HOW TO SCORE DUPLICATE STYLE IN A ONE TABLE SITUATION
by Cliff Hancock
Here’s an idea for scoring bridge in the one table situation that closely reflects the scoring of a session of duplicate bridge. It is based on a few simple precepts:
- there are only four different types of contract (part score, game contract, small slam, grand slam)
- each type should have its own range of high card points (HCP) for which the contract should be made
- if a side has fewer that the indicative range and still makes the contract then they have done better than ‘par’ and so should record a positive score and, if they have more than the indicative range and make the contract then they should record a negative score
- overtricks should be rewarded (although there should be an upper limit to ensure that underbidding is not encouraged)
- if a contract is not made then the side failing should be penalised, except in the case where they have made a valid sacrifice
- the advantage of long trump suits and side suit voids should not have an undue influence
- vulnerability, doubling and redoubling should have the same effect as in the duplicate situation
These requirements (and more) can all be achieved, here’s how:
Bid and play normally and after the deal note how many HCP the declaring side held. Compare this number with the table below:
Contract type
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Part score
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Game contract
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Small slam
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Grand slam
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HCP Par interval
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21 – 23
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25 – 28
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31 – 33 minors
32 – 34 majors
33 – 35 NT
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36 – 40
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Upper limit on counting overtricks
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1
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2
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1
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0
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So, for example 2 hearts has par interval 21 – 23, 3NT has par interval 25 – 28 and so on. If the side has fewer HCP than the lower value then they score a positive amount equal to the difference between their HCP and the lower value. Example: 2 hearts made 8 tricks with 19 HCP would score +2 points. If they hold more that the upper value then they score a negative amount equal to the difference between their HCP and the upper value. Example: 3NT made 9 tricks with 29 HCP would score -1 point.
Overtricks are easy to score. Each one counts +1 – with an upper limit as set out in the table above. The thinking here is that making two overtricks in (say) 3NT is good play but 3 overtricks would be bad bidding; you should be in a small slam. Example: 2 hearts made 9 tricks with 22 HCP would score +1 point.
Undertricks, similarly, are easy. Each one counts -1 – but with no lower limit (go 6 off, you’ll score -6). Example: 4 spades made 9 tricks with 26 HCP scores -1 point.
For both overtricks and undertricks the part about the ‘penalty’ for exceeding the upper limit of the par interval remains. Example: 4 spades made 11 tricks with 29 HCP scores -1 (29 HCP) + 1 (overtrick) = 0 points. Example: 2 diamonds made 6 tricks with 24 HCP scores -1 (24 HCP) – 2(undertricks) = -3 points.
To adjust for the fact that it’s easier to make contracts with a long trump suit and/or with a side suit void then there are penalties for having those. Any declaring side which has one hand with 7 or more cards in the trump suit scores -1. Also, any declaring side that has a void in a non-trump suit scores -1 for each such void. Example: 4 spades made 10 tricks with 23 HCP with declarer holding 7 spades and dummy with a club void scores +2 (23 HCP) – 1 (7 spades) – 1 (club void) = 0 points.
Note that these adjustments are only for trump contracts – there is no penalty for holding a long suit (or a void) in no trumps. The familiar ‘gambling 3NT’ opener on a long, solid minor suit would not be penalised.
An essential element of contract bridge is the sacrifice bid. We safeguard this for a side holding a minority of HCP and failing to make the contract by giving a declaring side in any contract a bonus of +1 point for every HCP less than 20, but with an upper limit of the level of the contract. Example: 3 spades made 7 tricks with 16 HCP scores -2 (undertricks) +3 (16 HCP) = +1 point, or 5 hearts made 8 tricks with 14 HCP scores -3 (undertricks) + 5 (14 HCP) = +2 points, or 6 hearts made 4 tricks with 14 HCP scores -8 (undertricks) + 6 (14 HCP) = -2 points. Moral of the story here is that if you’re pre-empted then double!
This is the bare bones of the system; doubling including ‘doubling into game’, redoubling, vulnerability and passed out hands can all be catered for appropriately.
Does it work? A measure of its accuracy would be its deviation from zero over a large number of hands. After all, performing at par scores zero and doing better gets a positive score and doing worse gets a negative score. Well, a group of us (around 10 – 12 players) have been using it for around ten years and, for the first three years it seemed to be OK, so I started recording more detailed information over the last seven years. The current overall score after 4954 hands is +21 points (and it has gone through zero in the last year or so), so it’s around ½% accurate! I have also scored some Bermuda Bowl finals and it gives a result similar to the net IMP scores. So, it seems to work at all levels of the game.
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