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(Serving Tournament Bridge players in A.C.B.L. Unit 430:
Greater Vancouver, Fraser Valley, Howe Sound, Sunshine Coast)

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Last Update of the site: Tuesday, February 21, 2012.
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Articles aimed at new players

The articles on this page are aimed primarily at newer players, or players making the jump from social bridge to club and tournament bridge.

Index Of Articles In This Section
LinkTitleAuthorDescriptionDate Added
READ ARTICLEBridge vs ???Bruce McIntyreComparing and contrasting duplicate bridge with other games2010-12-10
READ ARTICLEConventional WisdomBruce McIntyreBidding gadgets (out of a cast of thousands) that should be considered first by new players.2010-12-10
READ ARTICLEThe Basics of DuplicateBruce McIntyreHow to survive your first duplicate game, and a few more after that.2010-12-10
READ ARTICLEThe ACBL: Benefits of MembershipBruce McIntyreYou don't need to join the ACBL right away, but here's what it is and why you'll soon want to.2010-12-11

Got an article aimed at newer players?  Send it to us, we'll be happy to add it in!


Unit 430's latest masterpoint race, geared toward newer players.

by Bruce McIntyre      How it works      Schedule of RRR-eligible events      Current Standings

How the Rocket Rookie Race Works (and why it has been added)

Unit 430 has several masterpoint races based on a calendar year's worth of achievement in local competitions:

  • The Phil Wood Trophy has been awarded since 1968 to the player who wins the most masterpoints at open sectionals in a year. Phil Wood directed at Vancouver tournaments (since they began) and throughout the ACBL for more than 40 years.
  • The Edie Bonnell Trophy, named after one of the area's finest players in the 1970s, has been awarded since 1979 to the woman who wins the most masterpoints at open sectionals in a year.
  • The Leo Steil Trophy, named after the player who led the Unit in masterpoints for many years, has been awarded since 1997 to the senior player who wins the most masterpoints at open sectionals. (Senior has been defined in different ways over the years, originally 55 or older, now moved to 65.)
  • A second trophy donated by Phil Wood in 1974, the Phil Wood Under 200 Trophy, goes to the player who begins the year under 200 masterpoints who wins the most points during the year at open sectionals.
  • There is also a trophy for the masterpoint leader at Monthly Unit Games.
  • The trophy winners also receive free plays for the following year: sectional free plays all year for the Phil Wood winner, six sectional free plays for the Edie Bonnell, Leo Steil, and Phil Wood Under 200 Trophies, and the Monthly Unit Game trophy winner wins free plays at Unit Games the following year, while the leader in Flight B and Flight C win six Unit Game free plays.

That's where we were at the end of 2011.  Since 1993, when I first joined the Unit Board, I have been responsible for keeping track of these races.  Before that time it had been done by hand, but by 1993, ACBLScore was two years old, up to the task, and made the job easier once the learning curve was overcome.  Strangely, the scoring part of ACBLScore became the LAST part of the program I learned about when I began directing games: up until that time I had used it for masterpoint races and for the Daily Bulletins I produced at tournaments.

One thing that I had noticed about the Phil Wood Under 200 race became a suggestion that the Unit Board eagerly accepted for 2012.  The under-200 race is usually won by someone who seldom plays with another player who is under 200 points.  Usually the winner has spent most of the year in Flight A slugging it out with the Unit's best players, with a partner who is often among them.  And while rewarding new players who have the talent to slug it out with the experts was a good idea in 1974, and still is, there is almost no chance for a player to win the under-200 race by playing with other under-200 players in limited events.

The idea I came up with was to have a race covering all Unit events geared towards newer players, but to only count the masterpoints won by non-Life Masters, playing with other non-Life Masters.  The Unit supplied the catchy name for the race, and I suspect will probably supply a trophy or plaque by the end of the year.  Here are the rules:

  • To earn points in the Rocket Rookie Race, you need to be a non-Life Master playing in a RRR-eligible pairs event with another non-Life Master as your partner, or you need to be a non-Life Master playing in a RRR-eligible team event, on a team where none of the players are Life Masters.  (There are two minor exceptions to this rule keeping all Life Masters out, below.)  Who is eligible is determined by the printout of the results of the event: pairs or teams consisting of players without a letter in their player numbers are eligible.  If the printout sheet does not contain your player number, your masterpoints for that event will not count.
  • Eligibility also depends on your membership status.  Like all ACBL masterpoint races, you must be a paid up member of the ACBL to win the prize.
  • A player who becomes a Life Master during the calendar year while leading the RRR competition continues to be eligible to win the RRR competition, but cannot win any more points towards the race.  (This is NOT the case in the Phil Wood under 200 race, where a player can start the season with 199.5 points, win a point or two on January 1 and still be eligible.)  Exception Number One: in the Flight C IMP League, where the masterpoints are not awarded until the event ends, 6-7 months after it begins, everyone is eligible, even those who became a Life Master during the IMP League season.
  • The Unit Board has yet to decide what the prize will be for the winner, but I would imagine some combination of sectional and Unit Game free plays would be appropriate.
  • RRR-eligible events are all of the following:
    • All open sectional events except for those which are unlimited.  0-200 pairs games, 0-750 pairs games, Flight B/C/D pairs and teams (when there is a separate Flight A/X game), and the new non-Life Master Swiss Teams at the Round-Up Sectional, all count.  Flight A/X pairs and teams, open pairs or teams, and side games do NOT count for the RRR.
    • All events at the two Future Stars Sectionals.
    • Flight C (0-750 average for a pair or team) in Monthly Unit Games, the Ev Hodge Charity Classic, and any other fundraising games run by Unit 430.
    • The new non-Life Master section of the Monthly Unit Game, starting in March.  (This needs six pairs to fly, but even if it doesn't you will get to play in Flight C of the open game -- where you could win some masterpoints just by surviving! -- with a full refund!)
    • The Flight C IMP League.  When masterpoints are given out for this event in late April, all players will be RRR-eligible, even those who have become Life Masters during the IMP League season.
    • Exception Number Two: Mentor-Mentee Games are RRR-eligible, even though most mentors are Life Masters.  Because of this, and because the awards for the game are much higher (the games are treated as open games for masterpoint purposes), only half of the masterpoints a player earns in Mentor-Mentee games will count towards the RRR competition.

Here is a list of the RRR-eligible events in 2012:

Rocket Rookie Race-eligible events in 2012

  • January 7 Monthly Unit Game (pairs, 7pm at VBC)
  • January 27 Trophy Sectional Friday Afternoon 0-750 Pairs (1:30pm at Engineer's Hall)
  • January 28 Trophy Sectional Saturday Afternoon 0-750 Pairs (1pm at Engineer's Hall)
  • January 28 Trophy Sectional Saturday Evening 0-200 Pairs (6:30pm at Engineer's Hall)
  • January 28 Trophy Sectional Sunday Mary Clarke B/C/D Swiss Teams (10:30am at Engineer's Hall)
  • February 4 Monthly Unit Game (teams, 7pm at VBC)
  • February 18 Mentor-Mentee Game (pairs, 1pm at VBC, half-rate)
  • March 4 Monthly Unit Game (pairs, 7pm at VBC)
  • March 31 Ev Hodge Game (pairs, 7pm at VBC, pot luck dinner before)
  • April 7 Monthly Unit Game (pairs, 7pm at VBC)
  • 2011-12 Flight C IMP League (in progress now)
  • May 5 Spring Future Stars Saturday Afternoon Pairs (1pm at VBC)
  • May 5 Spring Future Stars Saturday Evening Pairs (6:30pm at VBC)
  • May 5 Monthly Unit Game (pairs, 7pm at VBC)
  • May 6 Spring Future Stars Sunday Morning Pairs (10:30am at VBC)
  • May 6 Spring Future Stars Sunday Afternoon Teams (3:30pm at VBC)
  • May 11 Spring Sectional Friday Afternoon 0-750 Pairs (1:30pm at Engineer's Hall)
  • May 11 Spring Sectional Friday Evening 0-200 Pairs (7:30pm at Engineer's Hall)
  • May 12 Spring Sectional Saturday B/C/D Pairs (1, 7pm at Engineer's Hall)
  • May 12 Spring Sectional Sunday Mother's Day B/C/D Swiss Teams (9:30am at Engineer's Hall)
  • May 19 Mentor-Mentee Game (teams, 1pm at VBC, half-rate)
  • June 2 Monthly Unit Game (teams, 7pm at VBC)
  • July 7 Monthly Unit Game (pairs, 7pm at VBC)
  • August 4 Monthly Unit Game (pairs, 7pm at VBC)
  • August 11 Mentor-Mentee Game (pairs, 1pm at VBC, half-rate)
  • September 1 Monthly Unit Game (pairs, 7pm at VBC)
  • September 8 Fall Future Stars Saturday Afternoon Pairs (1pm, site TBA)
  • September 8 Fall Future Stars Saturday Evening Pairs (6:30pm, site TBA)
  • September 9 Fall Future Stars Sunday Morning Pairs (10:30am, site TBA)
  • September 9 Fall Future Stars Sunday Afternoon Teams (3:30pm, site TBA)
  • September 28 Evergreen Sectional Friday Afternoon 0-750 Pairs (1:30pm at Engineer's Hall)
  • September 28 Evergreen Sectional Friday Evening 0-200 Pairs (6:30pm at Engineer's Hall)
  • September 29 Evergreen Sectional Saturday Afternoon 0-750 Pairs (1pm at Engineer's Hall)
  • October 6 Monthly Unit Game (teams, 7pm at VBC)
  • 2012-13 Flight C IMP League (counts only towards the 2013 RRR)
  • November 3 Monthly Unit Game (pairs, 7pm at VBC)
  • November 17 Mentor-Mentee Game (teams, 1pm at VBC, half-rate)
  • November 9 Round-Up Sectional Friday Afternoon 0-750 Pairs (1:30pm at Engineer's Hall)
  • November 9 Round-Up Sectional Friday Evening 0-200 Pairs (7:30pm at Engineer's Hall)
  • November 10 Round-Up Sectional Saturday B/C/D Pairs (1, 7pm at Engineer's Hall)
  • November 11 Round-Up Sectional Sunday non-Life Master Swiss Teams (10:30am at Engineer's Hall)
  • December 8 Monthly Unit Game (pairs, 7pm at VBC)

Lots of chances to win RRR points.

And now for the punch line: after 18 years of using ACBLScore to figure out the winners in these races, I am now faced with one that ACBLScore will not be able to handle, at least not completely!  The only logical way to work out the leaders in this race is to look at the ACBLScore output, select the RRR-eligible masterpoint awards, record player numbers and masterpoints won in a file, event by event, and let a computer program crunch the numbers together.  The program indicates that these are the current standings:

Current 2012 Rocket Rookie Race Standings (as of February 19)

1.3.38 Larry Barker, North Vancouver BC
1.3.38 Jan Bromley, Langley BC
3.3.14 Ross Deegan, Vancouver BC
4.2.48 Walter Zielinski, Maple Ridge BC
4.2.48 Alex Roman, Burnaby BC
6.2.44 Jack Johnson, Surrey BC
6.2.44 Win Bromley, Langley BC
8.2.42 Frances Corney, Vancouver BC
9.2.22 Al Warner, Vancouver BC
9.2.22 Elain Duvall, Vancouver BC
11.2.10 Rich Schmid, Surrey BC
12.1.97 Stephen Ottridge, Vancouver BC
13.1.80 Doug Chaffee, Langley BC
13.1.80 Barry Promislow, Vancouver BC
13.1.80 D Goerzen, Chilliwack BC
16.1.52 Marlene Sumi, Burnaby BC
16.1.52 Karin Phillips, Mission BC
18.1.39 Lucia Van Horne, North Vancouver BC
19.1.39 Jim Garnier, Maple Ridge BC
19.1.39 Denny Gibson, Bellingham WA
21.1.36 Valerie Wilson, White Rock BC
21.1.36 William Cooke, Magna Bay BC
21.1.36 Karen Cooke, Magna Bay BC
21.1.36 Farivar Sahihi, West Vancouver BC
25.1.36 Nonie Schmid, Surrey BC
26.1.31 David Thom, Abbotsford BC
26.1.31 Helen Thom, Abbotsford BC
26.1.31 Jim Glanville, Surrey BC
29.1.28 Sharon Horvath, Agassiz BC
30.1.25 Anssi Rantamaa, Vancouver BC
31.1.16 L Ralph Buckley, Vancouver BC
31.1.16 David Gabel, Vancouver BC
33.1.02 Gloria Chochinov, Vancouver BC
33.1.02 Sharene Jansen, Vancouver BC
33.1.02 Carol Jensen, White Rock BC
33.1.02 Susan McEvoy, Langley BC
37.0.96 Paul Fournier, Vancouver BC
37.0.96 Jane Skinner, North Vancouver BC
39.0.85 Jan Mason, Surrey BC
39.0.85 Lucy Zhong, North Vancouver BC
41.0.78 Barbara Van Blankenstein, North Vancouver BC
42.0.72 Patricia Schoening, Lynden WA
42.0.72 Kurt Moller, Vancouver BC
42.0.72 Shawn Goenen, Bellingham WA
42.0.72 Patricia Caltrider, Bellingham WA
42.0.72 Robert Sewell, West Vancouver BC
42.0.72 Dirinda Venneau, Mt Vernon WA
48.0.67 Elizabeth Brisebois, West Vancouver BC
49.0.60 Bill Spires, Delta BC
50.0.59 Lauren Weiler, Vancouver BC
50.0.59 Faye Jensen, Vancouver BC
50.0.59 Diana Tchakalian, Vancouver BC
53.0.57 Sue Glanville, Surrey BC
54.0.48 Alfred Lau, North Vancouver BC
54.0.48 Terence Ho, North Vancouver BC
54.0.48 Kun Shao, Surrey BC
54.0.48 Bill Wang, Burnaby BC
58.0.43 Eleanor McFarlane, Vancouver BC
58.0.43 Louise Hutchinson, White Rock BC
60.0.41 Elizabeth Tovey, Vancouver BC
60.0.41 Nita Spittel, Maple Ridge BC
60.0.41 Stanley Gray, Richmond BC
60.0.41 Stanley Merson, Vancouver BC
64.0.37 Ellis Ripley Trafford, North Vancouver BC
65.0.30 Pamela Rattenbury, West Vancouver BC
65.0.30 Lei Chao, West Vancouver BC
67.0.24 Karen Trester, Vancouver BC
67.0.24 Jeannette Carr, Abbotsford BC
67.0.24 George Wood, Maple Ridge BC
70.0.17 Sheila Ross, Vancouver BC
71.0.16 Robert Hornal, Vancouver BC
72.0.14 Thomas Davis, North Vancouver BC

81.85 masterpoints have been won by 72 RRR-eligible people so far in 2012.

 (Players must be paid-up members of the ACBL to be eligible for all ACBL masterpoint races.)

Contrasts and Comparisons

by Bruce McIntyre

I decided to learn bridge more than a quarter-century ago, mostly because it seemed to be the only well-known game I hadn't yet figured out.

It wasn’t easy.  It was quite difficult, in the rows of bridge books at the library, all written for people who played, to find one that instead was aimed at someone who didn't know how to play.  I had never even played a game involving trick-taking, so a lot of the most basic ideas were quite foreign.  My first idea was to borrow the book of rules (The Laws of Contract Bridge) and work it out from that.  Not one of my better plans...they may be the official rules but they are not meant to teach you how to play.

Eventually I found a book for beginners by Charles Goren and became that fairly rare example of a player who learns the game without actually playing it.  It was only when I actually saw the game being played that the utter cool of bridge compared to other card games became very clear:

  • Bridge uses all the cards.  Cribbage, gin rummy, poker, and other games of those families all have in common that potential key cards may not be in play and might not even be a part of play.  In bridge we know that the queen of diamonds has to be out there somewhere.
  • Among such games where all 52 cards are used, bridge is designed to maximize strategy.  The dummy during the play of the cards means that each player sees his hand and one other.  This means that any unplayed card you don't see is in one remaining hand...or the other.  This makes bridge much easier to think through than Hearts or Spades or Oh Hell! or other trick-taking games where you see only your own hand and have to figure things out in triplicate, since any unseen card can be in three places.
          Now, that doesn't make it easy; but it makes it possible.  Play bridge for a while and you will soon see how much more possible it is to figure out where unseen cards are than in Hearts.  Remember, you also have the bidding and the play thus far to guide you.  A good bridge player can sometimes place all the opponents' cards (at least the relevant ones) quite early in the hand, simply by adding all the clues together.
  • The partnership aspect of bridge is huge compared to other card games in which people play as partners.  There simply is no comparison here.  Bridge is the undisputed champion of teaching co-operation, through good bidding and good defensive cardplay.  Good players work on their partnerships as well as on their own individual skills.  One facet of the expert game that many never appreciate is this ethic: that although it is a partnership game and your partner's mistakes can cause your downfall, an expert partner always looks for ways to prevent a mistake.  I have seen good players make bad plays and take the blame.  But I know I am up against a tough opponent when the other guy says "Sorry partner, I could have made that easier for you."


There is an incredible amount of sheer magic that has been developed by good partners over the history of this wonderful game.  Try this: defending 4♠, partner begins with the ace-king of hearts and then leads a heart for you to ruff.  You return a diamond to his ace and he leads another heart: you can overruff dummy so declarer is one down.  Well done!

How did partner know you could trump the third round of hearts?  You played your highest spot card on the first trick and your lowest on the second.

How did you know that partner’s entry was in diamonds and not clubs?  Partner led the 9♥ to the third trick.  He might have led any heart.  This fairly high spot-card showed that he preferred diamonds (the higher of the two remaining suits) to clubs.  Presto!

But it’s not really magic.  The science fiction writer Arthur C. Clarke had a wonderful saying: "Any sufficiently advanced technology is indistinguishable from magic."  The co-operation aspect of bridge brings forth these new strategies, more so than in any other partnership game I know of:

  • Competitive Balance.  There is just enough luck in most forms of bridge to ensure that the result cannot be predicted before the game begins, but not enough luck to make the results essentially random.  Longshots win occasionally.
  • Favorites don’t always win.  Even in duplicate, where the luck of the deal is eliminated, it takes much more than just one session of 24-28 deals to eliminate the luck factor.  It’s a near perfect balance between a game of pure skill where the only thing that counts is the propensity of mistakes, and a game of chance like playing the lottery!


We’ve pretty much made the case that bridge is the coolest card game there is.  What about comparing duplicate and social bridge?  Here I cannot comment much, since the little social bridge I play is with people I know from the duplicate world.  I can point out the positive aspects of duplicate and make a case against the negative aspects that I have heard.  Nobody wants you to switch entirely: to stop playing social bridge and go whole hog into duplicate.  We do want you to give it a try (and bring your friends, too).

Let's start with what duplicate has to offer:

  • Charting your progress.  Nobody says you need to actually make a chart, but in duplicate you will get a sense every game of how well you are doing from your score and rank, and over time you will earn more and more masterpoints to give you concrete evidence of your progress.  (On the other hand, as we've said, there is enough luck in duplicate bridge that you can't completely trust the score as a measuring stick of how you are doing.)
  • New friends.  You might not enjoy the company of everyone you meet at the bridge club, but in a game of 20-100 people you are certainly going to meet some you can relate to.  At some point after playing for a while you may find that your partner can't make it next week.  Don't stay home!  Clubs will be happy to try to find someone for you to play with.  Soon you'll have a group of people who you can play with at the club, or even outside the club.
  • Stories.  Duplicate is a factory for bridge stories of all types: instructive, amusing, even whodunits (who murdered our good result?)!  When everyone plays the same deals, everyone has a story.  When a party of bridge players on a break between tournament sessions goes out to a restaurant with their hand records and scoresheets and stories ready to be told, the hardest thing to do sometimes is to remember to order food.
  • Evidence.  Your partner goes down one: could the hand be made on a different line?  You play in a contract where the opponents have a suprising number of trumps: could a different bid have led to a better contract?  Opponents make 3NT and everyone else seems to have gone down: on a different opening lead can we beat 3NT?  Even if there is some line to get the result we want, is it reasonable or would we have to be mind-readers to take that line?
          At home the cards are mixed and you can never know for sure unless you have a perfect memory.  In duplicate you can always check it out after the game.  Some games even have the deals listed on a handout for the players after the game.
  • Advice is (usually) free.  There is never any shortage of players wanting to give you their advice.  You can pick someone you respect and ask.  (But ask quietly or you may attract an audience with twenty different opinions!)


Now, there’s no use denying it.  There is a barrier between duplicate players and social players, for one main reason.  We in the duplicate world hope that social players will see that we are serious about eliminating or minimizing this factor so that all bridge players can compete together.  Here’s the problem:

Some duplicate players are over-competitive, anti-social boors.  It's true.  The nature of duplicate bridge turns the nicest people into the worst kind of monster under especially trying circumstances (to say nothing of what it can do to people who aren't quite as nice).  We've all seen it happen, and there is one reason it continues to happen.  We tolerate it.  Some of us even sit back and enjoy a bitter argument between opponents, knowing that a frustrated player tends to play worse than a calm one.  Social players don’t share this view...when faced with poor table behavior, they just don't return.  There are other games elsewhere.

What we have discovered in the past decade is that both approaches are wrong—but the response of the duplicate veterans, who tolerate it, is worse than the response of the social players: temporary tolerance, and then permanent absence.

The solution is in the Laws of Duplicate Bridge and has been there for decades—but tournament players just never saw it.  The Laws actually say that "a player should carefully avoid any remark or action that might cause annoyance or embarrassment to another player or might interfere with the enjoyment of the game."  In the past decade many clubs and tournaments have adopted a Zero Tolerance program for unquestionably unacceptable behavior.  Players who behave poorly are given a small penalty to their score for the first offense.  The second offense in the same session means good-bye.

Zero Tolerance doesn't mean that any small lapse in etiquette will automatically get a player a penalty.  What Zero Tolerance means is that the players themselves should never tolerate anything that is unquestionably out of line.  If they don't call the Director and explain what happened, the miscreants cannot be punished, warned, educated or whatever is appropriate in the situation.  It doesn't even need to be directed at you: if a player is berating his partner in a way that makes you uncomfortable, call the Director and have it dealt with.

But we need to understand that what may be shockingly excessive to one player is merely edgy flamboyance to another.  Most players will apologize if they are told that their behavior is intimidating or distracting.  In most borderline cases, as long as the offending player apologizes for the incident, only a warning will be given.

And...it's working.  There are signs that table behavior is improving compared to the bad old days not so long ago.  Since we instituted the program locally, we have not had to eject anyone, and few penalties have been given.  If you have not enjoyed the tournament or club game in the past, we invite you to give it a new try.

By the way, it’s not as though this problem is unique to bridge.  Have you never played with someone who swears on the golf course or in the racquetball court, or yells at a tennis partner?  Perhaps the difference here is that we expect teammates and partners to be occasionally hostile in sports, but we don't think of competitive bridge as a sport: we think of it as a game.

Organized competitive bridge had a hard time coming to terms with this verdict.  There was actually a movement afoot in the late 1990s to have bridge recognized as a sport by the International Olympic Committee.  It succeeded, and a week before the Salt Lake City Winter Games in 2002, there was an exhibition match to try bridge out as a potential Olympic sport of the future.  Canada even won the (unofficial) gold medal!  But eventually, the drive for Olympic status was permanently stalled when the IOC decided that the Summer Olympics would not be admitting any more new sports, and the Winter Olympics would be confined to games requiring snow or ice.

Does this seal the deal?  Is competitive bridge a game or a sport?  There’s really no correct answer to this.  However, there is one unique aspect of competitive bridge that you will not find in many games or sports:

Everyone plays.  When you play at a club game or at a tournament, you will often play a few boards against novices and a few boards against experts.  If you go to a large tournament you may even get a few boards against some famous players, newspaper bridge columnists, well-known bridge teachers or authors, or even world champions!

Try doing that at your tennis club or golf course.  It just doesn’t happen.

It doesn't always happen in bridge either, of course.  The most popular game at most large tournaments is no longer the Open Pairs.  More and more players are playing in the bracketed knockout team events, where teams are bracketed (grouped) together by their masterpoint averages, so you won't get a chance to play Mr. Famous Expert unless you have a lot of masterpoints (or your teammates can make up the slack!)

But in an open club game, you will almost certainly play a few boards against some good players.  At a small weekend tournament, most of the games will be open pairs and you will face the best players in the area (although quite often there will be a separate event for newer players that you can play in).  You won't spend the while day against the superstars, but you may meet several of them.

At a large regional or national tournament, many of the events will be the bracketed knockout teams, but when the good players get knocked out early, they often play a session or two in the pairs games, sometimes with their spouses or with clients.  (Yes, there are bridge professionals and people who pay to be their partners at big tournaments.  Most clients are not addicted to masterpoints, the currency of tournament success.  They just want to play and learn from a very good player.)

So when you step out and play at a club or in open games at tournaments (and at some point you will), you're going to meet some very good players, and it may at first seem impossible to have any success against players like that.  Don't despair!  You still have two ways to succeed:

  • Luck!  Removing the luck of the deal doesn't remove all of the luck.  It happens sometimes that an expert can get a bad result by taking an expert line that fails while the normal line succeeds.
  • Stratification.  This is a big word that has become a revolution in the past twenty years.  What happens in most pairs games, from the biggest tournaments to the  smallest club games, is that the players are stratified into three groups.  Strat A is the top ranked players, those pairs who have the most masterpoints.  Strat B is those in the middle, and Strat C consists of those at the bottom of the group.  What happens is that at the end of the game, the top pairs in the room get the regular awards, but there are also secondary awards for the top pairs in Strats B and C.  This makes it a little easier for the newest players to get a few masterpoints as they begin.  If you play in a 13-table game and usually finish in the bottom four, there are going to be days when your bottom four finish is good enough to beat the other Flight C pairs: why shouldn't you get a small award for that?  Sometimes a Strat B or Strat C pairs plays so well that they qualify for Strat A awards—in that case, the scoring system gives them the biggest award that they've won.   Everyone gains from stratification: the Flight C and Flight B players are more likely to return if they have a chance to win masterpoints, and when they do, the games are larger and award more masterpoints to everyone.


Surviving the initial plunge.  Some quick advice for those who want to give duplicate bridge a try for the first time:

  • Familiarize yourself with the differences in procedure in duplicate: the way the hands are kept separately, the way the bid-boxes work, the differences in scoring.  Don't worry too much about the strategies, just concentrate at first on becoming familiar with the way duplicate works.
  • If you don't have a partner, arrive early at the club and phone ahead if you can.  Clubs will go out of their way to get you into the game, even as a new player.  Often by arriving early enough, you can learn most of what you need to learn in the paragraph above with a quick chat with someone.
  • The jargon players use will be incomprehensible at first.  Don't worry too much about it.  Concentrate on recording your scores.
  • Circle interesting deals on your scoreslip that you want to look at after the game.  Make notes if you want on your scorecard (but keep it concealed during the game).  You can find out what other people did on these deals and compare your scores.  You can even write the hands down when the game ends.  Many games provide hand records at the end of the game, listing each deal and what each player held, to help you analyze your bidding and play.
  • Try to adjust your game to the pace of duplicate.  Most new players find that duplicate players get more hands in per hour than they are used to in their social games.  Do your best to keep up.  Don't over-analyze situations too much.
  • It is a good idea to let people know that you are a new duplicate player.  Most will go out of their way to welcome you and make sure you're enjoying the game and that you understand what's happening.  In fact, it is to their advantage to do so, for once you leave their table at the end of the round, you will play against people who they are competing with.  They want you to play well!
  • (There is a longer article on this page about duplicate basics that goes into a bit more detail that you may want to read.)

Above all, have fun.  If you've read this far, you probably will.  The hardest step, it always seems, is the first one.  Go for it!

Bidding Gadgets You'll Need

by Bruce McIntyre

The newcomer to duplicate bridge is usually amazed by the way players bid.  Bids that the rookie has learned as strong are suddenly weak, suits bid apparently naturally can be quite a bit shorter than expected, and some bids come from deep space, light-years from their natural meaning!  Armed only with Stayman, Blackwood, takeout doubles and perhaps a select few other conventions, the rookie feels outgunned by the tournament veterans.

What to do?

Most conclude that they need to learn this "new bidding."  We all want to understand what our opponents are doing.  Who knows, maybe there are some ideas we can use in our own partnership.

But you don't need to learn any new conventions to walk into a club or go to a tournament and play bridge.  You and your partner can play any natural system you like in any bridge game anywhere.  The rules say so.  It's the players who play the funny bids who have the obligation to make sure their system is understood by their opponents.  The rules say that too.

It seems to me that the most difficult part of duplicate bridge, to new players, is bidding.  Cardplay is seen as though it will take care of itself.  We all go through a phase where we fervently believe that if we just use the latest bidding gadgets, we'll be able to get to the right contract every time, as the experts do.

Trouble is, the experts who create these gadgets are experts in bidding and in cardplay.  The beginners that study and use the experts' bidding techniques properly reach a few more games and slams than those without the science—but if they have concentrated on bidding and not improved their cardplay as well, how many of these expert contracts can they make?

(And for every novice who studies the new techniques and uses them properly, there are dozens who use them improperly, for these gadgets trickle down indirectly from expert to newcomer, and often the crucial details are garbled in the process...)

The right way to change your system (if you must) is slowly, making sure that as you learn, you are developing your cardplay skills as well.  That’s the big secret.  Here is a good starting list of conventions to consider for your system—but only if you wish.

This list of changes to what is commonly accepted as standard outside the duplicate world comes from Max Hardy’s excellent book Standard Bridge Bidding for the 21st Century.  I have changed the original order a bit to give new players an idea of the best sequence to upgrade their methods.  You certainly shouldn’t make all of these changes at once.

  1. Five Card Majors.  In modern bidding, virtually everyone plays that an opening bid of 1♥ or 1♠ promises at least a five-card suit (unless partner has already passed).  This makes it much easier to find a fit in a major suit, which Hardy says is the first goal of any auction.  It also means that you need to open a three-card minor suit more often.  We live with that drawback and adjust for it.
  2. Invitational Jump Raises.  The old standard was that a double raise of partner's opening bid, from one to three, was forcing.  Today's tournament players find that more accuracy comes from using this as a non-forcing invite.  They have other cool ways of making a strong raise.
  3. Weak Two Openers (except 2♣).  Opening bids of two of a suit have evolved from the old standard of strong and natural into a new scheme where all strong hands are begun with 2♣.  This frees up the other two bids to describe hands with fairly good six-card suits and invitational values.  These "weak twos" often  make it more difficult for the opponents to find their best spot.
  4. Weak Jump Overcalls.  The old standard was that a jump overcall (1♣ by right-hand opponent, 2♥ by you, for example) showed a very strong hand.  These days, tournament players recognize that these hands don't occur very often.  Instead, they use a jump overcall to show weak hands with a long suit, which raises the auction and makes things difficult for the opponents.
  5. Two-suited Cuebids.  Outside the tournament world, many still play this the old-fashioned way: an overcall of 2♥ after an opponent opens 1♥ promises a rock crusher with shortness in hearts.  The modern way is for this to show a moderate-strength two-suited hand, both majors if the original bid is a minor, or the other major and an unspecified minor.
  6. 15-17 for 1NT.  It may seem like a trivial change, but the main problem with the traditional 16-18 1NT is that when you have a balanced opening hand with less than 16, you must open a suit and rebid 1NT.  Since many 12-point balanced hands are opened these days, this means that the rebid of 1NT shows 12-15 in the old style, but only 12-14 in the new style.  Experience has shown that there is a significant advantage when the range is smaller.  (Also, playing 15-17 we tournament players get to open 1NT more often, which is fun!)
  7. Jacoby Transfers.  Along with the popular Stayman convention, almost all tournament players have chosen to play transfers after a notrump opening.  A response of 2♦ asks the 1NT opener to rebid 2&hearts, and a response of 2♥ asks for a 2♠ rebid.  This allows the stronger 1NT opener to be the concealed hand even when the partnership chooses to play in the responder's suit, which is often an advantage.  (Making an opening lead with the strong hand on your left gives up a trick far less often than when the stronger hand is on your right.)  Many also play Texas transfers, which is the same scheme at the four level, placing the 1NT opener in game in responder's six card suit.
  8. Two-Over-One Game Forcing.  This is a recent revolution in standard bidding.  It is the most recent change to commonly-seen tournament systems and is not quite as standard at the club level, but is very popular at the higher levels of tournaments.  A response in a new suit at the two-level to a one-level suit opener is natural—and forcing all the way to game.  Example: 1♠ – (pass) – 2♦.  With two bids, this partnership knows it is going to bid a game, and can now concentrate on finding the best one, without worrying about being dropped suddenly in a partscore.
          But, this means the responder has to have more strength than the old standard would require.  There are many hands that aren't quite strong enough.  The 2/1 system uses a 1NT response to handle these invitational hands, even many that are unbalanced.  This 1NT response is considered forcing for one round and many redefined sequences follow it.  The benefits, however, are many, and in the past twenty years, the 2/1 system has become the most popular system used in tournaments.

Along with these there are dozens of minor changes you might make, if only because Fred played one of them against you and got a good result.  You can make subtle changes to existing conventions like Stayman or Blackwood, or have specific agreements in specific situations, or you can even invent new stuff!

But, in a tournament or at a club, you might meet eight-twelve different pairs in a single night.  It’s not like playing a few rubbers against the Joneses every Tuesday, where you know what they play and they know what you play.  It seems like a different and perhaps unfair game to the newcomer to tournament bridge.  These players have been playing together at this club for a long time and know one another, you don’t.  How can you be expected to know when their bids are strong and when they are weak (so you know when to pass and stay safe?)

It's a fair question, and one that early bridge organizers must have considered years ago, when bridge players began to meet for tournaments and in clubs.  The answer lies in what we call the Principle of Full Disclosure.

The Principle says that every player has a right to know what systems and conventions and styles the opponents play.  No pair may ever agree to play a convention and keep it secret from the opponents.  In order to keep the information free and accessible to all, the rules allow the organizers ways to keep everyone informed.

Convention cards are one way.  You can look at an opponent's convention card (assuming it is properly filled out) and find out the basics about a call they made.  (A call is any bid, double, redouble or pass.)

Alerts and announcements are another.  Players must immediately alert when their partner makes a call that is deemed 'alertable' by the ACBL.  This gives the next player a heads up about the call and that it has a special meaning.  A very few situations require not an alert but an announcement; for example, a 1NT opening requires, in tournament bridge, the partner to announce what the agreed high-card point range is.

Questions are another.  When it is your turn, before making a call you can ask either opponent about a call that their partner made.  You don’t ask the player that made the call, you ask the partner of that player.  Remember, what you are asking about is not the actual hand the player's partner holds, but about the agreement that they have about that call.  If they have a partnership agreement, they have to tell you about it.  If they haven't discussed the situation, then both sides are in the dark!

If you get a poor score and part of the reason is a convention card that is wrongly marked, or a missed alert, or a misleading or wrong answer to your question, call the Director: every game has one.  The Director will hear from all sides and make a judgment call.  If an infraction caused damage, an adjustment to the score will be made.  It's important to note that in the vast majority of cases, the Director is instructed by the Laws to 'restore equity,' which means to decide what would likely have happened without the irregularity.  Very few cases involve a mandatory penalty.

If someone forgets to alert, causing a different result, the Director just assigns the score that would have been obtained without the forgotten alert (with all doubtful points resolved in favour of the non-offending side).  The player who forgot will be reminded to alert it next time, but not given any further penalty.

As you add new conventions and gadgets to your system, you'll learn when you need to alert or announce the bids your partner makes.  You might forget things and get an adjusted score; don't let that bother or deter you from learning more.  Your convention card will fill up with your selected gadgets (not too fast, though).  You'll become an expert at explaining your partner's conventional calls.  You may not quite understand everything now, but play for a few months and the light will (I hope) go on.  If so, congratulations!  Welcome to the bridge world!

What you need to know if you've played bridge before

by Bruce McIntyre

This article is designed for people who have played bridge before but have never tried duplicate bridge.  If you're interested in learning how to play bridge from scratch, you should do this right now (assuming you have a Windows PC): type the letters ltpb into your browser's search window and hit ENTER.  The search will lead you to the free software Learn To Play Bridge, which you can download for free.  LTPB1 is an interactive instructional program to teach people about bridge who have never played before.  LTPB2 is a second volume which helps teach basic bridge skills.

In this article, however, I am going to start with the assumption that you know how to play bridge, perhaps even with a fair bit of skill, but are concerned that the extra things that happen in duplicate games, whether at a club or at a tournament, will distract you from having a good time and playing well.  Some players try our game only once or twice before deciding that there's just too much to learn to make the leap from social or rubber bridge into duplicate.  It's true that there is a lot to learn to become an expert, but you need only a very small part of that to make a decent start.  You will be able to get by just by doing the following:

  • Filling out a convention card
  • Familiarizing yourself with the bid-box
  • Understanding the way duplicate cardplay works
  • Duplicate scoring differences
  • Etiquette and ethics
  • Ignoring (for the moment) almost everything else

That last is the most important at your first experiences at duplicate bridge.  It is very easy to get lost in the intricacies of modern bidding or cardplay strategies at your first game.  You might even get interested in a local tournament that is coming up, and try to fathom how the different events work.  All of this will simply get in the way of what should be your first goal: to learn the basics of duplicate by playing and having fun.  Those strange bids that get your opponents to the right contract and the nearby Regional can wait.

A good place to start is the ACBL convention card, which is something you can download from the Internet and have a look at even before you go to the club.  The idea here is simple: the convention card is for your opponents: it lists popular bidding styles and agreements, and by checking off the ones you play it allows your opponents to access this information easily.  You're likely to find that you've never heard of many of the items on the card.  There are online articles on how to fill it out, but if you play a simple, natural system, you have only a few things to indicate on the card: what your 1NT range is, whether you play four or five card majors, what sort of two-level opening bids you play, and so on.  Do the best you can and don't worry too much about being perfectly accurate.

You will feel an urge to understand every possible checkbox on the convention card.  No need.  You'll feel inadequate about the areas of the card where you have no agreement, or one that is different from most other players.  Don't.  Concentrate on bidding as well as you can with the tools you know.  Don't agree to play anything that you don't know.  Especially if you arrive without a partner and the Director pairs you up with someone, you may draw a player who thinks you can easily remember five, or twelve, or forty "little agreements."  Be stubborn.  Say no.  If you go along, you will forget most of it and get bad results.  Even if you remember some of the agreements, you might not know what to do on the following round of bidding.  Or you might make a bid only to later discover it meant something else!

As a game Director, I often have to play to fill a half-table, sometimes with players who are new to duplicate.  The best are those who concentrate on playing simple systems and losing as few tricks as possible in the play.  The worst have handicapped themselves with bidding agreements they don't understand.  Fancy agreements only win when there actually is an agreement to use them: if both players are not familiar with the agreement, you lose more points than you gain.  The danger for many new duplicate players is to take in all of the fancy agreements at once.  Instead, learn them thoroughly one by one, after you are familiar with the basics.

Bid-boxes are a useful addition to clubs where a dozen or more tables may be trying to bid at the same time.  They reduce the level of chatter in the room.  They remove the unconscious voice inflections that some players unintentionally add to their bids.  They place the entire auction on the table for everyone to see whenever they need a review.  And they are pretty cool to use.  A few minutes practice with a bid-box will make you an expert:

  • Place your successive calls in an overlapping pile from your left to your right, facing the centre of the table so that others can easily see each call you have made.
  • When you play a pass, double, or redouble card, play it by itself.  But when you make a numbered bid, put your thumb on the bid you want and your fingers on the back of the pile of bids...and pull them all out.  It will be easier to replace the bid cards at the end of the auction.
  • Don't reach for the box until you are sure what you are going to bid.  Doubt is not something that is a part of the bidding language.  If in doubt, think, then reach.  (More on this later...)
  • If you discover that you have inadvertently pulled out the wrong card, you're allowed to correct it up until the time that your partner next bids (and your left-hand opponent may change his call as well).  But if you change your mind after the bid card is on the table, no correction is allowed.

That's about all there is to bid boxes.  They look strange but they take almost no time to get used to.

Duplicate cardplay is different from rubber bridge.  The idea is that everyone, or almost everyone, plays the same deals.  The cards are only shuffled at the beginning of the game, and each deal's four hands are placed in these strange contraptions called "boards."  Players remove their hand at the start of play and return it when they're done, so the next table can play the same deal.

During the play, instead of tossing your card into the middle as rubber bridge players do, you play your cards face up in front of you.  When the trick is over, you take your played card and turn it over, pointing the long end towards the side that won the trick, overlapping the cards so that you can quickly see how many tricks each side has.  If there is a question about following suit at the end, the whole play can be reconstructed.  Once a result is agreed, you take your thirteen cards only, and put them back into your slot in the board.

In most pair games, pairs play 2-4 boards against a pair, then the East-West pairs go to the next higher table, while the boards go to the next lower table.  This ensures that everyone plays a few hands against almost everyone sitting in the other direction, and that everyone plays most of the boards that are in play.  But there are some exceptions, which a good Director will warn players about in advance.  At tournaments, instead of shuffling, a computer program produces the deals and the players at each table make a few boards (that they don't play in the game, of course) from the printed deal diagrams, instead of shuffling.  At the end, players get a sheet listing all the deals from the session!

In duplicate, each deal is a separate event, unrelated to previous boards.  There are no partscores that carry over to a future deal where they might be converted.  The vulnerability and dealer are marked on each board, and follow a pattern.  Duplicate therefore has a few slightly different scoring rules:

  • making any partscore has a bonus of 50 points, as compensation for the value the partscore would have in future hands.  Making three spades gets you 140 (the normal 90 plus 50).  But on the next hand, both sides start at zero.
  • making a non-vulnerable game has a bonus of 300 points, a vulnerable game 500.  This may be a bit different than rubber bridge players are used to: a vulnerable game is worth 700 if the opponents are not vulnerable, and a non-vulnerable game's true value also depends on the opponent's vulnerability.  But 300 and 500 are the scores at duplicate.
  • Going down a lot, doubled and not vulnerable changed about twenty years ago in duplicate, from 100-300-500-700-900, to 100-300-500-800-1100.  The fourth and successive undertricks are 50% more expensive.  This is because duplicate players love to sacrifice, and people felt it was unfair to let opponents go seven down doubled (1300 in the old scoring, now 1700) against a vulnerable slam which pays 1390-1440.

You will find that most duplicate players know the scores for most contracts, even some of the doubled ones, by heart.  You will too after you play for a while.  The back of bid-box cards shows the scores that can be made with that contract, so if you ever need to know what one club making 5 redoubled and vulnerable is, you can look it up.  The back of a convention card has a place to write the contract and the score for each deal as you play.  Make sure that you hide this from the opponents, who may not have played some of the boards you have already played.  It is best not to hold up play while you fill in your score.

Your score at the end of the night is not the sum total of all of your plusses and minuses.  Instead, the scorer (usually a computer) looks at each board played and gives each pair one "matchpoint" for each result worse than theirs and a half of a "matchpoint" for each score that is the same.  The winning pair is determined by these matchpoints, and there are some general strategies in matchpoints that you'll need to know:

  • overtricks can be almost as important as making the contract.  In four spades with ten sure tricks, it is a good idea to take a 90% chance for an overtrick if there is a 10% chance of going one down.  Making five may gain 1-3 matchpoints, while going down one may cost 5-8 matchpoints: 9-1 odds are well worth it in this case.
  • the ten extra points for making a notrump contract can get you a lot of matchpoints.  In rubber bridge, you would prefer to play in four of a major on a lot of hands where 3NT is a bit risky.  Matchpoint players tend to take those risks and hope to make as many tricks in notrump as those in the major do, because they will win matchpoints that way: 460 (3NT making five, non-vul) beats 450 (four spades making five).  The reverse can also be true: staring at a dummy in four hearts, experts will ask themselves if other pairs will be in 3NT: if so, they look for ways to make extra tricks unavailable in notrump by ruffing.
  • a disastrous result on a board is not the end of the world.  The worst you can do is get zero matchpoints, but to recover from this you need only to be a tiny bit better on the other 23-27 boards.  A zero followed by a top gets you back to average in one hand!


Because bridge is a game of partnerships and limited communication, duplicate bridge has a lot of rules, as well as a sort of code of ethics that players try to follow in order to keep things fair.  When you start out, you may unintentionally break the code and some opponents will not be happy.  Keep in mind that it is not the opponent's place to teach you the code: call the Director and have it explained by a neutral party.  Here are some things to avoid:

  • Tempo.  During the auction, we are all supposed to communicate what we have by the bids themselves, and nothing else.  If a player makes a quick pass, it gives his partner the vague idea that he has nothing even approaching a bid.  Later in the auction, the partner may consioder doubling opponents who may have gotten too high.  If the player chooses not to double, his action may have been influenced by the quick pass by his partner.  Very few players do this sort of thing deliberately (it's quite improper to base a decision on partner's tempo).  But in a sticky situation, even when we know we have what the rules call "unauthorized information" (UI), most of us will quite innocently find reasons to go with what the UI indicates is safest.
  • Hesitations are even more of a problem here.  If the auction is passed around to you and your partner hesitated before passing, you should have a clear cut hand in order to make a bid: if you make a bid on marginal values, the opponents may well have a problem.  It can get ugly here, because often you are quite unaware that partner hesitated and are quite sure that your bid is perfectly obvious, while the opponents think pass was what the rules call a "logical alternative."  In such cases, it is best to call the Director and let him sort it out, and go with the decision.  You can discuss it with the Director later.
          It does need to be said that there are a very few players out there whose sense of hesitations is a bit too good: they claim a hesitation too often, knowing that it cannot cost them anything but may gain something.  If you are fairly sure that there was no unmistakeable hesitation, say so.  There are duplicate players who think the Director call is a threat they can intimidate with.  They will claim that there was some tempo break in the auction for which the Director could have been called, but we'll just let it slide -- do NOT let them get away with this!  Call the Director yourself and explain that your opponent has called attention to a tempo break.  Show them that you are not intimidated and will accept the Director's decision if you have done something wrong.
          If your partner hesitates, the code says you must go out of your way not to take advantage.  If the hesitation seems to indicate something, you cannot make a bid that caters for that, unless no other bid makes any sense.  Sometimes your judgment will differ from others when this happens.  Do your best and let the Director sort out disputes.
  • Partnership Agreements.  In club and tournament bridge, when a player makes a bid that is a special agreement, his partner is supposed to immediately say ALERT.  This lets the next player in on the secret; the player can ask if he wishes to know the meaning of the bid.  You ask the partner of the player who made the bid, not the player himself.  This can lead to more chaos when the explanation doesn't match the actual partnership agreement.  Again, let the Director sort it out, and if you hate the ruling, discuss it later.
          The idea governing all this is the principle of full disclosure: you have the right to know everything you need to know about the special bids and agreements the opponents have.  Looking at an opponent's convention cards might help, but in the middle of an auction you need to know not their while system, but the meaning of the most recent bid: especially if that bid is special in some way.  Most special bids require an alert.
          Which bids require an alert?  The answer to this question is sometimes easy and sometimes insanely difficult.  As you begin, you will probably have very few alertable calls in your system, so you'll probably be OK.  But another of the many ways to get sidetracked is to make a great study of the alertability of different types of agreements.  Don't go there.  As an ACBL tournament Director, I encounter agreements, the alertability of which I need to look up.  It is better to adopt my strategy: once you begin playing a few conventions, alert anything that you think should be alerted.  If you're wrong, someone will probably tell you about it, but you will almost never pay a penalty.


This brings us back to Avoiding Everything Else.  Among the things you should just let go (at least during the game):

  • Discussions about the hands while there are still more boards to play in the round.  This is a good way to get an artificially poor score on the board you didn't have time to play.  You can look at the boards after the game and even write the hands down.  Some clubs do that for you with hand records that come out after the game.
  • Disputes about alerting, or rules that might have been broken, or whether the Director should be called.  Call the Director and let him deal with it.  When he does return with a ruling, accept it and move on.  Don't let it affect your game.  Discuss it afterwards if you don't understand it.
  • Jargon.  Bridge players have a special way of discussing hands which includes so many terms that are unfamiliar to the new player it is, for the first few times, like trying to figure out what the radio calls in a taxicab or police car are all about.
  • The Final Results.  In your first few games, you shouldn't be discouraged by your results if they are bad, nor encouraged if they are good.  There a fair bit of randomness in bridge, and your luck will go up or down.  Better to concentrate on having fun as you learn the basics of the game.
  • Technology.  When the opponents bid to a cold grand slam in sixteen bids, the first fifteen of which are alerted and seem to have no correlation with what they actually have, you may be tempted to find out more about their system.  The reality, more often than not, is that they have 764 pages of system notes that they will be happy to let you read, this is the first slam in a month that hasn't failed, and neither of them knew what the other was up to for the last eight bids anyhow.  It might be interesting, but it will distract you from your goal.

And what is your goal?

Your goal in your first few games should be to have fun, learn the basics, meet some people, and play enough to complete that first step as quickly as you can.  If you are close to a club, let the Director know that you can come down at a moment's notice if a player is needed.  The more often you play, the faster you will get through the "complete novice" stage.  And it will happen if you keep playing.  You'll begin to read the newspaper bridge columns and get some books from the library or from the club itself.  Check out some internet sites for more info.  Play online.  Plan a session or two at a local tournament to see what that's like.  As long as you keep playing at the club, eventually someone will ask you if you're free for a game some time.

It may seem to you that most of the advice I have given is to ignore almost everything that goes on.  You may think that this will make you seem strange.  You will seem strange, but in a good and impressive way.  Most beginners get lost in the rules or the jargon or the strange and cool bidding gadgets almost from the start.  But those that stick to the basics get noticed: they improve faster.  So: have fun, play as well as you can, and as often as you can, in the most comfortable way that you can.

It won't be long before you are a regular!

What it is and how it affects new players

by Bruce McIntyre

One of the big mysteries to new players is the ACBL and what it does.  Quick answer: as a new player to duplicate bridge, you hardly need to worry about the ACBL, or ACBL Membership at all; but that's not much of an answer.  Let me see if I can summarize the ACBL and why at some point (but not right away) you should consider becoming a member.

ACBL stands for American Contract Bridge League.  In addition to the USA, the ACBL is the organization that runs bridge in Canada, Mexico, Bermuda, and a handful of clubs in other countries (military bases, as well as a few clubs that are for some reason ACBL members).  It oversees tournaments, represents this part of the world in meetings of the World Bridge Federation, and runs all kinds of programs designed to promote bridge.  For most duplicate players, the biggest program the ACBL runs is the recording of masterpoints for all members.  But there is much more involved in this large organization: charity programs, fundraising programs, bridge education, co-ordination of hundreds of regional and local tournaments each year, plus three massive eleven day tournaments each year that the ACBL runs directly.  In addition, there are several events which begin at the club level continent wide and qualify players to district championships and then a national final, and lots of other special events and programs for clubs.  The ACBL has a monthly newsletter, the Bridge Bulletin, as well as a website at www.acbl.org from its headquarters in Horn Lake MS, a suburb south of Memphis TN.

Where to begin?  Let's start with tournaments.  Three times a year, usually in March, July, and late November, the ACBL runs huge eleven day tournaments called North American Bridge Championships.  These extravaganzas of bridge attract thousands of players of all levels, and there are events for the best in the continent (even world stars enter these events), as well as events for every level of player right down to the newest rookie.

The ACBL is divided into 25 Districts: our area is in District 19, which includes B.C., Washington State, and Alaska.  There is a separate organizing body for District events called DINO (it stands for DIstrict Nineteen Organization, and if you find that strange, District 18 calls itself WASUMI: it covers Wyoming, Alberta, Saskatchewan, Utah, Montana, and Idaho!)

Districts run several week-long (usually Monday evening thru Sunday) tournaments each year which are called Regionals.  These tournaments also have a wide range of events, depending on their size.  The largest Regional tournament in Canada takes place every June in Penticton and has events for new players as well as experts.  There are also annual Regional tournaments in Lynnwood, just north of Seattle, and Victoria and Vancouver alternate years to hold a Regional tournament.  Once in a while there is a Regional in Spokane, or Tri-Cities, or other places.  Alaska has a small Regional every June in Anchorage.  The District also runs a handful of other events and the members of the District Board meet on the Monday afternoon of most Regionals to discuss business.

The next level down gets us to Units.  There are several hundred Units in the ACBL, and twenty-four of them in District 19. Our Unit is Unit 430 (a easy number for duplicate bridge players to remember: 3NT making four not vulnerable scores 430), and is a fairly large Unit by population compared to some others.  Units run a handful of weekend Sectional tournaments, usually Friday thru Sunday, but occasionally longer.  In these tournaments, there are sometimes events for newer players, but locally we have found it best to devote one session on the weekend to the rookie game (running rookie sections in every session makes it hard to attract enough eligible pairs for a reasonable game).  A growing trend locally is to run more games for players under 750 masterpoints, which these days is an intermediate level.

The last level is bridge clubs.  There are thousands of ACBL-affiliated bridge clubs.  Part of your entry fee in any ACBL game goes to the ACBL as a sanction fee.  A listing of all ACBL clubs is located at the ACBL's web site.  Clubs range from invitational games at country clubs or businesses to once-a-week games to larger clubs that sometimes even own their location and run several events each day.

Units also run several other events, and serve as local organizing committees for bridge.  Our local Unit Board meets about once a month to discuss tournaments, finances, and many other programs that the Unit administers.  Unit 430 runs a team competition that goes from October to April each year and beyond, as well as a program of Monthly Unit Championship games, quarterly Mentor-Mentee games, charity and fundraising games, and a week-long event where club games qualify for masterpoints as though they were actuall tournaments.  This website is financed by the Unit, which also finances a subsidy fund for players who qualify to play at sometimes distant national finals.

Parallel to this hierarchy is the Canadian Bridge Federation.  This organization was set up to run Canadian Championships and programs specific to Canadian bridge players.  The Canadian Bridge Championships take place in late May or early June each year, and the CBF runs other Canada-wide programs as well.  The CBF website is at www.cbf.ca.  There is also a USBF and a Mexican and Bermudan counterpart, primarily to select representative teams, but the ACBL runs all other tournament and club bridge in all four countries.


All of these tournaments, run by various bodies within the ACBL (or by the CBF) have one thing in common: masterpoints.  This is the system by which players can track their progress.  In any ACBL event, about 40% of the participants win some masterpoints.  How many you have amassed over your bridge career is the way we rank players.  We also tend to keep track of the leaders in each calendar year.  The goal of most serious bridge players is to advance through the rankings, based on their accumulated masterpoint holdings, until they make it to the coveted rank known as Life Master.  So many have done so that the ACBL has introduced further goals: Bronze Life Master, Silver Life Master, Gold Life Master, and several more after that!

The way masterpoints are awarded has changed significantly over time.  At first your masterpoint total was the only thing considered.  Then the idea of different coloured masterpoints for different classes of events took over, to ensure that players of high rank had to have at least some experience at the higher level tournaments.  Today you can win gold points at most NABC events and some Regional events, with the remainder of events at these tournaments paying red points.  Club game masterpoints and Unit Championship games pay in black points.  Silver points were added for sectional tournaments when they began losing attendance to regionals in the 1980s.  There are even platinum points for the highest-rated events at NABCs, used only to determine the ACBL player of the year.  Most recently has been the introduction of "unpigmented" points for winners at online tournaments.  Each successive rank on the way to Life Master has requirements in coloured points (as well as limits in how many online points can count).  Once you get to Life Master the colour of points don't matter any more.

It will seem at first difficult to win any masterpoints at all.  But as you play more and more, and venture out to try your luck in tournaments, you will find it less difficult to get them.  Many new players feel that their current pace of winning masterpoints means that they will need to pursue a different rank: Afterlife Master!  But the masterpoint system, as complicated and flawed as it is, is carefully designed to keep players on the road to their next acheivement and although it may seem to be a steepening incline at first, it is actually just the opposite.


This brings us back to the initial question: what does a new player get in return for ACBL Membership?  Is it a good idea to join the ACBL as soon as you start playing?

Probably not.  When you first start playing club bridge, you are trying it out.  Some people take to it right away and are soon playing several times a week; it makes sense for them to become an ACBL member as soon as their masterpoint collection begins.  Others find it a tough go at first and play only occasionally at their club.  And without a membership, that is perfectly fine.  We're happy to see you give it a chance.  In many cases, players try to make it work several times, coming back to the club several years after first trying it out.  A prospective player might be working hard at a job that makes it difficult to find time to play, or may have some other issues in his or her life that prevents him from taking on a new pastime.  All this is understandable, and if we only see you at the clubs a few times a year, that's OK.  The ACBL is an inclusive organization: it welcomes anyone who wants to play bridge and membership is not a strict requirement.

The first main benefit of membership in the ACBL is the automatic recording of masterpoints (including those won for a short time before you join).  Another main benefit is that you get sent the ACBL's monthly magazine, the Bridge Bulletin.  These days, the Bulletin sent to members contains a page with your current masterpoint status (which used to be sent separately).  The magazine contains articles on bridge (for all levels from novice to expert), bridge news, schedules of future tournaments, and bridge book reviews, as well as a vibrant letter column and a bidding contest.

Membership in the ACBL also qualifies you for many discounts, including slightly lower entry fees at tournaments.  (Club games do not charge extra for non-ACBL members.)  A portion of your ACBL Membership fees goes back to your local Unit so that more local events can be supported.  Other snippets of your fee go towards ACBL-wide programs supporting bridge education, promotion, and charity programs.  You should consider paying the small extra fee for CBF membership when you become an ACBL member: this helps fund Canadian bridge events, ensures that charity money raised at Canadian bridge events goes to Canadian charities, and supports teams which represent our country at the World Championships.

How expensive is it?  Not very.  It costs about half the price of an entry fee at a club, each month.  For first-time members there is a fairly large discount.  The monthly magazine alone is worth the price of admission.


To sum up: if you're new, make sure bridge is fun first.  Get acquainted with the game and have fun as you do so.  Once you start playing fairly regularly, go to the ACBL website new memberships page and sign up: online is the best and easiest way to do so.  It's a good idea to include the 6-digit club number of your favorite bridge club: recruiting new members is one way bridge clubs qualify to run special upgraded club championship games, which pay extra masterpoints to the winners.

Once you've joined, you'll be on the road to getting your Gold Card.  They'll send you a white cardboard membership card with your player number on it first, but it gets replaced when you become a Life Master with an attractive (and much heavier!) card, made of some gold-coloured metal, which I suspect is probably not gold.  The Bridge for Dummies book makes a good joke about this: "What can you do with your gold card? Well, if you get on a bus, show your gold card, and pay your fare, the driver will let you ride."  Actually the ACBL will change the first digit of your player number to a letter (1 thru 9 translates to J thru R) to indicate that you are a Life Master.  And you'll be off on a new quest: Bronze Life Master.  Then Silver Life Master.  Then Gold Life Master.  Then...

You get the idea.  Have fun playing.  (It'll get easier.)