.

b) If your partner makes an artificial bid, immediately tap the table and say 'Alert' to tell opponents that the bid is not natural e.g. 2§ Stayman over your opening 1NT.

c) You may ask questions about the opponents bidding only when it is your turn to bid.

The Play

Before leading, place the card face down and ask partner, 'any questions on the bidding'?

Leave the board on the table throughout play. Play the cards directly in front of you, not piled up in the centre of the table. When the trick is complete, turn the card face down. For winning tricks, the card points to the centre of the table, losing tricks pointing right/left.

Declarer names the cards to be played from dummy and the player in the dummy seat plays the card as instructed. Dummy may warn declarer that he may be about to play from the wrong hand and when declarer shows out on a suit, dummy may ask if declarer is really void, e.g. 'no hearts partner?'. Dummy has no other rights and must be silent in other respects.

The score

In duplicate, the part score bonus is 50 points, a non vul. game 300, a vul. game 500. Other scores are as in rubber. Score on your personal score sheet at teams. In pairs, North fills in the score sheet which 'travels' with the board. Be careful with pair numbers.

The Director

In a pairs event, call the director when you have a rules problem. Don't sort it yourselves.

TABLE PROCEDURE

1. Do greet your opponents as you arrive at the table. Check you are at the correct table and playing the right boards (see movement cards if provided). You will be assigned a pair number at the start, either derived from the actual table number e.g.NIS 3 at table 3 or a pair number from the movement card. Sit North/West or South/East throughout the movement

2. North places the board on the table. Check Dealer and vulnerability and your position. The director should tell you on the first round if the board is to be dealt.

3. Count your cards before looking at them. Only then cheek your cards against the curtain card (when provided). If this is the first round, and blank curtain cards are provided, it is more convenient to fill in the card discretely after you have sorted the hand rather than waiting until the end of play when you will have to re-sort the cards. Saves a bit of time.

4. The bidding.

a) Alert procedure.

If your partner makes a conventional bid, immediately tap the table or, if you are using bidding boxes, place the 'Alert car& on the table for a second or two, Examples in simple system play would be the 2§ Stayman convention, or the 2§ opening bid or the 4NT Blackwood convention.

b) Stop Procedure

If you wish to make a jump bid of any kind, say 'STOP' before you make the bid. Examples would be an opening bid of 3© or a bid of 3NT over partners opening 1ª . Opponents are obliged to pause for about 10 seconds before bidding on whether they have anything to think about or not. If you are using bidding boxes, place the red stop card on the table with your bid card and leave the stop card on the table for about 10 seconds. After you put it back, left hand opponent may bid on and the auction continues

c) Enquiry about opponents bid

You may ask about the meaning of an opponents bid but only when it is your turn to call. You must ask the partner of the bidder for an explanation.

As a general principle, only ask during the auction if you are thinking of bidding yourself. Normally, in an uncontested auction, you would not ask any questions until the auction is finished, see below.

5. The Lead. Initially. only the opponent on lead may ask questions about the auction. The opening lead is then placed face down on the table and the leader asks his partner 'Any Questions?'. The leader's partner asks his own questions after which the lead is faced up and play commences. Put the bidding cards back in your box after the lead has been faced up.

6. The Play. Leave the board in the centre of the table throughout play. Declarer calls out for each card from and dummy actually plays it. Dummy may only ask declarer if he is void in a suit e. .'no hearts partner?' or tell declarer he is playing from the wrong hand, no other assistance whatever. Don't bother to sort your cards at the conclusion of the hand.

7. The score. North is responsible for the score in pairs game. North shows the completed traveller to one opponent for checking. Particularly check the pair numbers and, of course, the score itself. If you do have a chat or discuss hands, do it very quietly as others may still be playing. Remember that hands from another table may not yet have been played by current opponents. Listen to the director for moving instructions, both for boards and players.

In the event of spy procedural problem or difficulty, always call the director. Don't try to sort it out yourself.