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Director's Tips
 
 
  FAQ

 

LCDBC Directing FAQs
 

 

 

Contents


 

Directing in General

What does it take to be a good club director?

 


 

 

What does it take to be a good club director?

These are the essential requirements:

  • Technical skills needed to run bridge games of all types.
  • Knowledge and understanding of the Laws of Duplicate Bridge and ACBL regulations.
  • Knowledge of ACBLscore and ability to work with required software and hardware.
  • Public relations skills to balance the roles of referee, judge, teacher, psychologist and entertainment director.

First, however, you need to prepare for the Club Directors Exam.

Preparation

You can prepare for this exam by studying on your own or by enrolling in the Club Directors Course, which is given regularly at the North American Bridge Championships and a number of regional tournaments. It is an open-book, written test. You must answer at least 65 percent of the questions correctly to pass the test.

Reference Material

• ACBL Laws of Duplicate Bridge • ACBL Club Directors Handbook • Duplicate Decisions • ACBLscore – Download it and take advantage of its help text. • ACBLscore for Beginners – This online course is available for $20 at lms.discoverlink.com/acbl • Chapters 4 & 5 — ACBL Handbook of Rules and Regulations • Ruling the Game online course

Refer to acbl.org for further details.

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General Questions

What are the main steps to perform when running a game?
How do I know what conventions are allowed?
Can anything be done to make the screen easier to see?
How can omitted or incorrect player numbers be fixed?
How can I add a player to the database during the game?
What's a good way to learn the alert procedures?

 


 

 

What are the main steps to perform when running a game?

The main duties of the director are as follows:

Before the Game: For those larger games that require two directors (e.g. Tuesdays and Thursdays in the winter), please agree between the two of you in advance how these tasks will be divided so that each director will be about half of the work.

 

Arrival at the Club:

Before the game the Director or one of his/her assistants must do the following:
1. Open the gate at the sidewalk and the two doors to the club itself
2. Unlock the door to the patio
3. Ensure the battery backup power supply is on
4. Turn on the PC
5. Turn on the lights (switches near the entrance and the 4 breakers high on the east wall)
6. Ensure the table cards are where they should be
7. For a larger game (e.g. Tuesday or Thursday), place the strata cards
8. To reserve stationary tables for handicapped players (see the signup sheet), place the handicap cards at tables with a stratum appropriate for each handicapped pair
9. Pass out Bridgemates to the expected number of tables
10. If not already done by the facilities manager or one of his/her helpers, the director should start the coffee.
11. If not already done by the treasurer or one of his/her helpers, the director must collect entry fees at each table.

Running the Game Itself:

The director prepares boards by first cleaning the yellow feeder roller on the right side of the dealing machine (every 2-3 sessions is probably enough) and then running it with an old or new hand record in .PBN format. The director must chose among creating a new, random hand record file, a TCG pre-built hand record file, or a special game hand record file depending on the game type. (Most LCDBC club sessions use TCG hand records except for certain special games.)

If a new hand record is being generated, it must be analyzed by the dealing machine software and saved in its post-analyzed form. The director must use the estimated number of tables to determine whether multiple sets of the identical hands need to be dealt.

The director starts ACBLscore just before game time, setting the game’s movement and other parameters according to the number of tables present.

The director or his/her assistant then passes out BridgeMates and boards. The director might also have to add new players to the ACBLScore data base and/or look up player numbers in the data base. The main thing here is to reply "Yes" when ACBLscore asks if you want to use remote scoring.

To start the game, the director starts the Bridgemate Control software (BCS) by pressing key F11 and then BMS and after a short period will copy the name data from the BridgeMates to ACBLScore by F11 BMN. As needed, he/she manually corrects errors and omissions in the ACBLScore player list via F3. The main thing to remember at this stage is to do the BMN command to post the names before posting the scores.

(See the ACBLscore section for details.)

Some Common Extra Steps:

During the game, director must respond to director calls as needed and monitor the progress of each round--for example, using the BridgeMate control software's round progress screen. The director must occasionally use the dealing machine to redeal fouled boards and to use the tournament director's screen to correct erroneous BridgeMate entries. Score adjustments and late play information may also need to be entered into ACBLScore.

Closing Out the Game:

Finally, when it is time to close out the game, F11 BMP or Ctrl-P must be used to copy all the BridgeMate server data to ACBLScore. If there is a sitout or someone is waiting for a preliminary score, it can be generated using (F4) and, after all scores have been copied, final (F8) reports for printout must be generated and posted. The important thing here is that multiple post score requests might be needed to get them all. The ACBLscore screen will tell you whether all names have been entered and how many rounds have had their scores entered. The director must check this before going to the next step.

Finally, the director uses Ctrl-D or F11 DBADD to update the database to be able to produce the ACBL report that will be forwarded to the ACBL at month’s end.

(See the ACBLscore section for details.)

Optional Steps:

In addition, there are optional steps (in terms of the ACBL) that our players find useful to a greater or lesser degree.

The director should upload the game data and results--contained in three files, .ACA or .ACM, .BWS, and .PBN--to the Club’s web site. This can be done by clicking on the icon for ScorePost or can be done manually by logging on to the web site and going to "Results Administration" under the "Administration" tab on the left side of the screen. The important thing here is that it's a good idea to bring up the Bridgewebs site on the browser--e.g. Microsoft Edge or Google Chrome--and click on "results" to verify everything got there OK. The URL for LCDBC is https://bridgewebs.com/lakechapala.

We normally try to use hand records from The Common Game" (TCG) so the "TCG Merge" icon should be clicked on to trigger this.

Some people might want to use the Bridgemate App that allows the same information from the web site and some other useful information to be displayed in a user-friendly form on a cell phone. There is a fairly involved process to do this manually from the Bridgemate Control (BMC) window.

Leaving the Club:

When the game is done and everyone is leaving, the director must do the following:
1. Put the Bridgemates back in their carrying case
2. Put the strata and handicap cards in the little in basket next to the PA system
3. Ensure no one is on the patio or in the men's restroom
4. Lock the door to the patio
5. Unplug any coffee urn that's in use
6. Turn off the lights, fans, and PA system
7. Verify no one's in the women's restroom
8. Turn off the PC
9. Turn off the battery backup power supply/surge protector
10. Ensure the drawer with the entry fee money is locked
11. Lock the two front doors on the way out
12. Lock the gate at the sidewalk. (The only lock to use is the padlock. The lock on the latch is not used.)

A Streamlined Procedure:

Refer to the description elsewhere of the Bridge Game Assistant (BGA) for an easier, less error-prone way do the steps that require the use of the PC.

Notes:

Turning on/off the battery backup power supply at night is under study to see how much electricity it saves and whether it causes any problems.

It's also possible to use Bridge Base Online (BBO) robots to fill in a half table but players don't seem to want to try it. It might be palatable in the future for players to use their smart phones with the Bridge Base Online app installed to exploit this feature.

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How do I know what conventions are allowed?

There have been some recent changes in the conventions and new charts will become available at some point.

Open games at the club allow "Open" conventions and the limited games' conventions are at the director's discretion but would probably be "Basic" or "Basic+".

For now, refer to the document "ACBL Convention Chart (revised, 2018).pdf" in the folder "Alerts and Conventions" for details.

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Can anything be done to make the screen easier to see?

There is a little icon at the bottom of the screen with a picture of a screen with a magnifying glass on it. Click on that and then select the magnification you want and drag the mouse around until the section of the screen you want to see is visible.

If the mouse goes haywire and you can't get control back, click on and hold down the Windows key (with the Windows logo on it) and then click on the escape key "ESC". This should get you out of the magnifying glass application.

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How can omitted or incorrect player numbers be fixed?

Press F3, Names, position the cursor to the first missing name, and press F6 to start adding names.

If there is a wrong name there, press F5 to delete one or both members of the partnership and then add the correct name(s).

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How can I add a player to the database during the game?

To add new players to the database and assign them numbers, do the following:
1. Close the current game's window (but not ACBLScore)
2. Select "Data Base" --> "Update" -> "ADD" [First and last name, and ACBL number or #xxx] "Done"
3. Repeat step 2 as necessary
4. "Quit" and then Click on "Game" in the upper left corner.

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What's a good way to learn the alert procedures?

For both directors and players a good way to learn the alert procedures is to read the following documents:

Alert Procedures

Alert Chart

When the alert procedures are not followed, the director can refer to Law 16, Authorized and Unauthorized Information, Section B:

B.Extraneous Information from Partner

1. Any extraneous information from partner that might suggest a call or play is unauthorized. This includes remarks, questions, replies to questions, unexpected alerts or failures to alert, unmistakable hesitation, unwonted speed, special emphasis, tone, gesture, movement or mannerism.

and Law 20, Review and Explanation of Calls, Sections F5a and F5b:

5.(a) A player whose partner has given a mistaken explanation may not correct the error during the auction, nor may he indicate in any manner that a mistake has been made. ‘Mistaken explanation’ here includes failure to alert or announce as regulations require or an alert (or an announcement) that regulations do not require. (b) The player must call the Director and inform his opponents that, in his opinion, his partner’s explanation was erroneous (see Law 75B) but only at his first legal opportunity, which is: (i) for a defender, at the end of the play. (ii) for declarer or dummy, after the final pass of the auction.

 


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Common Rulings

What is the ruling when the opening lead is made from the wrong hand (Law 54, 2017)?
What's the ruling when a defender plays at his partner's turn (Law 57, 2017)?
What is the ruling when a defender plays out of turn in the middle of the hand but it's not his partner's lead (Law 56, 2017)?
What is the penalty for passing out of turn (Law 30, 2017)?
What is the penalty for bidding out of turn (Law 31, 2017)?
What is the penalty for doubling or redoubling out of turn (Law 32, 2017)?
When is a revoke established and what are the penalties (Law 62)?
What is the penalty for an insufficient bid (Law 27, 2017)?
What is a minor penalty card and what is the penalty (Law 50C)?
What is a major penalty card and what is the penalty (Law 50D)?
What are the new laws regarding information derived from a penalty card (Law 50E, 2017)?
What is a comparable call and in what contexts does it apply (Law 23, 2017)?
What lead restrictions might arise from a withdrawn call (Law 26, 2017)?
How is an inadmissible double or redouble handled (Law 36, 2017)?
What is unauthorized information and how should it be handled (Law 16, 2017)?

 


 

 

What is the ruling when the opening lead is made from the wrong hand (Law 54, 2017)?

Law 54 explains how to handle an opening lead out of turn.

When an opening lead out of turn is faced and offender’s partner leads face down, the Director requires the face down lead to be retracted. Also: A. Declarer Spreads His Hand After a faced opening lead out of turn, declarer may spread his hand; he becomes dummy. If declarer begins to spread his hand, and in doing so exposes one or more cards, he must spread his entire hand. Dummy becomes declarer. B. Declarer Accepts Lead When a defender faces the opening lead out of turn declarer may accept the irregular lead as provided in Law 53, and dummy is spread in accordance with Law 41. 1. The second card to the trick is played from declarer’s hand. 2. If declarer plays the second card to the trick from dummy, dummy’s card may not be withdrawn except to correct a revoke. C. Declarer Must Accept Lead If declarer could have seen any of dummy’s cards (except cards that dummy may have exposed during the auction and that were subject to Law 24), he must accept the lead and the presumed declarer then becomes declarer. D. Declarer Refuses Opening Lead Declarer may require a defender to retract his faced opening lead out of turn. The withdrawn card becomes a major penalty card and Law 50D applies. E. Opening Lead by Wrong Side If a player of the declaring side attempts to make an opening lead Law 24 applies.

(This is law 54 verbatim with the significant 2017 changes highlighted.)

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What's the ruling when a defender plays at his partner's turn (Law 57, 2017)?

Law 57 explains how to rule when a defender has played at his partner's turn.

A. Premature Play or Lead to Next Trick When a defender leads to the next trick before his partner has played to the current trick, or plays out of turn before his partner has played, the card so led or played becomes a major penalty card, and declarer selects one of the following options. He may: 1. require offender’s partner to play the highest card he holds of the suit led, or 2. require offender’s partner to play the lowest card he holds of the suit led, or 3. require offender’s partner to play a card of another suit specified by declarer, or 4. forbid offender’s partner to play a card of another suit specified by declarer. B. Offender’s Partner Cannot Comply with Rectification When offender’s partner is unable to comply with the rectification selected by declarer (see A above) he may play any card, as provided in Law 59. C. Declarer or Dummy Has Played 1. A defender is not subject to rectification for playing before his partner if declarer has played from both hands. However a card is not considered to be played from dummy until declarer has instructed (or otherwise indicated) the play. 2. A defender is not subject to rectification for playing before his partner if dummy has of his own volition prematurely selected a card before his RHO or has illegally suggested that one be played. 3. A premature play (not a lead) by declarer from either hand is a played card and if legal may not be withdrawn. D. Premature Play at RHO's Turn When a defender attempts to play (not lead) to a trick at his RHO’s turn, Law 16 may apply. If his card can be legally played to the trick, it must be played at his proper turn: otherwise, it becomes a major penalty card.

(This is Law 57 verbatim with the significant 2017 changes highlighted.)

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What is the ruling when a defender plays out of turn in the middle of the hand but it's not his partner's lead (Law 56, 2017)?

Law 56 explains how to rule when a defender plays out of turn in the middle of a hand when it's an opponent's turn.

When a lead out of turn is faced, declarer may: A. Accept the irregular lead as provided in Law 53, or B. Require the defender to retract his faced lead out of turn. The withdrawn card becomes a major penalty card and Law 50D applies.

(This is Law 56 verbatim with the significant 2017 changes highlighted.)

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What is the penalty for passing out of turn (Law 30, 2017)?

Law 30 defines the penalty for passing out of turn.

When a player has passed out of rotation and the call is cancelled, the option in Law 29A not having been exercised, the following provisions apply (if the pass is artificial see C): A. RHO’s Turn to Call When a pass out of rotation is made at offender’s RHO’s turn to call, the offender must pass when next it is his turn to call and Law 72C may apply. B. Partner’s or LHO’s Turn to Call 1. When the offender has passed at his partner’s turn to call, or at his LHO’s turn to call if the offender has not previously called, then: (a) Offender’s partner may make any legal call at his proper turn, but Law 16C2 applies. (b) Offender may make any legal call at his correct turn and: (i) When the call is a comparable call (see Law 23A), there is no further rectification. Law 26B does not apply, but see Law 23C. (ii) When the call is not a comparable call (see Law 23A), offender’s partner must pass when next it is his turn to call. Laws 16C, 26B and 72C may apply. 2. If the offender has previously called, a pass out of rotation at offender’s LHO’s turn to call is treated as a change of call. Law 25 applies. C. When Pass Is Artificial When a pass out of rotation is artificial or is a pass of an artificial call, Law 31, not Law 30, applies.

(This is law 30 verbatim with the significant 2017 changes highlighted. See the other laws cited above for more details concerning a pass out of turn.)

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What is the penalty for bidding out of turn (Law 31, 2017)?

Law 31 defines the penalty for bidding out of turn.

When a player has bid out of rotation, has passed artificially or has passed partner’s artificial call (see Law 30C) and the call is cancelled, the option in Law 29A not having been exercised, the following provisions apply: A. RHO’s Turn to Call When the offender has called at his RHO’s turn to call, then: 1. If that opponent passes, offender must repeat the call out of rotation, and when that call is legal there is no rectification. 2. If that opponent makes a legal bid, double or redouble, offender may make any legal call: (a) When the call is a comparable call (see Law 23A), there is no further rectification. Law 26B does not apply, but see Law 23C. (b) When the call is not a comparable call (see Law 23A), offender’s partner must pass when next it is his turn to call. Laws 16C, 26B and 72C may apply. B. Partner’s or LHO’s Turn to Call When the offender has bid at his partner’s turn to call, or at his LHO’s turn to call if the offender has not previously called, then: 1. Offender’s partner may make any legal call at his proper turn, but Law 16C2 applies. 2. Offender may make any legal call at his correct turn and the Director rules as in A2(a) or A2(b) above. C. Later Bids at LHO’s Turn to Call Later bids at LHO’s turn to call are treated as changes of call and Law 25 applies.

(This is Law 31 verbatim with significant 2017 changes highlighted. See the other laws cited above for details.)

Note: Under Law 29, following a call out of rotation offender’s LHO may elect to call thereby forfeiting the right to any rectification.

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What is the penalty for doubling or redoubling out of turn (Law 32, 2017)?

Law 32 gives the penalty for doubling or redoubling out of turn.

A double or redouble out of rotation may be accepted at the option of the opponent next in rotation (see Law 29A), except that an inadmissible double or redouble (see Law 36) may never be accepted. If the call out of rotation is not accepted it is cancelled and: A. RHO’s Turn to Call If a double or redouble out of rotation has been made at offender’s RHO’s turn to call, then: 1. If offender’s RHO passes, offender must repeat his out-of-rotation double or redouble and there is no rectification unless the double or redouble is inadmissible, in which case Law 36 applies. 2. If offender’s RHO bids, doubles or redoubles, the offender may in turn make any legal call: (a) When the call is a comparable call (see Law 23A), there is no further rectification. Law 26B does not apply, but see Law 23C. (b) When the call is not a comparable call (see Law 23A), offender’s partner must pass when next it is his turn to call. Laws 16C, 26B and 72C may apply. B. Offender’s Partner’s Turn to Call If a double or redouble out of rotation has been made when it was the offender’s partner’s turn to call, then: 1. Offender’s partner may make any legal call, but Law 16C2 applies. 2. Offender may make any legal call at his proper turn and the Director rules as in A2(a) or A2(b) above. C. Later Calls at LHO’s Turn to Call Later calls at LHO’s turn to call are treated as changes of call and Law 25 applies.

(This is Law 32 verbatim with the significant 2017 changes highlighted. See the other laws cited above for more details.)

Note: Under Law 29, following a call out of rotation offender’s LHO may elect to call thereby forfeiting the right to any rectification provided the double or redouble is a legal bid.

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When is a revoke established and what are the penalties (Law 62)?

Failing to follow suit when able to do so could result in either a revoke or a major penalty card.

A revoke becomes established when the offender or his partner leads or plays to the following trick. (See Law 63.) An impending revoke can be corrected before it is established--in which case the card withdrawn becomes a major penalty card (Law 50) if it was played from a defender's unfaced hand. There is no penalty if the withdrawn card comes from any other hand.

Penalties apply only from the established revoke trick onward--not from previous tricks. Two tricks are transferred to the non-offending side if the revoking player won the revoke trick and his side won any subsequent trick. One trick is transferred to the non-offending side if the trick on which the revoke occurred was not won by the offending player, but the offending side won a subsequent trick.

If the revoke penalty insufficiently compensates the non-offending side, the director shall assign an adjusted score (Law 64C).

See Laws 61-64 for more details and minor 2017 changes.

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What is the penalty for an insufficient bid (Law 27, 2017)?

Law 27 describes the possible penalties for making an insufficient bid.

A. Acceptance of Insufficient Bid 1. Any insufficient bid may be accepted (treated as legal) at the option of offender’s LHO. It is accepted if that player calls. 2. If a player makes an insufficient bid out of rotation Law 31 applies. B. Insufficient Bid not Accepted If an insufficient bid in rotation is not accepted (see A) it must be corrected by the substitution of a legal call (but see 3 following). Then: 1. (a) if the insufficient bid is corrected by the lowest sufficient bid which specifies the same denomination(s) as that specified by the withdrawn call, the auction proceeds without further rectification. Laws 26B and 16C do not apply but see D following. (b) except as in (a), if the insufficient bid is corrected with a comparable call (see Law 23A) the auction proceeds without further rectification. Law 16C does not apply but see D following. 2. except as provided in B1 above, if the insufficient bid is corrected by a sufficient bid or by a pass, the offender’s partner must pass whenever it is his turn to call. The lead restrictions in Law 26B may apply, and see Law 72C. 3. except as provided in B1(b) above, if the offender attempts to substitute a double or a redouble for his insufficient bid the attempted call is cancelled. The offender must replace it as the foregoing allows and his partner must then pass whenever it is his turn to call. The lead restrictions in Law 26B may apply, and see Law 72C. 4. if the offender attempts to replace the one insufficient bid with another insufficient bid the Director rules as in 3 if the LHO does not accept the substituted insufficient bid as A1 allows. C. Premature Replacement If the offender replaces his insufficient bid before the Director has ruled on rectification the substitution, if legal, stands unless the insufficient bid is accepted as A1 allows (but see B3 above). The Director applies the relevant foregoing section to the substitution. D. Non-offending Side Damaged If following the application of B1 the Director judges at the end of the play that without assistance gained through the infraction the outcome of the board could well have been different, and in consequence the non-offending side is damaged (see Law 12B1), he shall award an adjusted score. In his adjustment he should seek to recover as nearly as possible the probable outcome of the board had the insufficient bid not occurred.

(This is Law 27 verbatim with the significant 2017 changes highlighted in yellow.)

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What is a minor penalty card and what is the penalty (Law 50C)?

A minor penalty card occurs when a card is accidentally dropped on the table in such a manner that the partner could have possibly seen it but its value is a 9 or less. The card must remain face up on the table but must be played before another card 9 or less in that suit is played by the offender.

For example if you were to hold KC, 8C, and 2C and the 8C became a minor penalty card, you could always play the KC instead of the 8C but you could not play the 2C before the 8C.

You can only have one minor penalty card. If more than 1 card has been dropped they both/all become major penalty cards. (Laws 50B and 50C)

Refer to Law 50E also to see some 2017 changes related to information derived from a penalty card.

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What is a major penalty card and what is the penalty (Law 50D)?

This is the most common penalty card and occurs when an accidental card is dropped with a value greater than 9 or a deliberate play of any value is changed (e.g. to prevent an established revoke in the same trick) and the card could be seen by partner. This card must be played at the first legal opportunity.

If the partner of the player with the penalty card still on the table gains the lead, the declarer has three options:
1. He can demand the lead of that suit and any penalty cards of that suit will be immediately returned to his partner’s hand.
2. He can forbid the lead of that suit and any penalty cards of that suit will be immediately returned to his partner’s hand.
3. He can allow the leader to lead anything and the penalty card stays on the table to be played at the first opportunity. (Law 50D)

Note: Declarer can exercise these options anytime a major penalty card is on the table.

Refer to Law 50E also to see some 2017 changes related to information derived from a penalty card.

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What are the new laws regarding information derived from a penalty card (Law 50E, 2017)?

Law 50E gives the new laws regarding information derived from a penalty card.

1. Information derived from a penalty card and the requirements for playing that penalty card are authorized for all players for as long as the penalty card remains on the table. 2. Information derived from a penalty card that has been returned to hand [as per Law 50D2(a)] is unauthorized for the partner of the player who had the penalty card (see Law 16C), but authorized for declarer. 3. Once a penalty card has been played, information derived from the circumstances under which it was created is unauthorized for the partner of the player who had the card. (For a penalty card which has not yet been played, see E1 above.) 4. If following the application of E1 the Director judges at the end of play that without the assistance gained through the exposed card the outcome of the board could well have been different, and in consequence the non-offending side is damaged (see Law 12B1), he shall award an adjusted score. In his adjustment he should seek to recover as nearly as possible the probable outcome of the board without the effect of the penalty card(s).

(This is Law 50E verbatim.)

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What is a comparable call and in what contexts does it apply (Law 23, 2017)?

Law 23 describes what a comparable call is and in what contexts it applies.

A. Definition A call that replaces a withdrawn call is a comparable call, if it: 1. has the same or similar meaning as that attributable to the withdrawn call, or 2. defines a subset of the possible meanings attributable to the withdrawn call, or 3. has the same purpose (e.g. an asking bid or a relay) as that attributable to the withdrawn call. B. No Rectification When a call is cancelled (as per Law 29B) and the offender chooses at his proper turn to replace the irregularity with a comparable call, then both the auction and play continue without further rectification. Law 16C2 does not apply, but see C following. C. Non-Offending Side Damaged If following the substitution of a comparable call [see Laws 27B1(b), 30B1(b)(i), 31A2(a) and 32A2(a)] the Director judges at the end of the play that without the assistance gained through the infraction the outcome of the board could well have been different, and in consequence the non-offending side is damaged, he shall award an adjusted score [see Law 12C1(b)].

(This is law 23 verbatim.)

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What lead restrictions might arise from a withdrawn call (Law 26, 2017)?

Law 26 explains the lead restrictions that might arise after a withdrawn call.

A. No Lead Restrictions When an offending player’s call is withdrawn and it is replaced by a comparable call (see Law 23A), then if he becomes a defender there are no lead restrictions for his side. Law 16C does not apply, but see Law 23C. B. Lead Restrictions When an offending player’s call is withdrawn and it is not replaced by a comparable call, then if he becomes a defender declarer may, at the offender’s partner’s first turn to lead (which may be the opening lead) prohibit offender’s partner from leading any (one) suit which has not been specified in the legal auction by the offender. Such prohibition continues for as long as the offender’s partner retains the lead.

(This is law 26 verbatim.)

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How is an inadmissible double or redouble handled (Law 36, 2017)?

Law 36 describes the way to handle an inadmissible double or redouble.

A. Offender’s LHO Calls before Rectification If offender’s LHO calls before rectification of an inadmissible double or redouble the inadmissible call and all subsequent calls are cancelled. The auction reverts to the player whose turn it was to call and proceeds as though there had been no irregularity. The lead restrictions in Law 26B do not apply. B. Offender’s LHO does not Call before Rectification When A does not apply: 1. any double or redouble not permitted by Law 19 is cancelled. 2. the offender must substitute a legal call, the auction continues, and the offender’s partner must pass whenever it is his turn to call. 3. Law 72C may apply. The lead restrictions in Law 26B may apply. 4. if the call is out of turn the auction reverts to the player whose turn it was to call, the offender may make any legal call at his turn, and his partner must pass whenever it is his turn to call. Law 72C may apply. The lead restrictions in Law 26B may apply. C. Irregularity Discovered after the Auction Period When attention is drawn to an inadmissible double or redouble only after the opening lead has been faced, the final contract is scored as if the inadmissible call had not been made.

(This is law 36 verbatim with the significant 2017 changes highlighted.)

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What is unauthorized information and how should it be handled (Law 16, 2017)?

Law 16 defines unauthorized information and how to handle it.

A. Players’ Use of Information 1. A player may use information in the auction or play if: (a) it derives from the legal calls and plays of the current board (including illegal calls and plays that are accepted) and is unaffected by unauthorized information from another source; or (b) it is authorized information from a withdrawn action (see C); or (c) it is information specified in any law or regulation to be authorized or, when not otherwise specified, arising from the legal procedures authorized in these laws and in regulations (but see B1 following); or (d) it is information that the player possessed before he took his hand from the board (Law 7B) and the Laws do not preclude his use of this information. 2. Players may also take account of their estimate of their own score, of the traits of their opponents, and any requirement of the tournament regulations. B. Extraneous Information from Partner 1. Any extraneous information from partner that might suggest a call or play is unauthorized. This includes remarks, questions, replies to questions, unexpected alerts or failures to alert, unmistakable hesitation, unwonted speed, special emphasis, tone, gesture, movement or mannerism. (a) A player may not choose a call or play that is demonstrably suggested over another by unauthorized information if the other call or play is a logical alternative. (b) A logical alternative is an action that a significant proportion of the class of players in question, using the methods of the partnership, would seriously consider, and some might select. 2. When a player considers that an opponent has made such information available and that damage could well result he may announce, unless prohibited by the Regulating Authority (which may require that the Director be called), that he reserves the right to summon the Director later (the opponents should summon the Director immediately if they dispute the fact that unauthorized information might have been conveyed). 3. When a player has substantial reason to believe that an opponent who had a logical alternative has chosen an action suggested by such information, he should summon the Director when play ends. The Director shall assign an adjusted score (see Law 12C1) if he considers that an infraction of law has resulted in an advantage for the offender. C. Information from Withdrawn Calls and Plays When a call or play has been withdrawn as these laws provide: 1. For a non-offending side, all information arising from a withdrawn action is authorized, whether the action be its own or its opponents’. 2. For an offending side, information arising from its own withdrawn action and from withdrawn actions of the non-offending side is unauthorized. A player of an offending side may not choose a call or play that is demonstrably suggested over another by unauthorized information if the other call or play is a logical alternative. 3. The Director shall assign an adjusted score (see Law 12C1) if he considers that a violation of C2 has damaged the non-offending side. D. Extraneous Information from Other Sources 1. When a player accidentally receives extraneous information about a board he is playing or has yet to play, as by looking at the wrong hand; by overhearing calls, results or remarks; by seeing cards at another table; or by seeing a card belonging to another player at his own table before the auction begins (see also Law 13A), the Director should be notified forthwith, preferably by the recipient of the information. 2. If the Director considers that the information would likely interfere with normal play he may, before any call has been made: (a) adjust the players’ positions at the table, if the type of contest and scoring permit, so that the player with information about one hand will hold that hand; (b) if the form of competition allows of it order the board redealt for those contestants; (c) allow completion of the play of the board standing ready to award an adjusted score if he judges that the extraneous information affected the result; (d) award an adjusted score (for team play see Law 86B). 3. If such extraneous information is received after the first call in the auction has been made and before completion of the play of the board the Director proceeds as in 2(c) or 2(d) above.

(This is law 16 verbatim.)

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Swiss Teams

What are the main steps in running a Swiss team game?

 


 

 

What are the main steps in running a Swiss team game?

The following checklist should come in handy for running a Swiss Team.

Game Preparation:
1. Hang the canvas team assignment in a prominent location.
2. If necessary, reserve stationary tables for some teams and put a note or other indicator on the team assignment board at the slot for their assigned table.
3. Prepare the whiteboard for recording match results during the game. Columns should be something like "Team #", "Captain", "Match 1", ..., "Match 4", and "Ranking".
4. Enter team numbers and captain names on the white board.
5. Enter team numbers in the computer.
6. For games involving head to head matches, put out section B table cards two rows over from their associated A table cards.
7. Put the first round team assignments in the canvas team assignment display.
8. Put team score cards on the director's table next to the convention cards.
9. Put 3 or 4 match scoring tickets (just a small, blank sheet will do) at each table.
10. For a large game, put out extra sets of boards.
11. For a 5 or 7 table game, put a guide card at each table. (See notes below.)

Running the Game:
1. Start ACBLscore.
2. Open new game, add a section, and select #2, Team.
3. Select Victory Points on scale of 20.
4. Select 1 stratum, unlimited , for 8 is enough or handicapped event. For stratified, use the same strata as for the pair games.
5. For further team count-related setup details, refer to the "Running Swiss Teams" document at the back of the case containing the Howell table cards.
6. Use key F3 to enter each team's member names, captain first. Pgdn after each to get to the next team.
7. After each match, enter scores for the current round using F2.
8. Enter each team's IMP score by typing team #, "enter", and IMPs (preceded by minus sign if appropriate).
9. Post the resulting VPs on the whiteboard and assign new pairings as indicated by ACBLscore.
10. After the last round has been scored, PF8 for hardcopy and post the results on the cork board.

Terminating the game:
1. DBADD.
2. Update to the web site using ScorePost and browse it to verify it's correct.
3. Restore the table card setup to what it should be for tne next days's pair game.
4. Return other Swiss materials (team assignment board, scoring tickets, etc.) to storage.

Notes: See "Running Swiss Teams" at acbl.org for Swiss Team details. This document should also available in hardcopy in a plastic folder at the back of the table card box. This folder also has guide cards for 5 and 7 table Swiss teams.

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Pair Movements

Are there any special considerations specific to LCDBC games?
What are some good movements for smaller (fewer than 9) LCDBC games?
What are good movements for larger games (9 or more tables)?
How do I run a web movement for a very large game?
How can I add a table or pair to a Mitchell?
How can I add a table or pair to a Howell?
What must I do on ACBLscore to delete a table?
Are there times when it's good to have NS be the phantom pair?
What's an easy way to put two relay tables next to each other?
What are some movement choices with 6.5 or 7.5 tables?

 


 

 

Are there any special considerations specific to LCDBC games?

Usually, when selecting a movement refer to the Director's Companion.

In general, the goals when selecting a movement are as follows:
1. Every pair should play all of the boards.
2. It would be nice if each pair played as many of the other pairs as possible, ideally, all of them.
3. Minimize the number of boards per round if there is a sit-out.
4. Have enough stationary pairs to accommodate those who cannot easily move from one table to another.

 

However, the LCDBC goals are rearranged slightly:
1. Accommodating movement- or vision-challenged players by making stationary tables available to them.
2. Avoiding 4+ board sitouts
3. Playing a reasonable number of boards--usually in the range of 24 to 28
4. Maximizing the fairness of the game through field balancing and playing more rather than fewer of the opponents

In smaller games, it is sometimes possible to reach only the first goal, if that.

Finally, the director should never be expected to run a movement they aren't comfortable with.

Movement Details:

If you are really interested in a lot of details, here are some comments from a club director on the internet concerning bridge movements:

For 2-6 tables, Howell movements are easy, no surprise there. In fact, for 2, 3, 4, or 5 tables, Howell movements are perfect movements, in that they satisfy both of our primary goals.

For 7 tables, a Howell and a Mitchell are both perfect movements. The Mitchell is, of course, a two winner movement. If an overall winner is desired for any Mitchell game, well, let's just say that isn't so great for a one session game and leave it at that. ACBLScore is not bothered by it though.


6 and 8 table Howell movements are very good, all pairs play all boards, and each pair plays against all but two of the other pairs. An 8 table Mitchell (with a skip) violates the first goal, and also invites a 4 board sit-out. With 7 1/2 tables, the 8 table Howell is also much better than the 7 1/2 table Scrambled Mitchell (a one winner movement), because it mixes the N/S and E/W pairs more thoroughly.


9 and 13 table Mitchell movements are perfect two winner movements.

Now for the problem table counts.

10, 11, and 12 tables are not so good. A 10 table Mitchell is not too bad, each pair plays 27 out of 30 boards, 11 and 12 table Mitchells are just plain ugly. However, 10, 11, and 12 table Howells work very well, all pairs play 13 2-board rounds. There are also quite a few stationary pairs, all those from #14 on up, most will be arrow switching though. The 12 table Howell does require Tables 11 and 12 to share boards on every round. Most of our club members were surprised to discover that a Howell could be run with that many tables (technically, I believe they're called 3/4 Howell movements). The bridge supply vendors do not carry table mats for the 10-12 table Howells, but guide cards can be printed from ACBLScore and given to each pair. Alternatively, table mats can be created using a set of guide cards (it is a pain, but not terribly difficult, and only needs to be done once, not just before game time, though). It is also possible to run Web movements for 10-12 tables (see below), but 2 sets of 27 boards are required, and we're too lazy to deal them when one set will do.

For 14 or more tables (up to and including 18), a single section Mitchell will leave unplayed boards by all pairs. 14 and 15 tables are not too bad, but single sections of 16 or more tables get progressively worse. 14 tables can split into two 7 table sections, playing either Mitchells or Howells. 18 tables can split into two 9 table sections playing Mitchells. Scores should be combined across the sections, it's easy in ACBLScore. 16, 20, 22, etc. do not play so well even in two sections, in that they violate the first goal. That's where the Web movement comes into it's own. Two sets of boards are needed to play two sections anyway, but the Web movement makes one big section with two sets of 26 boards in play. It's actually easier on the dealer, he only needs to deal two sets of 26 boards rather than two sets of 36 boards. A web movement with an even number of tables is really quite easy to run. Just pick Web movement when setting up the game. We have diagrams showing which boards to start at which tables, ACBLScore's instructions are not too clear, there's a surprise. Two tables will have a stack of boards, and pairs move normally, up one table at a time. There are no skips in Web movements. The section is divided into two subsections, boards stay in the same subsection. Boards move down one table as normally.

What about an odd number of tables, greater than 13? Splitting into two sections of Mitchells leaves differing table counts in the two sections, violating our primary goal. The Web movement will also work here, although there is one negative. Either 3 sets of boards are needed, or some of the tables (#14 and higher) will be sharing boards on some rounds. This is not as bad as it sounds though, we've found that giving each North player (from Table 14 up) a slip telling him which boards will be shared with which table on which rounds eliminates the confusion. We print the slips just before the game starts (after we have the table count). The odd numbered Web movements are located in the "External" movements in ACBLScore, for some reason ACBLScore insists on an even number of tables when selecting "Web" in setting up the game.

With an odd number of pairs, choose either a bump or a sit-out to get to an even number of tables, thus avoiding the board sharing. For example, with 18 1/2 tables, choose an 18 table Web with a bump (again, in "External"). With 17 1/2 tables, choose an 18 table Web with a sit-out.

There is another solution for an odd table count from 15-25, which does not require board sharing. The idea is to play two sections with different movements, combining the scores across sections. For instance, with 23 tables, if it is desired to avoid the board sharing in a Web (which gets worse as the odd table count increases), a 13 table Mitchell could be run in one section, and a 10 table Howell in the other section. Alternatively, an 11 table Howell and a 12 table Howell could be run.


26 tables could run 2 sections of 13 table Mitchells, or a 26 table Web (the difference being that the E/W pairs cross section boundaries in the Web). 27 Tables and up require 3 sets of boards, but the extension is obvious. For example, with 29 tables, run 2 sections, a 13 table Mitchell, and a 16 table Web. With 32 tables, running two 16 table Web sections would require four board sets, but a 13 table Mitchell and a 19 table Web could get by with 3 sets. Of course, if you're getting that many tables, you're getting awfully close to needing to deal four board sets anyway ...

So, to summarize, we play Howell movements with 2 to 12 tables (except 9, for which we play Mitchell), Mitchell with 13 tables, and Web with even table counts of 14-24 tables. We're still deciding which way to go with odd table counts of 15-25, but we have run the Web, and not had any difficulty.

 

... and from another director:

How extensive is the need for stationary pairs? (At my club, it is nearly half. Being in Florida, I'd expect for you it would be at least 1/3.)

I am never dealing with sections of more than 13 tables, but here is some information on the 6 to 13 tables movements I have learned and used:


1. 6-table, 8-table, and 12-table games where all pairs play all 24 boards using a bye-stand and relay (share). In the 12-table game with only 2-board rounds, best if you have an extra set of boards for one of the sharing tables (otherwise, you better have three consecutive fast North-South pairs as the two sharing tables plus the next table up that feeds them boards). Yes, you can use a Double Weave Mitchell for 12 tables, but I've seen it used once in tight quarters and was a comedy show. I am the "mad scientist game director" at my local club and even I doubt I'll ever try a double weave Mitchell when the bye-stand relay (share) with a second board set available for a sharing table and all pairs play all 24 boards seems much easier and as equitable as the Double Weave Mitchell.


2. If you use a Mitchell for any 5, 6, 7, or 8 table game, use a last round arrow switched round (moving pairs play with the East-West cards) to create a one-winner movement.


3. If you have a special game with special overall awards, you should be using a one-winner movement. Especially if the game is relatively small.


4. With 10 tables, instead of the standard 9x3 Skip Mitchell with 30 boards in play, you can use two sets of boards in a web movement (one set at Tables 1-5, and the second set played in reverse order at Tables 6-10) so only 27 boards are in play and all players play all boards.

This also allows a 10-table game with a phantom instead of a 9 1/2 table Rover Mitchell where pairs 10, 9, and 6 have special movements.


5. With 11 tables, you can do either of the following:

(a) play a 12x2 Hesitation Mitchell where at one table (traditionally the highest numbered table), the moving pairs play in the North-South position for one round. This also means you need to arrow switch at least the last round (preferably the last two rounds). All pairs play all 24 boards and play against all pairs in the opposite direction.

(b) use a 9x3 web movement where the second set of boards is used only at Tables 10 and 11. You still miss two opponents in the opposite direction, but all pairs play all 27 boards in play, better than having 33 boards in play.


6. The 11 1/2 table game can also be played as a Hesitation Mitchell (13x2) or a web 11-table Mitchell with rover.


7. With 10 1/2 tables, please use an Appendix Mitchell (all North-South pairs play all 27 boards in play). Do not use an 11-table standard 9x3 Mitchell with a phantom pair where 33 boards are in play instead of 27 boards in the Appendix Mitchell. (14 1/2 tables is also best using an Appendix Mitchell, but is not that much better than a standard 15 table Mitchell with a phantom pair.)


8. With 7 1/2 tables, use a Hesitation Mitchell 9x3 where there is sharing between two tables. There are also 3/4 Howells with several stationary pairs available, but all pairs do not play all other pairs. Either of those I would prefer to the H8ROVER external game that comes with ACBLscore.


9. With 6 1/2 tables, if you need more than a few stationary pairs and need to play at least 24 boards, this one is tough. There are some 3/4 Howells 9x3 available but all pairs do not play all other pairs. Other than that, the 4-board sitout in a 7-table Mitchell or a standard Howell with only one stationary pair are the other two common options.

 

... and a comment about the H8rover movement for 7 1/2 tables:

What is your objection to H8Rover? It can't be the one-winner aspect in light of point 2.

I think the bad thing about the H8Rover (I think it's also called a 7 1/2 table Scrambled Mitchell) is that the N/S and E/W pairs are not thoroughly mixed. That is, all pairs are either N/S or E/W and never play each other, only the roving pair moves back and forth between N/S and E/W. The single positive to H8ROVER is having only a 2-board sitout.

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What are some good movements for smaller (fewer than 9) LCDBC games?

We have tried having a list of some Monday and Friday players who might be able to fill-in to avoid half tables in these small games. In exchange for coming in at the last minute, the fill-ins would get a free play. Unfortunately, the players we try are often not home, etc. and the game just winds up being delayed while the director is calling around to no avail.

If a director is willing to be non-playing on occasion, having the option of having a fill-in single on call could avoid a sitout altogether but that's a lot to expect. If a 4+ board sitout would be necessary, the director should first try to get a fill-in pair and, if that doesn't work, ask the group if any pair would want to leave in order to avoid the sitout. Finally, if a sitout is still unavoidable, if possible a movement should be chosen that would minimize the sitout duration.

The notes below might help in making some of the tradeoffs.

      ACBLScore Options  
Number of tables Movement Stationary pairs # tables # rounds Bds/round Phantom Notes
3 Mitchell all NS 3 3 9 N  
3 Howell 1 NS 3 5 5 N  
3.5 Mitchell all NS 4 3 9 Y (EW) Don't even try unless using robots
3.5 Howell 1 NS 4 7 4 Y 4 board sitout--avoid or do 3 boards/round
4 Mitchell-Bye all NS 4 4 7 N Don't even try
4 Howell 1 NS 4 7 4 Y 4 board sitout--avoid or do 3 boards/round
4.5 Mitchell all NS 5 5 4 Y (EW) 5 board sitout--avoid
4.5 Howell 3 NS 5 3 3 Y 3 board sitout
5 Mitchell all NS 5 5 5 N  
5 Howell 3 NS 5 9 3 N  
5.5 Mitchell-Bye all NS 6 5 5 Y (EW) 5 board sitout--avoid
5.5 Howell 1NS, 2NS, 3 NS 6 9 3 Y 3 board sitout
6 Mitchell-Bye all NS 6 6 4 N  
6 Howell 3 NS 6 9 3 N  
6.5 Ext-H7Rover all NS NA 6 4 NA 2 board sitout (incl. bye & relay), See note below
6.5 Mitchell all NS 7 7 4 Y (EW) 4 board sitout--avoid
6.5 Howell 4 NS 7 13 2 Y 2 board sitout
7 Mitchell all NS 7 7 4 N  
7.5 Ext-H8Rover all NS NA 7 4 NA 2 board sitout, See note below
7.5 Mitchell-Bye all NS 8 8 3 8 NS 3 board sitout
7.5 Howell 1 NS, 2 EW, 4 NS 8 13 2 Y 2 board sitout
8 Mitchell-Bye all NS 8 8 3 N  

NOTE: A guide card should be printed for the bumping pair. The bump will be for 2 boards of both EW and NS pairs and when the NS pair is bumped it might be necessary to play the boards at an idle table to avoid having NS move. Note that a round is 2 boards to ACBLscore but considered 4 boards above for comparison purposes with the other game sizes. Each pair plays 2 rounds of 2 boards with the same opponents except when they're being bumped for one of the 2 board rounds.

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What are good movements for larger games (9 or more tables)?

Preferred Movements

 

# Tables Possible Choices
8.5 27 board Mitchell with an EW phantom
9 27 board Mitchell
9.5 27 board Mitchell with rover (9 tables)
10 27 board skip Mitchell*
10.5 27 board skip Mitchell with rover (10 tables)
11 27 board Mitchell
11.5 27 board Mitchell with rover (11 tables)
12 24 board bye stand/relay or 27 board skip Mitchell
12.5 26 board Mitchell with an EW phantom
13 26 board Mitchell
13.5 The above with a bump
14 28 board bye stand relay, 26 board skip Mitchell, or web movement
14.5 26 board Mitchell with an EW phantom
15 W1513 Web movement (three sets of boards) or Standard Mitchell (one set of boards)
15.5 The above Mitchell with a bump or a 16 table web with an EW phantom (two sets of boards)
16 WEB1608 Web movement (two sets of boards) or a skip Mitchell (one set of boards)
16.5 The above Mitchell with a bump or a 17 table web with an EW phantom (three sets of boards)
17 or more Use a web movement

Notes: Consider using a Howell or a scrambled Mitchell for something like a club championship where an overall ranking will be produced.

 

 

* The problem with a bye stand and relay with 10 tables is that there would be 30 boards in play with 3 boards a round and 20 boards in play with 2 boards a round. Both are legal, of course, but some players would find the former game too long and the latter game too short.

However, when a bye stand and relay are appropriate, the ACBLscore default is to have the relay between the first and last tables with the bye stand directly opposite. If the last table is far from the first, if you add 1 when ACBLscore asks where the bye stand should go, the result would be a relay between 1 and 2 and there would be no need to move table 10 next to table 1.

Using a skip instead with 10 tables results in playing 27 or 24 boards--which is a good number of boards time-wise.

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How do I run a web movement for a very large game?

 


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How can I add a table or pair to a Mitchell?

In general the steps are as follows:

Click on SET--F9--and select option 5, change movement parameters. Update with new number of tables and phantom pair information.

Here are some examples:

A. A pair arrives late to an 8 table Mitchell with a skip after 4 (7 rounds) and we want to add them.
1. Enter F9 to reconfigure the movement.
2. Keep the number of tables at 8, leave the boards per round at 4, and set to appendix mitchell.
3. Enter F11 and EDMOV to verify that there is now a relay between tables 1 and 8 of boards 1-4 rather than having NS 8 and EW 8 playing boards 29-32 as before. The new pair, 9 E-W, is sitting out the first round.
4. Enter F11 and EDMOV and print a guide card for the roving pair 9 E-W.
5. Restart the Bridgemate (BMS) and have players re-enter player numbers and scores so far.

 

 

B. A pair arrives late to an 8 table Mitchell with a bye stand and relay and we want to add them.
1. Enter F9 to reconfigure the movement.
2. Keep the number of tables at 8, leave the boards per round at 4, and set to rover bye stand Mitchell.
3. Enter F11 and EDMOV to verify that there is still a relay between tables 1 and 8 and the new pair, 9 E-W, is sitting out the first round but bumping starting at round 2.
4. Enter F11 and EDMOV and print a guide card for the roving pair 9 E-W.
5. Restart the Bridgemate (BMS) and have players re-enter player numbers and scores so far.

 

 

C. A table arrives late to a 5 table Mitchell and we want to add them
1. Enter F9 to reconfigure the movement.
2. Change the number of tables to 6 but leave the boards per round at 5.
3. Enter F11 and EDMOV to verify the results.
4. Restart the Bridgemate (BMS) and have players re-enter player numbers and scores so far.

For the steps needed for the Bridgemate server to add a table, refer to Adding or Deleting a Table

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How can I add a table or pair to a Howell?

Suppose you set up your game on the computer for 4 tables, 7 rounds, and 4 boards per round Howell movement and the game started. However, two new pairs show up. For five tables, normally, they are supposed to play 3 boards per round and 9 rounds. ACBLscore can help you solve this problem by allowing to add an appendix table.

Set up your game (on the computer) for 4 tables if you have not already done so. The options provided when you use EDMOV will be more for Howell movements than those of other movements. "Display or reassign pair numbers" and "Add an appendix table or pair" will be the additional options. To add the two pairs that were mentioned in the first paragraph, select the sixth option ("Add an appendix table or pair"). On the new screen, ACBLscore will ask the table number to add appendix and give you a table that is duplicated below.


1 8 1 (Not eligible)
2 3 6
3 2 7
4 5 4

The first column of this table is the table number, the second column is the N-S pair number, and the third column is the E-W pair number. "Not eligible" indicates that there is a stationary pair at the table. As you can see from the table above, four table Howell has only one stationary pair which is at table 1. You can add an appendix to any table you want unless there is a stationary pair at the table. The default to the question for the table to add appendix is the table with the lowest table number that does not have a stationary. After your answer, ACBLscore will ask you whether to add 1 or 2 pairs. Then, an explanation of changes that need to be done will be displayed at the lower part of the screen. In our case (4 tables), the explanation (when you select table 2 to add appendix) will be as follows:

· Original pair three becomes pair 9 and remains stationary at 2 N-S.

· One new pair becomes pair 3 and starts at table 5 N-S.

· One new pair becomes pair 10 and remains stationary at table 5 E-W.

· Tables 2 and 5 relay boards

 

 

Change the numbers of the pairs accordingly and note that tables 2 and 5 relay boards.

The procedure to add only one pair to the movement is very similar to the one described above. The only difference is the explanation given by ACBLscore.

 

Here are some more examples:

A. A pair arrives late to a 4 table Howell during the first round and we want to add them.
1. Select EDMOV option 6, add an appendix table or pair.
2. Select a table without a stationary NS as the table to add an appendix. Say table 4.
3. Enter 1 at the prompt because a pair is being added.
4. Instructions will now appear telling what need to be done. For example, Original pair 5 becomes pair 9 and remains stationary at table 4 N-S. The new pair becomes pair 5 and starts at table 5 N-S (first round sit-out)
5. Look at the resulting movement to ensure it is correct.
6. Restart the Bridgemate (BMS) and have players re-enter player numbers and scores so far.

 

B. A board has already been played in a 5 table Howell and another table arrives we want to add rather than turn away.
1. Select EDMOV option 6, add an appendix table or pair.
2. Select a table without a stationary NS as the table to add an appendix. Say table 1.
3. Enter 2 at the prompt because a full table is being added.
4. Instructions will now appear telling what need to be done. For example, Original pair 7 becomes pair 11 and remains stationary at table 1 N-S. One new pair becomes pair 7 and starts at table 6 N-S. One new pair becomes pair 12 and remains stationary at table 6 E-W. Tables 1 and 6 relay boards.
5. Look at the resulting movement to ensure it is correct.
6. Restart the Bridgemate (BMS) and have players re-enter player numbers and scores so far.

For the steps needed for the Bridgemate server to add a table, refer to Adding or Deleting a Table

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What must I do on ACBLscore to delete a table?

On ACBLscore, use F9 and "change movement parameters" to delete the table. Note that this will always remove only the highest-numbered table.

For the steps needed for the Bridgemate server to delete a table, refer to Adding or Deleting a Table

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Are there times when it's good to have NS be the phantom pair?

It's good to have the phantom pair be NS at one of the relay tables when a relay is involved. This, in effect, turns one table into a sitout table for EW and provides the other table with regular, non-relay rounds.

When this can be done it doesn't matter how far apart the two relay tables are because the relay has been nullified.

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What's an easy way to put two relay tables next to each other?

When running a Mitchell with a relay, adding one to the table after which the bystand is placed will have the effect of moving the relay from between 1 and n (where n is the last table) to having in between 1 and 2.

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What are some movement choices with 6.5 or 7.5 tables?

Some table counts are awkward in that they might cause long sitouts. You might want to play a Howell but there might not be enough stationary tables in some cases and playing a Mitchell might cause a 4-board sitout.

One solution is to use the H7Rover movement with 6.5 tables and to use an H8Rover movement for 7.5 tables.

Using the H7Rover, the boards are distributed as they would be for a 6 table Mitchell with a relay and bye stand. With the H8Rover the board placement is as it would be for a 7 table Mitchell. The bumping pair will have to get a guide card so they know where to go each round of 2 boards. They will bump someone every two boards, alternating between bumping NS and bumping EW.

Except for when the bump is occurring, each table plays 4 boards. The bump will occur in 2 board chunks so to allow for this discrepancy, ACBLscore and the Bridgemate treat every 2 boards as a complete round so almost every round of 4 boards would be treated like 2 rounds of 2 boards each.

These two movements would result in a one winner movement with the number of full tables being added to the EW pair number. The pair number of the bumping pair will be n * 2 + 1 where n is the number of tables.

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Correcting Problems

What should I do if a board is fouled?
What should be done to correct wrong strata?
What do I do if the movement needs to be changed?
What's a good way to correct misplaced cards in a board?
How do I handle pairs playing some boards at the wrong table?
How can missing names be corrected after scores have already been posted?
What can be done if the last few rounds were not posted?
How do I upload results manually if ScorePost fails?
How do I adjust a score?

 


 

 

What should I do if a board is fouled?

There are two ways to handle a fouled board.

First, if the board was fouled and it's detected immediately afterward it's simple to correct it by redealing. For example, table 7 passes the boards to table 6 and table 6 notices one hand has 12 cards and another 14 cards. It seems safe to assume the board was fouled at table 7.

In this case, the easiest thing to do is the following:
1. Pick up the fouled board and put it in the Dealer 4 to redeal it.
2. Start Dealer 4.
3. Load the previously-dealt hand record by clicking on "File", clicking on "Load", selecting today's game file yymmddx, and clicking on "Open".
4. Click on Deal.
5. Click “Next” repeatedly until the fouled board's number appears.
6. Insert the board and run Dealer 4 for that one hand.
7. Exit Dealer4 (optional) and return the board to its table.

However, a second approach must be taken if the fouling of the board is detected too late. The director must find out or deduce at which round the board was fouled and change the matchpointing of the board so that there are two separate groups playing that board--before and after--and matchpoint the players only within their own groups.

In the example below, let's assume that board 18 was fouled on round 3.

To tell ACBLscore this, press F11 and click on "Foul". Type "18" in the first prompt--which will be for the board number. An arrow "-->" will appear at the left of the next screen. Just space down to the round where the board was fouled and the round number box on the left shows a "3". Assuming the board wasn't fouled a second time, press "F" until the arrow gets to the bottom.

See the fouled board procedure described in the ACBLscore help for further details.

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What should be done to correct wrong strata?

Suppose you have set the wrong strata for your game. This can be corrected as follows:
1. Set the correct strata by entering F9, set configuration, and then choosing option 10, set masterpoint rating. Keep accepting the defaults until you get to the strata choices to be reset.
2. The incorrect strata may have caused some players to be marked ineligible in the games result file. In that case, they can be reset to eligible by entering F9, set configuration, and then choosing option 4, Qualification/Eligibility, and then the next option 4, Specify Overall and Session rank (in)eligibility.

Because of the changed strata, you will probably need to use the STRAT command to change one or more strata assignments. The easiest way is to click on Auto Stratify.



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What do I do if the movement needs to be changed?

Correct any mistakes that have been made in the game setup or change the game parameters--for example, the table count--with F11 - SET or F9. The SET command gives these options for things most commonly needing to be changed
2. Reduce number of played rounds. To increase, use option 5
4. Change player eligibility to allows or make pairs ineligible for ranking and awards.
5. Change movement parameters (number of tables, boards, movement)
10. Set masterpoint rating -- allows you to specify rating of game for MPs and change number of strata.
11. Assign/change/show STRATA letters/field sizes to display or modify stratification parameters.

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What's a good way to correct misplaced cards in a board?

If a board's cards have been mixed up, the correct hand can be re-dealt using the dealing machine as follows:
1. Start Dealer4.
2. Load the previously dealt hand by clicking on File, clicking on Load, selecting today's file yymmddx, and clicking on Open.
3. Click on Deal.
4. Set the first number to deal to the number of the problem board.
5. Insert the board and run Dealer4 for that one hand.

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How do I handle pairs playing some boards at the wrong table?

Suppose you have a 6 table Howell movement with 9 rounds and 3 boards per round. Pair 10 is supposed to switch from N-S to E-W at round three; however, they forget to do so. After one board they realize that they are sitting the wrong direction and they play the next two boards sitting E-W.

To reflect this change in the movement on ACBLscore, type EDMOV at the command line.

Select "Display or change movement" from the Select EDMOVE Option window, and "edit one cell" from the 12 item menu. ACBLscore will ask you the table and the round number. Then, it is going to ask you whether this will be a partial round adjustment. Press Y (for yes) since the pairs played only one board of the round sitting the wrong direction.

Next, ACBLscore asks you the N-S pair number and gives the opponents of the correct N-S players as the default (with the assumption that the pairs sat the wrong direction at the same table) - in our case the default is pair 10. Then,it asks the E-W pair number and the board number. Press ESC after you answer these questions and then "Save and Exit".

Partial change does not change the pair numbers that are displayed when you select the "Display or Change Movement" option. However, the posting scores screen for round three changes to allow correct entry. (You can see this change by using the F11 - ROUND command.)

The procedure to reflect the change in the movement when pairs 10 and 1 play the entire round sitting the wrong direction is similar to partial round adjustment except the fact that you should answer N to partial round adjustment and ACBLscore changes the schedule on the screen.

After exiting from EDMOV, do F11 and SCORE to update the score based on the EDMOV changes.

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How can missing names be corrected after scores have already been posted?

Start the Bridgemate Control Software (BCS) by clicking on Start in the lower left hand corner of the screen, locating BCS in the left-side of the screen's scrollable window application list and clicking on it. Once BCS is running, start ACBLscore, issue BMR (restart without resetting) and NOT BMS--which would reset the server and lose all game data. Then do BMN, post names, and DBADD.

At this point, the strata and eligibility for stratified game will need to be changed because without the names and the each player's associated masterpoint information the game will not have been properly stratified.

Refer to the stratification FAQ for details.

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What can be done if the last few rounds were not posted?

First, try UNDBADDing the game and then posting the additional scores.

If that doesn't work, try F11 - BMR to restart the Bridgemate without resetting it and then posting the scores.

Finally, cancel the running BMC job (using BGA) or Ctrl-Alt-Del and task manager. Restart ACBLscore, bring up the game in question, F11 - BMR, and then post the omitted scores.

Once a new session has started or BMC has otherwise been reset, it is too late.

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How do I upload results manually if ScorePost fails?

Do the following to upload results manually:
1. Set the browser to https://www.bridgewebs.com/lakechapala/
2. Left click on "Administration" in the left hand box to expand the item.
3. Left click on "Upload Results".
4. Enter the results upload password in the box provided.
5. In the first box for uploading the ACBL game file, click on browse, go to C:\ACBLscor\GAMEFILE and locate today's results file with the suffix of .ACM for a morning game or .ACA for an afternoon game. Click on the game file to be uploaded.
6. In the second box for uploading the ACBL game file, click on browse, go to C:\ACBLscor\GAMEFILE and locate today's Bridgemate software file with the suffix of .BWS and click on the file to to be uploaded. This adds the contract and not just the scores to the results display.
7. In the third box for uploading select the dealer .PBN file, browse to the GAMEFILE folder or to whichever folder you actually used for generating the deals, select today's deal file with the suffix of .PBN, and click on this file to upload.
8. Click on the "Upload" button to upload the three files.
9. Click on "Results" in the left hand box and verify the hand record and results have been uploaded.

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How do I adjust a score?

Review the scores by board number for mistakes with F11 - "VIEW" or "BOARD" or by entering F10 from the main ACBLscore window. However, if you are probably going to make adjustments to results don't bother with VIEW--just use F11 - "BOARD" or the F10 key.

ACBLscore will ask you the board number, which will take you to a table which, at the top, gives the section letter, board number, vulnerability, and top. Below this line, there are four columns: N-S pair number, score (from N-S perspective), E-W pair number, and the matchpoints earned by N-S.

At the bottom of the screen, enter the N-S pair number whose score is wrong. Then, you will be asked the score of the pair; enter the score. Next, there will be "N-S pair [ ]" prompt at the bottom of the screen again, to let you change the scores of any other pair on the same board. If the rest of the scores are right, press ESC. This time there will be "Board # [ ]" prompt which allows you to check other boards. Press ESC or zero to quit.

The following applies when entering scores: The last zero is always dropped. [400 is entered as 40, 110 is entered as 11]. All scores are entered from the N-S point of view.
-800 is typed " 80-" or "80+". To back up, press the "B" key. To move forward, press the "F" key.

For artificially adjusted scores:

Average both ways, type "A". For Average Plus N-S, Average Minus E-W, type "A+". For Average Minus N-S, Average Plus E-W, type "A-". For other adjusted scores, see Special Scoring discussed below.

To protect a N-S score to Average Plus or better and the complementary E-W score to Average Minus or less, type "P", then the score to protect. To protect a N-S score to Average Minus or less and the complementary E-W score to Average Plus or better, type "Q", then the score (from the N-S point of view). "P" gives the pair the matchpoints they would get for the score or Average Plus, whichever is greater and "Q" gives the pair the matchpoints they would get for the score or Average Minus, whichever is less. Type "P45" press Enter key to give N-S the matchpoints for +450 or Average Plus, whichever is better, and E-W the opposite score. Special scoring can be used to post noncomplementary protected scores.

The F2 key from the main window can also be used to correct scores by round number.

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Director's Tools

 

Dealer 4

What does the Dealer 4 do?
What are the general steps involved in running Dealer 4?
What is required for Dealer 4 maintenance?
What are the usual reasons for card recognition errors?
What are the usual reasons for a duplicate card error?
How do I handle a card jam?
What's the flip plate and what do I do when a flip plate open error occurs?
What do I do when lost communication occurs?
What should I do when a card feeding error occurs?

 


 

 

What does the Dealer 4 do?

Dealer4 can either (1) generate a new hand record (click "File" - "New" - "Generate boards") or (2) use a previously generated hand record (click "File" - "Load"). In either case, the hand records for the club must be in .PBN (Portable Bridge Notation) format.

The hand record is used by the dealing machine to deal the hands (clicking on "Deal") for a session of bridge. When "Analyze" is selected the dealing machine analyzes the hands and adds the analysis to the hand record. Note that when a previously generated hand record is to be used it has probably already been analyzed. However, if a new hand record is generated it must be analyzed and saved (clicking on "Analyze" and "Save").

If multiple sets of boards are needed, go back to board one and deal again. When all necessary sets are produced click "File" - "Exit" to terminate Dealer 4.

The club uses hand record names that are in yymmddx.PBN format and that are stored in “c:\acblscore\GAMEFILE.” The "yymmdd" in the name represents the date of the session in which the hands will be used and "x" is the ACBL-defined session identifier where "a" represents an afternoon session and "m" represents a morning session. For example, "140208a.pbn" would be an afternoon game on Feb. 8, 2014.

The Dealer 4 machines come in various models. The functions they provide can be determined from their serial numbers--which in our case is 5078.

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What are the general steps involved in running Dealer 4?

The general steps involved in running Dealer 4 are the following:
1. Open Dealer 4. If you are using an already existing hand record--for example, one that's been pre-generated for a special game or when using The Common Game--go to step 6.
2. Select file->New to begin generating a new hand record. Choose the number of boards, click on "Generate Boards Using Dealer4", and then click on "exit." Next, on the main menu, click on "Analyze" and then "Yes."
3. Optionally, enter a title in the "Event Name" box, select File->Save.
4. Enter a file name of the form "yymmddx" where x is "a", "m", etc. For example, "140208a" would be an afternoon game on Feb. 8, 2014.
5. Making sure the GAMEFILE folder is the target, click on "save."
6. Click on "Deal" to start the dealing machine and be sure "Automatically start..." is checked. Be sure to click the "Standard" or "Jumbo" setting appropriate for the cards to be dealt.
7. If multiple sets of boards are needed, go back to board one and deal again.
8. File->Exit Dealer 4.

The Bridge Game Assistant can help with this process by fetching and renaming The Common Game hand records----are pre-analyzed--for you. It also fills in the correct name automatically--eliminating another source of error.

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What is required for Dealer 4 maintenance?

Refer to the documentation in folder Dealer 4 Maintenance .

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What are the usual reasons for card recognition errors?

Card recognition errors are typically due to one of the following:
1. A card in the hopper is upside-down.
2. A joker is mixed into the deck.
3. A card with a different size card index (e.g. jumbo vs standard) is mixed in.
4. There are pen marks or other damage in the corner where the card symbol or suit is read.
5. The camera lens or illumination LEDs are dirty. If you suspect this is the case, let the club manager know. If all else fails, set the deck aside so that the club manager or his/her assistant can see if cleaning or recalibrating the machine will help.



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What are the usual reasons for a duplicate card error?

There are several possible reasons for a duplicate card error.
1. It might be a genuine error. Look in the feeder.
2. One or more cards might be missing from one deck so that cards have been read from the next deck. Look in the feeder.
3. A previous card in the deck may have been incorrectly recognized or the current card may be incorrectly recognized. Rotate the deck 180 degrees and try again. Also, it is a good idea to put the card at which the error was detected first in the deck when retrying. If the error persists make a note of it and set the deck aside to see if recalibrating the machine will help.

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How do I handle a card jam?

If a card jam occurs, open the flip plate using the lever to the left of the machine and gently try to pull the board out without damaging the jammed card(s). Remember to close the flip plate before continuing--otherwise, a "flip plate open" error will occur.

You might also have to slide off the glass top of the dealing machine to clear the jam. Remember to replace it before continuing.

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What's the flip plate and what do I do when a flip plate open error occurs?

The flip plate is located at the front of the machine above the card box slot. Its purpose is to prevent cards from falling out from the front of the machine. It's default position is closed but in any position it is not normally visible.

If the flip plate open error occurs, close the flip plate using the lever to the left of the machine.

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What do I do when lost communication occurs?

A lost communication error means that the computer lost contact with the machine and it is not possible to continue dealing.

There are many issues that can cause this error. They include computer running too slowly (e.g. too many applications running during dealing), problems with USB connection, or other faults with computer or machine. If this error happens frequently, please refer to nearest service centre for future advice.

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What should I do when a card feeding error occurs?

There can be several reasons for the dealing machine to be unable to feed the card.
1. Feeder roller is dirty - clean it as described in Dealer4 Maintenance Adjusting and Cleaning Manual
2. Feeder width is too narrow or too wide - adjust it as described in Dealer4 Maintenance Adjusting and Cleaning Manual
3. Feeder gap is incorrect - check and adjust it as described in Dealer4 Maintenance Adjusting and Cleaning Manual. If adjusting of the feeder gap is too difficult - please send the machine to a Service Centre.
4. Card has a damaged edge. Rotate the card by 180 degrees and continue dealing.
5. Cards are stuck together. Reshuffle the deck by hand and continue dealing.

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Bridgemates

What should I do if unable to logon to Bridgemate because my table is already logged on?
What can be done if the keyboard is unresponsive?
What should be done when a wrong score has been entered?
I had to restart the server but am unable to because it's already active but invisible. What do I do?
What are suspicious contracts and how should they be handled?
What is needed for Bridgemate maintenance?
What are some basic things to know about correcting minor errors?
What are the Bridgemate considerations for adding or deleting a table?
How does a life master enter a player number?
How can a player see their rank or board by board results on the Bridgemate?

 


 

 

What should I do if unable to logon to Bridgemate because my table is already logged on?

First, if it's a multi-section event make sure you are logging on to the right section's table.

If you have the right table, the director should go to the Bridgemate's TD menu to force it to be logged on (replying OK when prompted). The wrong table will then be forced off and the director should notify them to start over again with the correct table number and section specified.

Any scores entered at the wrong table will have to be corrected.

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What can be done if the keyboard is unresponsive?

If the keyboard is unresponsive, check for stuck keys by tapping the suspect keys from the side. (Often the stuck key is the "Accept" key.)

Also, check the battery icon to ensure it's not all dark.

If all else fails, logon using another Bridgemate, taking over the table number of the failing Bridgemate, and set aside the failing Bridgemate for service.

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What should be done when a wrong score has been entered?

If a wrong score has been entered, the director will have to go to the TD menu and erase the score in error.

The correct score(s) can then be entered by the NS pair and verified by the EW pair.

Scores can also be corrected after they have been posted to ACBLscore but in this case it requires changing them on ACBLscore itself.

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I had to restart the server but am unable to because it's already active but invisible. What do I do?

There are two ways to terminate the already active BCS.

First, you can do it manually through general Windows functions by:
1. Simultaneously press the 3 keys Ctrl, Alt, and Del. That will get you to the task manager. (Check first to see if an icon for the task manager has previously been pinned to the task bar at the bottom of the screen and click on that instead. The icon seems to be a dark screen with a green line graph on it.)
2. Click on the "Applications" tab.
3. Locate the application that is named "Bridgemate Control Software" and right click on it.
4. On the new menu that appears, click on "End Task".

Another option is to locate and open the folder BGA -> Shortcuts -> Specialized -> C-Disk -> LCDBC and then double click on "BGA - BMC_Exit". (There might be a shortcut for this on the desktop if it needs to be done often.)

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What are suspicious contracts and how should they be handled?

 


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What is needed for Bridgemate maintenance?

 


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What are some basic things to know about correcting minor errors?

Entering results out of sequence: Press cancel until the right board is reached or can be entered and enter the scores.

Entering a No Play: Enter 0--not Pass--as the score. Depending on the Bridgemate setting, the director might have to enter the PIN and enter it himself/herself.

Entering a Late Play: Play the boards and report the result to the director who will then enter the result on ACBLscore with the F2 command.

Awarding an adjusted score: At the table, with the cursor positioned at CONTR select the TD menu followed by adjusted score (4, 5, or 6 representing 40%, etc. for each pair) and resend. However, it is probably easier to change the score on ACBLscore after play is over.

Correcting a score not yet accepted by E-W: Press cancel to go back and correct it.

Correcting a score already accepted by E-W: The director must erase the score from the TD menu and the new score must be entered and accepted again. However, if the score has already posted to ACBLscore, it must be corrected on ACBLscore.

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What are the Bridgemate considerations for adding or deleting a table?

To add: Go to the Bridgemate server's client tables tab, select the relevant tables, right click on one of them and select add to server. The tables will be added one by one to the server and the corresponding movement loaded per table.

To delete: Go to the Bridgemate server's client tables tab, select the tables to remove and for each one right click and select "remove from server." The tables will now be removed.

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How does a life master enter a player number?

Life Masters have a player number starting with an alphabetic character. In order to enter them in the Bridgemate the following substitutions have to be made:

J = 1
K = 2
L = 3
M = 4
N = 5
O = 6
P = 7
Q = 8
R =

To see more about the Bridgemate basics at the beginning of the game, click on this link

Bridgemate steps (e.g. player number entry) at start of game

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How can a player see their rank or board by board results on the Bridgemate?

Looking at Rank and a Board by Board Summary

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ACBLscore

What is ACBLscore?
What are the typical steps to start and finish a game?
How does the director assess a procedural penalty?
How is a handicapped game set up to use player rankings by masterpoints?
How is a handicapped game set up to use ACBLscore handicapping by recent game percentages?
How should a player new to the area be added to the database?
How can missing or wrong player names be corrected?
How can I correct it if I reply NO to the Use Remote Server prompt?

 


 

 

What is ACBLscore?

ACBLScore is the software in which the game parameters are entered (movement, number of sections and tables, boards per table) into a game file generated in yymmdd. ACA or .ACM format and stored in C:/acblscore/GAMEFILE.

The program receives player numbers and contract data from the BridgeMates, sends it corresponding player names from its player data base, and informs the BridgeMates of expected players and boards by round. It does match-pointing, tabulates results, determines rank of players and assigns masterpoint awards. The game file is used to update the ACBLscore database which is used later for monthly reporting to the ACBL and can be uploaded to the Club’s web site's “Results” area, to The Common Game, and, if there's any interest, to the Bridgemate App.

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What are the typical steps to start and finish a game?

Here's a typical game setup for a pair game:

Sample Initial Setup:
1. Start ACBLscore and click OK on the Welcome screen.
2. Click on "Game" on the big green screen that appears after
3. Verify the date (yymmdd) and session information (M or A) and click OK.
4. OK to set up a new game? “Yes”
5. Issue F11 ADD or Ctrl-A to add a section.
6. Select “Pairs”
7. Letter for section 1 “A” - OK
8. Select section color choose - OK
9. Select “1. Mitchell (or 2.Howell, etc.) choose one - OK
10. Select number of tables - (#) fill in - OK
11. Select maximum number of played rounds - choose - OK
12. Select boards per round - choose - OK
13. Phantom pairs - (#) Y or N - OK (2 additional prompts here if there is a phantom)
14. Pickup by board sequence number - choose Yes - OK
15. Select event rating - Choose 1, Club Masterpoint, for example - OK
16. Select “3 Strata, average of both” and set their upper limits according to the posting on the board
17. “Newcomer game?” - No
18. Flighted Event - No
19. Club information, etc. - defaults are set and fields to fill in are obvious.
20. Do F11 - BMS to start the Bridgemate Control software (BCS) so people can enter their table and player numbers.
21. Soon after the game has started, F11 - BMN to copy the player numbers from BCS to ACBLscore.

Where defaults are set for the above steps, they are almost always what you should use except always say yes to the prompt concerning remote scorers which has a default of "No" for some reason. (The defaults for at least one of the relay and bye stand movements are wrong--at least for our club.)

 

Sample Game Closing:
1. Use F11 - "LATE" if you need to determine which boards have a late play. If the late play will not be taken, use F10 to change that particular board's scores to "N", no play, for the pairs who will not be playing that board.
2. Post the scores from BridgeMate into ACBLScore (Ctrl-P). Repeat as necessary.
3. Print the results with F4 when it's the next to last round and people want to view them and with F8 if all scores are in.
4. Update the data base by Ctrl-D or F11 - DBADD. When prompted, respond no report OK / OK / OK.
5. Close ACBLScore

Uploading results to the Internet:
1. Post results to the bridgewebs site Using ScorePost.
2. Post results to The Common Game (TCG) if it's a sanctioned pair game.
3. Post results to the Bridgemate App if it's convenient--for example, running with BGA.
4. Verify that the results have been posted by opening the browser for the bridgewebs site and clicking on "Results" in the left hand box to confirm proper uploading.



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How does the director assess a procedural penalty?

To assess a procedural penalty, go to ACBLscore, do F11, and then select ADJ.

Move the arrow down to the pair to be penalized. Press enter to highlight them and then enter the penalty in the form of negative matchpoints.

For example, assuming a half board penalty is to be assessed and each board is played 5 times the top would be 4 so the penalty would be -2.



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How is a handicapped game set up to use player rankings by masterpoints?

A handicapped game based on player masterpoint rankings can be set up as follows.
1. Do your normal game setup except make sure that there is only 1 stratum.
2. Set the game to handicapped by doing F9 and clicking on option 8, "Handicapped game".
3. Select 2, "select handicap game".
4. Select 2, "two ranks...".
5. Select 2, "MPs are 100% scratch or 50%...".
6. Select a handicap type of 2, "Handicap is matchpoints".
7. Set "allow negative" to "no".
8. Verify the screen has the message "Special game: Handicap-2 ranks-Matchpoints".
9. Add all the player names--manually or through BMN--depending on your use of Bridgemates.
10. Using BGA, do Ctrl-B to request game file validation. This will produce a handicap report named "handicap_report.txt" that you should print out for the players and to help with the data entry on the next step. (If you are not using BGA, you will have to get this information by hand.)
11. Press F11 and "HAND" and then enter the handicaps from the printed report.
12. Post the handicap report where the players can see them when they look at the recap sheets.
13. Continue with the game and post the remaining scores at the end.

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How is a handicapped game set up to use ACBLscore handicapping by recent game percentages?

If the players have played at the club enough times and the handicapping information has been saved, the handicaps should be set based on the recent history as follows.
1. Do your normal game setup all the way through--setting 1 stratum.
2. Set the game type to handicapped by doing F9 and clicking on option 8, "Handicapped game".
3. Select 2, "select handicap game option".
4. Select 2, "two ranks...".
5. Select 2, "MPs are 100% scratch or 50%...".
6. Select a handicap type of 1, "Handicap is percentage...".
7. Set "allow negative" to "no".
8. Verify the screen has the message "Special game: Handicap-2 ranks-percentage".
9. Add ALL the player names--manually with F3 or through F11-BMN--depending on your use of Bridgemates. At this time, you will be prompted for more details about the handicapping. (If you have added the names from the Bridgemates, you will have to delete and re-add them in order to trigger the prompting for the handicap information. For this reason, this approach is NOT recommended.)
10. Select a handicap factor of 90%.
11. Select the sessions from which the handicaps will be determined. They should at least include the session you are currently running but the more sessions that make sense to include the better.
12. Select the maximum and minimum number of sessions to use for calculating the handicaps. Usually the defaults of 10 and 3 should be OK.
13. Do F11 and select HAND.
14. If not running BGA, click on F7 to print the report and then post it where the players can see it during and after the game--usually in the same place the recap sheets will be posted.
15. If you are running BGA and you haven't already printed a description of how the handicaps are used, you can print such a supplementary report by doing Ctrl-B and then printing the file "handicap_report.txt."
16. Continue with the game as usual.

 



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How should a player new to the area be added to the database?

A new player can be added to the ACBLscore database using these steps:
1. Give them a slip of paper on which they can print their first and last name, and their ACBL number, if any. If they have none, ask them if they'd like the last 4 digits of their telephone number or some other number meaningful to them to be their temporary player number. If not, pick a number for them that is not on the list of existing temporary numbers.
2. If they are an ACBL member ask them to add their home state, and their approximate number of masterpoints. This will be needed for stratification and for easier processing if/when they next return.
3. If unsure if they have ever played here before, look them up in the database by going to the main ACBLscore panel, clicking on "Data Base", and then clicking on "Update/Find Players". If not found, continue with the remaining steps.
4. Click on "Add" and then enter their last and first names and the number assigned. If it's a temporary number, prefix it with a pound sign (#).
5. Click on F2, add masterpoints, and type the estimated number in the Total MPs box. Hit enter 4 or 5 times until the list of buttons is displayed on the bottom of the screen and then press ""Quit".
7. If the player is an ACBL member, send a note to the Club Manager that "first_name last_name" is a new player from "state" so that he/she can produce a roster with their most recent player information.

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How can missing or wrong player names be corrected?

If a player name has been entered incorrectly or has been omitted, press F3 from the main ACBLscore window. Position the cursor to the pair that has the problem, left mouse click, and press F6. If necessary, you can delete the wrong player(s) from this pair using F5. Once any wrong player names have been removed, enter the correct player names by typing the first few characters of the player's last name, hitting enter, and then selecting (by moving cursor to the name and pressing enter) the player you want from the pop up window.

Press F9 or ESC when done.

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How can I correct it if I reply NO to the Use Remote Server prompt?

If you accidentally reply NO to the prompt for "Use Remote Server", do F11 and then BME to enable the server.

If something goes wrong such as not having the BMN, BMP, etc. option you need in the F11 menu, right click on the Bridgemate Control Software icon on the bottom of the screen and then go back to F11 and do BMR, restart the Bridgemate server, to avoid losing the information entered so far.

However, if there is still no option to post the names, BMN, when you look at the F11 menu you can eliminate the current game by doing the following steps:


1. Exit the ACBLscore game screen,
2. Go to the “Game file name” screen (as if setting up a new game),
3. Press F3 to view the available game files with newest on top,
4. Highlight the current game and press “D” to delete the game (This will also delete the results (.bws) file).

Finally, start the game over. (The lack of a BMN option when you need it seems to be a software defect.)

Otherwise, you will have to enter the names by hand--which is the sensible choice if several scores have already been entered into the Bridgemates. If this is necessary and you have more than one stratum, you will also have to re-stratify by doing F11, STRAT, and then F3, Auto Stratify.

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ScorePost

What steps are involved in using ScorePost?
What can I try if ScorePost doesn't seem to work right?
What do I do if unexpected results appear in the Post Games window?
What should I do if ScorePost detects no internet connection?

 


 

 

What steps are involved in using ScorePost?

ScorePost is run as follows:
1. Double click on the Lake Chapala ScorePost icon on the desktop
2. Click on the post results button (or PF4)
3. If column 2, Hand Records, says [click here], do so to locate the hand record file (.PBN) which should normally be in the Gamefile folder but is sometimes in someone's Documents folder or elsewhere.
4. Click OK
5. Click Exit
6. Open the browser and verify that the results, hand records, and player names are all there.

This will upload the results to https://www.bridgewebs.com/lakechapala/.

If necessary, the results can also be uploaded manually to the bridgewebs site.

Note that ScorePost is invoked automatically when the Bridge Game Assistant (BGA) is being used.

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What can I try if ScorePost doesn't seem to work right?

When it's set up correctly, what should be shown when PF4 (or the post button) is clicked is the latest game file with its hand record file location filled in so that all you have to do is look at it and click OK. All the older files should not be shown (to be deselected) nor should the hand record file (.pbn) location need to be filled in--it should always be in the Gamefile folder.

Normal Operation:
1. Double click on the Lake Chapala icon on the desktop
2. Click on the post results button (or PF4)
3. Click OK
4. Click Exit

Current, Abnormal Operation:
1. Double click on the Lake Chapala PC's ScorePost icon on the desktop
2. Click on the post results button (or PF4)
3. Deselect all games
4. Select the game file of interest (usually the latest)
5. If necessary, click on column 2 and browse to find the hand record first in the ACBLscore Gamefile directory and then, if not found search for it on the C: drive in general.
6. Click OK
7. Click Exit

If all else fails, game results will have to be posted manually.

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What do I do if unexpected results appear in the Post Games window?

You can deselect the extra results and just upload the game(s) of interest but usually it is correct to upload all the results.

If there are games that appear on the Post Games screen that you know should not be uploaded, a better long-term solution is to instead remove them from the list of games to upload by doing the following:
1. Press Cancel to exit the Confirm Posting screen.
2. Click on the View button at the top of the screen and then click on History. This will give a list of previously posted results.
3. Click on Add. This will list the gamefiles that you saw before--some of which you don't want to upload.
4. Select those you don't want to upload click OK and click OK again. This will add these files to the history of already uploaded results.
5. Select Post Games again and you will no longer see those that you added to history.

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What should I do if ScorePost detects no internet connection?

If Scorepost is unable to upload the results due to lack of an internet connection, using BGA you can leave the PC running so BGA will continue to retry scorepost until the internet connection is reestablished. (However, you can turn off the monitor if you want.)

In any case, you can copy the .ACx, .BWS, and .PBN files from the Gamefile folder to a USB memory stick and upload them from a location with an internet connection.

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TCG Merge

What is TCG Merge?

 


 

 

What is TCG Merge?

Many clubs participate in the Common Game (TCG) to get several benefits. In order to participate, a TCG-provided tool, TCG Merge, must be used.

TCG Merge uploads regularly sanctioned club game results for pre-dealt TCG hands to The Common Game web site at http://thecommongame.com/.

Once on the TCG web site, they are matchpointed against a large field consisting of hundreds of other clubs using the same hand records. Some of the hands are analyzed by TCG experts and personal stats for each player are also maintained by TCG.

TCG Merge can be invoked by a shortcut on the desktop or automatically by BGA (Bridge Game Assistant).

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Bridgemate App Upload

What is the Bridgemate App?

 


 

 

What is the Bridgemate App?

The Bridgemate App provides a convenient way to review game results from a smart phone. You can see all your scores, your ranking, and any suspicious contracts. You can also replay the hands from your smart phone.

The Bridgemate App requires an iOS 6 or higher iPhone (or iPod or iPad) or a smartphone running Android 4.0 or higher. Assuming these requirements are met, the App can be dowloaded from the Apple App Store or from Google Play.

Your club must use the Bridgemate Pro or Bridgemate II scoring system and the directors must upload game results to the App after the games.

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Bridge Game Assistant

In general, what does the Bridge Game Assistant do?

 


 

 

In general, what does the Bridge Game Assistant do?

The BGA software is intended to make the steps required to setup a bridge game as easy as possible and to add a little validation of the steps along the way.

Use of the automated functions are totally at the director's discretion but this tool is intended to minimize the work required for the following steps:
1. Acquisition, renaming, and use of The Common Game (TCG) pre-dealt hands that allow players to compare their results against other clubs playing the same hands, accumulate game stats, see some hands analyzed, and use other features of thecommongame.com web site.
2. Loading the hand record file (for example, a TCG .PBN file) and running the dealing machine.
3. Invoking ACBLscore and getting some validation of the game setup.
4. Invoking ScorePost to upload results to Bridgewebs.com.
5. Invoking TCG Merge to upload results to TCG.
6. Invoking the Bridgemate Server to Import the results to the Bridgemate App for later viewing on a smart phone.
7. If the optional BBO Robot Feature is installed, use of BridgeBase Online (BBO) robots to fill-in half tables so that sitouts can be avoided.

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