Duplicate bridge is the most widely used variation of contract bridge, used in club and tournament settings. It is called duplicate because the same bridge hand (i.e. arrangement of cards) is duplicated by several of the tables playing, in order to allow a fair comparison of playing skill and reduce any "luck of the cards". In this way, every hand, whether good or bad, is played in competition with others playing the identical cards, and the element of competition is heightened whilst that of chance is reduced. Duplicate bridge stands compared to rubber bridge where each hand is freshly dealt at random and scores depend as much or more on the cards as the players.
Bridge boards, simple four-way card holders, are used to ensure that each player's hand is passed intact to the next table who must play it, and final scores are calculated by comparing each pair's result with others who played the same hand.
The major organizations are:
In duplicate bridge, a player normally plays with the same partner throughout an event. The two are known as a "pair". There are two exceptions: on team events with five or six members swapping partners for portions of the event, and in individual tournaments, in which players change partners for each round.
Each round consists of a number of boards, usually two or three, sometimes four or five. After a round, some or all of the players reseat themselves according to a prescribed movement, so that each partnership pair opposes a different pair for each round; the boards are also moved. A session normally consists of 24 to 28 total boards, but this can vary in special circumstances. Most games are a single session, but tournament events are sometimes two, four or more sessions.
The Mitchell movement is the most common. The North-South pairs remain stationary. After each round, the East-West pairs move to the next higher table and the boards move to the next lower table. If the number of tables is odd, every E-W pair will play different boards against every N-S pair after the full circle. In case of an even number of tables, the East-West pairs are told to skip a table after about half the rounds so that they do not encounter boards that they have already played; alternatively ("Relay-bystand Mitchell"), a "bystand" (playerless table) is introduced, while the two tables farthest from the bystand share the boards from each round (the "relay"). The "perfect" Mitchell is seven or nine tables, with 4 or 3 boards per round respectively: all players play all boards, and all pairs of each direction play all pairs of the other direction.
The Howell movement is sometimes used instead, usually when there is a relatively small number of tables. The actual movement is more complicated and varies by the total number of pairs. All pairs and boards move after every round according to guide cards placed on the tables (but in some cases one or two pairs remain stationary). The Howell is sometimes considered a fairer test than the Mitchell, because each pair faces all or nearly all of the other pairs, not just the pairs sitting the opposite direction.
Less common is the Chalfant movement. In this movement, the boards remain stationary while the players move according to guide cards. This requires significantly more physical tables, because several tables are not in play on any given round. (Like the Howell movement, this movement is typicaly used when there is a relatively small number of players, typically no more than 12 pairs. Also like the Howell movement, this movement produces a single winner and pairs face all or almost all of the other pairs in play.) This movement has the advantage that pairs are often moving to a table that was not in use on a previous round, so a slow pair does not delay as many other pairs as in a Howell. Also, for several sizes, this movement is technically superior in that more pairs face all other pairs than in the corresponding Howell movement. This movement has the disadvantage of requiring a larger number of physical tables, and thus more space. It also requires the players to carry guide cards with them and consult them, while the guide cards remain on the tables for Howell movements.
If the number of pairs is odd, obviously one pair must sit idle during each round; that situation is referred to as a bye. In that undesirable case, the missing pair is treated as if it exists and sits stationary (North-South in Mitchell movement), i.e. the movement is set up for (number of pairs + 1)/2 tables. During movement, one pair in each round (East-West in Mitchell movement) will be in the bye ("play" against the non-existing pair). Since, as result, pairs will play unequal numbers of boards, their final results are either scaled in the final calculation, or they are awarded "bye points" for that round (normally, a result slightly above average).
Trials are usually reserved for high-level competitions (such as regional and national championships, invitation tournaments etc.). There, a fixed number of pairs (usually 16) play a full round-robin tournament with relatively long matches (8-32 boards) against each other, the entire tournament lasting for 2-4 days. One session consists of only one round, with boards circulating among the tables and pairs remaining seated. Results are calculated after each round using IMP or Calcutta scoring, converted to Victory points, and added up to the running score. The pair with highest VP score becomes the winner.
Suppose Team A plays Team B. The first time a hand is played, one partnership from Team A takes the North-South cards and one partnership from Team B takes the East-West cards; when the hand is played again, it is played by the other two partnerships, but this time with Team A holding the East-West cards and Team B holding the North-South cards. Of course the teams may not discuss the deals between the two plays. After each deal has been played twice, the scores per deal are compared, and a score is given depending on the net total score from the two times the deal was played. For example, if one pair scores +1000 on a deal, and their teammates score -980, then the team's net score on that deal is +20.
Several forms of scoring are then used to calculate the winner of the match. IMP scoring is most frequently used in team games, with Board-a-match (resembling matchpoint scoring) second.
Individual events are more complex to run, and require that the players get accustomed to new partners on a frequent basis. Also, the outcome depends more on luck than in other types of events, as a good player often cannot do much when paired with a bad player, especially if the deal is complex. For those reasons they are less popular and less common than pair or team events, but some players are very fond of them.
These matchpoints are added to determine the winner. Scores are usually given as percentages of a theoretical maximum: 100% would mean that the partnership achieved the best score on every single hand. In practice, the results in 60-65% range are likely to win the tournament.
In Board-a-match team game, the matchpoints are calculated using a similar principle. Since there are only two teams involved, the only possible results are 2 (won), 1 (tied) and 0 (lost) points per board.
The score that is being compared against can be obtained in the following ways:
| Point difference | IMPs | Point difference | IMPs | Point difference | IMPs | |||
|---|---|---|---|---|---|---|---|---|
| from | to | from | to | from | to | |||
| 10 | 370 | 420 | 9 | 1750 | 1990 | 18 | ||
| 20 | 40 | 1 | 430 | 490 | 10 | 2000 | 2240 | 19 |
| 50 | 80 | 2 | 500 | 590 | 11 | 2250 | 2490 | 20 |
| 90 | 120 | 3 | 600 | 740 | 12 | 2500 | 2990 | 21 |
| 130 | 160 | 4 | 750 | 890 | 13 | 3000 | 3490 | 22 |
| 170 | 210 | 5 | 900 | 1090 | 14 | 3500 | 3990 | 23 |
| 220 | 260 | 6 | 1100 | 1290 | 15 | 4000 or more | 24 | |
| 270 | 310 | 7 | 1300 | 1490 | 16 | |||
| 320 | 360 | 8 | 1500 | 1740 | 17 | |||
A more subtle difference is in the bidding of partscore hands. In duplicate bridge, once a pair recognizes that they are playing for part score (less than a game), their objective is to win with the minimum bid. In rubber bridge, it may often be desirable to bid above this minimum as points below the line may be needed to complete a game.
Duplicate bridge also has the advantage of compensating for a run of bad luck. A pair which has gotten bad cards all night may still have the high score for the evening – so long as they play those cards better than the other pairs with the same cards.
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"Duplicate bridge".
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