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📊 Scoring & Competitions
🃏 At the Table
⚖️ Rules & Director
😊 Etiquette & Good Behaviour
Matchpoint Scoring is the standard scoring method used at most of our regular club sessions, including our Thursday evening, Friday afternoon and Sunday online duplicate games.
In matchpoint scoring, your result on each board is compared only with the results achieved by the other pairs sitting in the same direction as you.
- If you are sitting North/South, your score is compared with all the other North/South pairs who played the same board.
- If you are sitting East/West, your score is compared with all the other East/West pairs who played the same board.
Each board is like a competition.
You are not competing directly against the pair at your table. Instead, you are competing against all the pairs sitting in your direction throughout the room.
Example
Suppose there are 9 tables in play.
You are sitting North/South and score 4♥ making 10 tricks on Board 1.
Your result is then compared with the results achieved by the other 8 North/South pairs who played Board 1.
- For each North/South pair that you beat, you receive 2 matchpoints.
- For each North/South pair with whom you tie, you receive 1 matchpoint.
- For each North/South pair that beats you, you receive 0 matchpoint.
For example, if your score is:
- Better than 7 pairs = 14 matchpoints
- Equal to 1 pair = 1 matchpoint
Total = 15 matchpoints out of a possible 16 (94%)
The more pairs you beat, the more matchpoints you earn on that board.
With 9 tables in play, there are 8 other pairs in your direction to compare against, so the maximum score on a board is 16 matchpoints.
What Is a Good Score?
- 50% = Average
- 55%+ = Good result
- 60%+ = Excellent result
- 65%+ = Outstanding result
The Key Idea
Every board is worth the same. Winning a board by a small margin counts just as much as winning it by a large margin.
For example, making 420 when everyone else scores 400 is just as valuable as scoring 620 when everyone else scores 170.
The aim is not to win by the biggest amount, but simply to score better than as many other pairs as possible.
The Golden Rule
At matchpoints, every trick matters. An overtrick can be just as valuable as bidding and making a game contract.

In each round, all tables play the same three boards.
Each board is scored using the normal Matchpoint Scoring method used at our regular duplicate sessions.
For each board, your result is compared with every other pair sitting in the same direction (North/South or East/West) who played that board.
You receive:
- 2 points for each pair you beat.
- 1 point for each pair with whom you tie.
- 0 point for each pair that beats you.
(See Matchpoint Scoring for more details.)
Example
With 9 tables in play:
- The best result on a board scores 16 points.
- An average result scores 8 points.
- The worst result scores 0 points.
Your points from the three boards are added together to give your total score for the round.
The total score for your pair is then compared with the total score achieved by the pair sitting opposite you in that round.
The difference between the two totals is converted into Victory Points (VPs) on a scale from 0 to 20.
For example, with 9 tables, Pair A played against Pair B:
| |
Pair A |
Pair B |
|
| Boards |
Points |
|
Points |
|
Total |
| 1 |
0 |
0% |
16 |
100% |
16 |
| 2 |
8 |
50% |
8 |
50% |
16 |
| 3 |
11 |
69% |
5 |
31% |
16 |
| Total |
19 |
|
29 |
|
48 |
Pair B wins the round by 10 points.
With 9 tables in play, a difference of 10 points converts to:
- Pair A = 5 VPs
- Pair B = 15 VPs
At the end of the event, the pair with the highest total VP score is the winner.
The Key Idea
Each board is scored against the whole field, just like a normal duplicate session. Victory Points are then awarded based on how your total score for the round compares with the pair you are playing against.
The number of points available on each board and the VP conversion scale depend on the number of tables in play.

After a session, you can view your personal scorecard on BridgeWebs. It shows how you performed on each board.
The Contract
The Contract columns show:
-
The final contract reached (e.g. 4♠ or 3NT).
-
Which player declared the contract (N, E, S or W).
-
The opening lead.
-
The number of tricks made.
For example:
4♠ by East, led ♥8, making 9 tricks.
The Score
The Score column shows the score awarded for the board.
Positive scores are good for your side.
Negative scores mean the board did not go well for your side.
Matchpoints (Pts)
The Pts column shows the matchpoints earned on that board.
The maximum possible depends on the number of tables in play.
The more pairs you beat on a board, the more matchpoints you receive.
Percentage (%)
The % column shows how well you did on that particular board compared with the rest of the field.
For example:
What Do the Colours Mean?
BridgeWebs uses colours to make results easier to understand:
- Green = Above average result.
- Yellow = Around average.
- Orange = Below average.
- Red = Poor result compared with the rest of the field.
The colours are simply a visual guide to help you quickly identify your best and worst boards.
Don't Focus on One Board
Even the best players have some poor boards and some excellent boards.
What matters is your overall percentage across all boards played.
The Golden Rule
A red board is not a disaster, and a green board is not a triumph on its own. Focus on your overall result rather than any single hand.

Club Master Points are awarded by the English Bridge Union (EBU) to recognise achievement in duplicate bridge.
How Do I Earn Them?
To earn Master Points, you normally need to finish in the top third of the field in a session.
The better your result, the more Master Points you are likely to receive.
At Hunstanton Bridge Club
Any Master Points you earn when playing at Hunstanton Bridge Club count towards our own Master Points Leaderboards: one for face-to-face (F2F) play and a separate one for our Sunday online sessions. Both leaderboards are based on Master Points earned during the previous 12 months.
In addition, results from most club sessions are submitted to the EBU and any Master Points earned are credited to your EBU account.
The exception is our Friday Supervised Duplicate sessions, which are designed as learning sessions and are not submitted to the EBU.
Why Do Master Points Matter?
Master Points are a measure of your success over time and contribute towards EBU ranking grades such as Club Master, Area Master and beyond.
Can Beginners Earn Master Points?
Absolutely! Players of all standards can earn Master Points. Every member starts with zero, and the points build up as you play.
The Golden Rule
The best way to earn Master Points is simply to play bridge regularly and enjoy the game.

EBU Master Points are awarded by the English Bridge Union (EBU) to recognise success in duplicate bridge.
Whenever you achieve a good result in an EBU-affiliated event, you may be awarded Master Points.
How Do I Earn Them?
At Hunstanton Bridge Club, results from most duplicate sessions are submitted to the EBU.
If your result is high enough, Master Points are automatically credited to your EBU account.
The exception is our Friday Supervised Duplicate sessions, which are not submitted to the EBU and therefore do not award EBU Master Points.
What Are They Used For?
As your Master Points accumulate, you progress through the EBU's ranking system.
Examples include:
- Local Master
- Club Master
- Area Master
- District Master
and many more.
How Can I Check My Total?
If you are an EBU member, you can view your current Master Point total and ranking on the EBU website using your EBU number.
Club Master Points and EBU Master Points
Any Master Points you earn at Hunstanton Bridge Club count towards our own annual Master Points Leaderboard.
In addition, Master Points earned in EBU-submitted events are credited to your EBU account and contribute towards your EBU ranking.
The Golden Rule
Master Points are a reward for achievement, but the main aim is to enjoy your bridge and continue improving.

An alert tells your opponents that your partner's bid may have a special meaning that is not obvious.
Please alert your partner’s bid immediatly. Never alert or announce your own bid. Do not say anything if your partner has given the wrong explanation to your bid or failed to alert. You either alert or announce but not both.
The purpose of an alert is not to give information to your partner, but to ensure your opponents understand your agreement.
Common Examples That Should Be Alerted
► Artificial opening bids (such as 2♣ opening)
► Cue bids that have a special agreed meaning
► Any bid that means something different from its natural meaning
What Happens When a Bid Is Alerted?
When your partner makes an alertable bid:
- Alert the bid as soon as partner has bid (but don't say anything unless asked).
- If asked, explain the meaning of the bid and your partnership agreement.
- Do not provide any additional information that your partner may not know.
The Golden Rule
If a bid has a special or artificial meaning that your opponents might not expect, it should usually be alerted.
If in doubt, alert it.

An announcement is a short explanation given immediately after certain bids so that the opponents understand your partnership agreement without having to ask.
Please annouce your partner’s bid immediatly. Never announce your own bid. Do not say anything if your partner has given the wrong explanation to your bid or failed to annouce. You either alert or announce but not both.
Common Announcements
► 1NT opening bids
State the point range:
"12 to 14"
or
"15 to 17"
► Stayman
After partner bids 2♣ over your 1NT opening, announce:
"Stayman"
► Transfers
After partner bids 2♦ or 2♥ over your 1NT opening, announce:
"Transfer"
► Weak Two openings
If you open 2♥ or 2♠ as a Weak Two, announce:
"Weak"
Examples
| Bid |
Announcement |
| 1NT |
"12 to 14" |
| 2♣ over 1NT |
"Stayman" |
| 2♦ over 1NT |
"Transfer" |
| 2♠ (Weak Two) |
"Weak" |
The Golden Rule
If your partner’s bid has an announced meaning, make the announcement immediately after the bid.

You are entitled to ask questions about your opponents' bids and card play if you need clarification.
When Can I Ask a Question?
Questions about the bidding should normally be asked when it is your turn to call.
Questions about the play should normally be asked when it is your turn to play.
Who Should I Ask?
Always ask the partner of the player whose bid or play you are enquiring about.
For example, if East makes a bid and you want to know what it means, ask West.
Can I Ask My Partner?
No.
You may not ask your partner about the meaning of their bid or what card they intended to play.
Your partner's bids and card play must speak for themselves.
How Should Questions Be Answered?
Questions should be answered honestly and fully.
You should explain your partnership agreement, not what you think your partner actually holds.
For example:
✔ "We play this as a weak two showing six hearts."
✘ "Partner probably has six hearts and about 8 points."
If you are unsure of the agreement, say so.
For example:
"I am not sure what this bid means."
or
"We have no agreement."
Who Should Answer?
Only the partner of the player whose bid is being questioned should answer.
For example, if East bids and South asks what the bid means, it is West who should answer.
East must remain silent.
What If I Think the Explanation Is Wrong?
Do not argue at the table. Do not say anything if your partner has given the wrong explanation.
Continue with the hand and call the Director at the appropriate time:
- before the opening lead if partner becomes declarer or dummy
- at the end of the hand if partner becomes a defender
Click here for more info.
What If I Don't Understand the Explanation?
Simply ask for further clarification. There is nothing wrong with making sure you understand the information before making your decision.
The Golden Rule
Ask the partner of the player whose bid you are enquiring about, and let that partner answer. The bidder should remain silent.

Try to bid at a steady pace, neither excessively quickly nor slowly.
Think about your bid before reaching into the bidding box. Avoid handling bidding cards while deciding what to bid.
Once you have removed a bidding card from the box, it cannot normally be changed, even if you have not put it on the table.
Avoid hesitating and then passing, as this may give unauthorised information to your partner.
Remember to use the STOP card before making a jump bid.
At the End of the Auction
Once the auction has ended with three passes, leave all bidding cards on the table.
The bidding should remain visible to all players until the opening lead has been made face down.
Only then should the bidding cards be returned to the bidding boxes.
This allows players to review the auction if necessary and helps avoid misunderstandings about the final contract.
The Golden Rule
Leave the bidding cards on the table until the opening lead has been made.

Once the opening lead has been made and the dummy hand is placed on the table, declarer is responsible for playing both hands.
What Should Dummy Do?
Dummy should arrange their cards neatly by suit and leave them visible throughout the play of the hand.
Dummy should only play a card when instructed to do so by declarer.
What Must Dummy Not Do?
Dummy must not:
-
Suggest plays.
-
Point to cards.
-
Comment on the bidding or play.
-
Communicate with declarer about how the hand should be played.
-
Draw attention to mistakes or irregularities during the play of the hand.
What Is Dummy Allowed to Do?
Dummy may remind declarer if they are about to play from the wrong hand by saying:
"Table"
or
"Your hand"
Dummy may also ask declarer whether they have failed to follow suit before the trick is turned over.
A Common Mistake
Dummy should not tap the table, point to a suit, hover over cards or make gestures to remind declarer to play from dummy.
Even when well intentioned, such actions may unintentionally suggest which suit declarer should play next and could convey unauthorised information.
If declarer is about to play from the wrong hand, dummy may simply say:
"Table"
or
"Your hand"
and nothing more.
If Something Goes Wrong
If dummy is unsure whether they may speak or act, it is usually best to remain silent and call the Director if necessary.
The Golden Rule
Dummy should remain neutral during the play of the hand and avoid influencing declarer's decisions.

A little care with the boards and cards helps ensure that every table plays the correct boards and that the results are recorded accurately.
North Is Responsible for the Table
North is responsible for the overall management of the table.
Before play begins, North should check:
-
The correct boards are on the table.
-
The boards are facing the correct direction.
-
The correct players are sitting in the correct seats as shown on the tablet.
Counting Your Cards
When removing your cards from the board, always count them face down before looking at them.
You should have 13 cards.
If you do not have 13 cards, stop immediately and call the Director before looking at your hand.
Keeping the Boards in the Correct Position
The boards should remain in the centre of the table throughout the play of the hand.
In some circumstances, a board may be pushed slightly aside to make room on the table, but it should always remain in the correct orientation.
The board should never be turned, rotated or moved to another position around the table.
Entering the Result
North is responsible for entering the details of each board into the tablet, including:
Checking the Result
East is responsible for checking that the information entered into the tablet is correct before accepting the result.
All players should take a quick look at the score before moving on to the next board.
At the End of the Hand
Before returning your cards to the board:
The Golden Rule
Take a few extra seconds to check the boards, cards and results. Preventing mistakes is much easier than correcting them later.

A claim is when a player believes they can win all or some of the remaining tricks and asks the other players to accept this without playing the cards out.
Example
There are only a few cards left to play and declarer says:
"I'll take the rest."
This is a claim.
How Should I Make a Claim?
When making a claim, clearly explain how you intend to play the remaining cards.
For example:
"I will draw the last trump and then cash my two winners."
This helps the defenders understand exactly how many tricks you are claiming.
What If I Am Not Sure?
If there is any doubt, simply play the hand out.
There is no obligation to accept a claim.
What If I Disagree With a Claim?
Do not argue at the table.
If you think the claim is incorrect or unclear, call the Director.
The Director will ask the claimant to explain how they intend to play the remaining cards and will determine the result.
Be Careful
When a claim is made, the claimant is assumed to play sensibly, but they may not rely on a successful finesse or guess unless they have explained this as part of the claim.
For this reason, it is important to be clear about how the remaining tricks will be won.
The Golden Rule
If you make a claim, explain your line of play. If there is any disagreement or uncertainty, call the Director.

If you cannot follow suit, simply play a card from another suit.
There is no need to announce:
"Having none."
"No hearts."
"I'm void."
or similar comments.
The cards themselves provide this information, and speaking about your hand may give unnecessary information to the other players.
Preventing a Revoke
If a player appears not to have followed suit, another player may ask whether they hold a card of the suit led, provided the trick has not yet been turned over.
For example:
"Do you have a heart?"
This helps prevent accidental revokes.
What About Dummy?
Dummy may also ask declarer whether they have failed to follow suit before the trick is turned over.
For example:
"Do you have a heart, partner?"
The Golden Rule
Do not announce information about your own hand. If there is any doubt whether a player has followed suit, another player may ask the question.

The most important thing to remember is:
Call the Director
If anything unusual happens, stop play and call the Director. The Director is there to help and is not there to tell anyone off.
Common situations include:
- A card is played by accident.
- Someone leads out of turn.
- A revoke may have occurred (a player fails to follow suit when able to do so).
- A bid is made out of turn.
- An incorrect explanation is given - click here for more info
- There is a disagreement about the result.
- Someone is unsure what the rules require.
Don't Try to Sort It Out Yourselves
Players should avoid making rulings at the table themselves, even if they think they know the answer.
The Director will explain what should happen and ensure that everyone is treated fairly.
If You Notice a Problem Later
If you discover a scoring error or another issue after the board has been played, please let the Director know as soon as possible.
The Golden Rule
When in doubt, call the Director.
Nobody will think less of you for asking for help. It is a normal part of the game and helps ensure that everyone enjoys a fair and friendly game.

The Director is there to help ensure the game is played fairly and that everyone enjoys their bridge.
When Should I Call the Director?
You should call the Director whenever something unusual happens, for example:
- A card is played by mistake.
- Someone leads out of turn.
- A revoke may have occurred.
- A bid is made out of turn.
- There is a disagreement about the result.
- You are unsure what the correct procedure is.
How Do I Call the Director?
Simply say:
"Director, please."
Play should stop until the Director arrives.
Don't Be Afraid to Call
Calling the Director is a normal part of bridge. It is not a criticism of anyone at the table and nobody should feel embarrassed about asking for help.
Let the Director Decide
Once the Director arrives, explain what happened and allow them to determine the correct ruling. Players should avoid trying to make rulings themselves.
The Golden Rule
If you are unsure, call the Director. It is always better to ask than to guess.

A revoke occurs when a player fails to follow suit even though they have a card of that suit in their hand.
Example
South leads the ♥ K.
You hold:
If you play the ♠ A instead of the ♥ 7, you have revoked because you had a heart and should have followed suit.
What Should I Do If I Think a Revoke Has Occurred?
Stop play and call the Director.
Do not try to resolve the situation yourselves. The Director will determine whether a revoke has occurred and explain what happens next.
What If I Notice My Own Revoke?
If you realise the mistake before the trick has been turned over, tell the table immediately and call the Director.
Don't Panic
Most revokes are genuine mistakes and can happen to players of any standard.
The Golden Rule
If a player fails to follow suit and you think they may still hold a card in that suit, call the Director.
► Click here for more info about dealing with a revoke.

An insufficient bid occurs when a player makes a bid that is not high enough to overcall the previous bid.
Example
West opens 1♥ .
North then bids 1♣ .
This is an insufficient bid because a bid of 1♣ is lower than 1♥ .
Similarly:
- 1♠ after 1NT is insufficient.
- 2♣ after 2♥ is insufficient.
What Should I Do If an Insufficient Bid Is Made?
Stop play and call the Director.
Do not try to correct the problem yourselves.
The Director will explain the options available and ensure the correct procedure is followed.
What If I Made the Bid?
Don't worry. Simply leave the bid on the table and call the Director.
Insufficient bids are common mistakes, especially when players are distracted or thinking ahead.
The Golden Rule
If a bid is lower than the previous bid, it is an insufficient bid. Stop play and call the Director.

A lead out of turn occurs when a player makes the opening lead before it is their turn to do so.
Example
The auction ends with East becoming declarer.
South should make the opening lead, but West accidentally places a card on the table first.
West has led out of turn.
What Should I Do?
Stop play and call the Director immediately.
Do not allow the hand to continue and do not try to resolve the situation yourselves.
What If I Was the One Who Led Out of Turn?
Don't worry. Leave the card on the table and call the Director.
The Director will explain the options available and what should happen next.
Why Does It Matter?
Leading out of turn may give information to one or more players that they would not otherwise have had. The Director's role is to ensure that nobody gains an unfair advantage.
The Golden Rule
If anyone makes the opening lead before it is their turn, stop play and call the Director.

Once a bid has been made, it normally cannot be changed simply because you have changed your mind.
Example
You bid 1NT, but then realise you meant to bid 1♥.
Unfortunately, changing your mind is not a valid reason to change a bid.
What If I Bid the Wrong Thing by Accident?
If you accidentally pick up the wrong bidding card or make a genuine slip, do not try to correct it yourself.
Leave the bid on the table and call the Director.
The Director will explain whether the bid can be changed and what happens next.
What If My Partner Has Already Bid?
Once your partner has had a chance to act, it is usually too late to change the bid.
This is because changing a bid may give unauthorised information to your partner.
Don't Panic
Everyone makes mistakes from time to time. If you think you have made the wrong bid, simply call the Director and explain what happened.
The Golden Rule
You cannot change a bid just because you wish you had made a different one. If you think you have made a genuine mistake, call the Director and ask for help.

Unauthorised Information (UI) is information that you receive from your partner other than through their bids and card play.
This information may be given accidentally through words, gestures, facial expressions, hesitation, tone of voice, or other actions.
Examples
Your partner:
- Hesitates before making a bid.
- Says "Oops" after bidding.
- Looks surprised by your bid.
- Reaches for one bidding card and then chooses another.
- Asks an unusual question.
- Sighs, shrugs, or makes a comment.
All of these may give information that was not intended.
What Should I Do?
If you receive unauthorised information from your partner, you must ignore it completely and continue to bid or play as though it had never happened.
You must not take advantage of it, even unintentionally.
Example
Your partner hesitates for a long time before passing.
You may suspect they have extra values or were considering another action.
When it is your turn to bid, you must choose the action you would have taken if the hesitation had not occurred.
What If I Think Unauthorised Information Has Been Given?
Continue with the hand if possible and call the Director at the end. If the situation is serious or you are unsure what to do, call the Director immediately.
The Golden Rule
Only your partner's bids and card play are authorised information. Everything else must be ignored.

Always be polite and courteous to your fellow players.
Never criticise your partner or offer unsolicited advice. Comments such as "Why didn't you...?" or "You should have..." can be upsetting, even when well intentioned.
Equally, it is considered poor etiquette to boast about good results or celebrate opponents' mistakes.
The Golden Rule
Bridge is most enjoyable when played in a friendly, relaxed and considerate manner.

What Is Tempo?
Tempo refers to the speed at which players make their bids and play their cards.
Whenever possible, try to maintain a steady and consistent pace.
What Is a Hesitation?
A hesitation occurs when a player takes significantly longer than usual before making a bid or playing a card.
Sometimes this is unavoidable when a difficult decision has to be made.
Why Does It Matter?
A hesitation may unintentionally give information to partner.
For example, if a player thinks for a long time and then passes, partner may realise that another action was being considered.
This information is unauthorised and must not influence partner's decisions.
What Should I Do If My Partner Hesitates?
You must ignore the hesitation and continue as though it had not occurred.
Choose the bid or play that you would have made if the hesitation had never happened.
What Should I Do If I Need Time to Think?
Take the time you genuinely need. Bridge is a thinking game and players are entitled to consider difficult decisions.
However, try to bid and play at a steady pace whenever possible.
The Golden Rule
Think when you need to think, but avoid unnecessary hesitations. If partner hesitates, ignore the information it may have conveyed.

To avoid disturbing other players, please ensure that your mobile phone is switched off or set to silent before play begins.
During Play
Please do not make or answer phone calls at the table.
If you are expecting an urgent call, let the Director know before the session starts and, if necessary, leave the playing area before answering.
Messages and Notifications
Even phones set to vibrate can be distracting.
Please avoid checking messages, emails or social media while a round is in progress.
Why Is This Important?
Bridge requires concentration from all four players at the table.
Ringing phones, message alerts and other interruptions can distract players and slow down the game.
If Your Phone Rings
Don't worry — it happens to everyone occasionally!
Simply silence it as quickly as possible and continue with the game.
The Golden Rule
Before play begins, switch your phone off or put it on silent and give your full attention to the bridge.

Bridge is more enjoyable when everyone has enough time to complete their boards without feeling rushed.
Keep the Game Moving
Try to make your bids and plays at a reasonable pace.
Bridge is a thinking game, and everyone is entitled to take time over difficult decisions, but avoid unnecessary delays whenever possible.
Avoid Lengthy Post-Mortems
It is natural to want to discuss a hand afterwards, but lengthy discussions can cause the table to fall behind.
If you would like to analyse a hand in detail, it is usually best to do so after the session has finished.
Be Ready for the Next Round
When a round is complete, please move promptly to your next table and have the correct boards ready for play.
What Happens If We Run Behind?
Slow play can affect the whole room and may leave other players with less time to complete their boards.
The Director may ask a table to speed up if they are consistently behind schedule.
The Golden Rule
Think when you need to think, but be mindful of the other players in the room and help keep the game moving.

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