Duplicate bridge
Duplicate bridge is a variation of contract bridge where the same set of bridge deals are played by different competitors, and scoring is based on relative performance. In this way, every hand, whether strong or weak, is played in competition with others playing identical cards, and the element of skill is heightened while that of chance is reduced. This stands in contrast to Bridge played without duplication, where each hand is freshly dealt and where scores may be more affected by chance in the short run.
Four-way card holders known as bridge boards are used to enable each player's hand to be preserved from table to table, and final scores are calculated by comparing each pair's result with others who played the same hand.
In duplicate bridge, players normally play all the hands with the same partner, and compete either as a partnership or on a team with one or more other partnerships. 'Individual tournaments' also exist, in which players change partnerships regularly during the tournament and are ranked on their personal performance.
History
The origins of duplicate bridge are based on the emergence of duplicate whist in the game of whist. In the introduction to his book Duplicate Whist, the author comments on the early emergence of duplicate whist:Mitchell also recounts the Cavendish experiment of 1857 to demonstrate the merits of duplicate whist in reducing the element of luck and to distinguish between the skill levels of better and poorer players. Cavendish concludes:
Initially, owing to the early clumsy mechanics of card resorting to reconstruct the hands of a just played deal, the problems resulting from errors made in the transferring of cards between tables, and the unaccustomed movement of players between tables and the resultant slower pace of play, duplicate whist did not gain instant popularity. Nevertheless, the evolution of duplicate whist continued and the procedures and apparatus for more conveniently maintaining and transferring the cards of each deal for replay had been greatly improved so that by the 1890s duplicate's popularity had become widespread. In turn, as the game of whist was superseded by contract bridge, so was duplicate whist by duplicate bridge.
Game types
Pairs game
In a pairs tournament, each deal is played a number of times by different players, after which all the scores are compared.The tournament consists of a number of rounds; in each round, a number of boards, usually two to five, is played against the same opponents. A session typically consists of between 24 and 28 boards in total, but this can vary. Typically around eight boards are played per hour, so a typical session will last 3 hours or slightly more. If there is an odd number of pairs, one pair will have to sit out in each round. Most events are single-session, but tournament events can consist of two, four or more sessions.
Immediately after a board is played, the North player writes the result of that board on the travelling sheet, and the East player checks it. The information recorded includes at least the numbers of the North-South and East-West pairs and the score achieved. Usually the contract and the number of tricks won are also recorded, and sometimes also the opening lead. Sometimes the cards in each hand are also written on the traveller, which is useful in case the cards are inadvertently mixed up. The traveller is contained within and travels with the board. This means that the players learn how they did up to that point on each board. This might be regarded as an advantage or as a disadvantage: information about their relative standing in the field might induce a pair to change their strategy on the remaining hands. Alternatively, the scores for each round may be recorded on pickup slips collected during the event to enable the scorer to start to process the results before the end of the session, so that the results can be announced soon after the end of the session. A modern development is an electronic data-entry device on each table that transmits the results wirelessly to the director's computer. This allows results to be posted at a club or on a website very quickly after the end of play.
The usual form of overall scoring for a pairs tournament is Matchpoint scoring; occasionally IMP scoring is used instead.
Every pair plays against a different opposing pair in each successive round, depending on the size of the field. After each round, some or all of the players reseat themselves according to a prescribed "movement", so that each pair opposes a different pair in each round; the boards are also moved. The movement must be set up so that each pair does not play more than one round against the same opponents; and, of course, does not play the same board more than once.
The tournament director will select the movement depending on the number of pairs playing, to allow them to play the desired number of boards each, without repetition. Tournaments with up to about a dozen tables are usually played either as a Mitchell movement or a Howell movement. A Howell movement is typically used if there are fewer than about 7 tables. With larger fields the tournament can be split into separate sections ; each section normally plays a Mitchell movement.
Table movements
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-numbered 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, a "bystand" is introduced, while the two tables farthest from the bystand share the boards in each round. Usually, the bystand is placed halfway through the field and the relay between Table 1 and the last table. A "perfect" Mitchell is seven, nine, or thirteen tables, with four, three, or two boards per round respectively: all players play all boards, and all pairs of each direction play against all pairs of the other direction. A variation of the Mitchell movement employs "arrow-switching". This means that for approximately one-eighth of the boards played, the N-S pairs play the E-W cards and vice versa. This variation is used when it is desired to have one winner rather than two winners.The Howell movement is sometimes used instead, usually when there are a relatively small number of tables. This movement is more complicated and varies according to the total number of pairs. All boards and most pairs move after every round according to guide cards placed on the tables, or carried by the players. 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 in the opposite direction. However the fairness of a movement depends not only on who one plays against but also to a considerable extent on one's indirect opponents, i.e. those who play the same cards as you do. The Howell also tends to be more error-prone than the Mitchell due to its greater complexity. Ideally the number of rounds will be one less than the number of pairs competing, so that each pair plays one round against every other pair. Each round will usually consist of either 2, 3, or 4 boards. However, sometimes this produces an inconvenient total number of boards to be played. To avoid this, a "reduced Howell" or "three-quarter Howell" movement is often played, with fewer rounds and usually with more than one stationary pair, so that the number of rounds plus the number of stationary pairs equals the total number of pairs.
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. 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 usually remain on the tables for Howell movements.
Whatever movement is used, if the number of pairs is odd, obviously one pair must sit idle during each round; that situation is referred to as a bye or sit out. In that undesirable case, the missing pair is treated as if it exists, i.e. the movement is set up for. The phantom pair may be North-South, East-West or an arbitrary pair number in a Howell movement. In a Mitchell movement, having an East-West phantom pair is advantageous in that there are non-phantom players at each table responsible for correct movement of the boards. During the movement, one pair in each round will sit out. Since, as result, pairs will usually play unequal numbers of boards, their final results are normally scaled in the final calculation, or less commonly they might be awarded "bye points" for that round.
Another arrangement for an odd number of pairs is called a bump or rover movement, in which the number of tables is rounded down to /2. In a Mitchell movement, the extra pair normally sits out the first round and then, according to a schedule, substitutes for a different North-South pair for each subsequent round. The extra pair are frequently referred to as the "rover pair" because, unlike the other North-South pairs, they move at each round. In particular, the bump is preferable to the sit out for 11½ tables: it allows every pair to play at least 24 boards while having only 33 boards in play.
In a Howell movement, the extra pair normally sit out the first round and are then allocated fixed seats where they remain for all subsequent rounds. Any position other than that which would normally be occupied by a stationary pair will do. The extra pair thus displace, or "bump", a different pair at each round. The extra pair are still colloquially known as the "rover pair" even though, in a Howell, they do not actually rove.
A better alternative is for the phantom pair to be allocated a stationary position. This enables all the boards to be played the same number of times and the movement in many cases to be completely fair between all the non-stationary pairs.
Trials are usually reserved for high-level competitions. There, a fixed number of pairs play a full round-robin tournament with relatively long matches against each other, the entire tournament lasting for two to four 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.