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Pairs or Teams?

How pairs and teams scoring change what a good result looks like, and how your bidding and defence change with it.

Free · Beginner · Both systems · 1 page, PDF

The system doesn’t change. What changes is what a good result looks like, and so what you do with a close decision.

Pairs, matchpoints

Every table plays the same board. Your score on it is compared with every other pair who held your cards: beat a pair, one point; tie, half. Only the comparison survives: how much you won or lost by is thrown away. A part-score that outscores the room by ten is a complete win; a slam one down is a complete loss.

Teams, IMPs

Your team of four sits at two tables, and the two results on each board are compared. The difference in points becomes IMPs on a scale that compresses big swings: a 30-point overtrick is 1 IMP; a vulnerable game against a part-score is 10. At teams, size matters, and that drives every row below.

The same cards, a different game
Pairs Teams
What winsBeating the room, however narrowly. Frequent small gains.Big swings: games, slams, doubled contracts. Avoiding big losses.
OvertricksMatter a lot: the overtrick is often the whole board. Play for it when it’s safe-ish.Barely matter. Make the contract first; take the safety play every time.
Close gamesBid what the room will bid; on a coin-flip, stay with the field.

Bid vulnerable games on less: the bonus is huge, the penalty for failing small beside it. A little more sober not vulnerable.

SlamsBid the right slam: 6NT outscores six of a suit; a thin slam is a 50-50 board.Bid a slam you’re confident in; a thin one risks a large swing. Be sure.
Doubles

Double part-scores readily when they’ve pushed too far: +200 beats every part-score in the room.

Double only what you’re sure to beat. A doubled contract that makes is a catastrophe; letting them make an undoubled part-score costs a few IMPs.

Defence and leads

Lead passively; protect your overtricks. Sometimes the best defence is holding declarer to the contract.

Beat the contract. Take the aggressive lead that might set it; the overtrick you concede when it fails is nearly free.

Which will you meet?

Club nights are nearly always pairs. Inter-club matches, leagues and cups are teams. Learn pairs first, it’s the everyday game, and switch instincts at the door when you play a match.

Three traps

  1. Playing teams like pairs, chasing an overtrick and going down in a game: a 10-13 IMP swing to save 1.
  2. Playing pairs like teams: bidding a thin vulnerable game “because the bonus is big”. If the room stops in a part-score and you go one down, you’ve lost the board outright.
  3. Sacrificing at teams. Sacrifices are a pairs weapon. At teams, only when you’re sure their game makes and sure your loss is smaller: twice as many ways to be wrong.

The IMP scale

The IMP scale
Diff. IMPs
20-401
50-802
90-1203
130-1604
170-2105
220-2606
270-3107
320-3608
370-4209
430-49010
500-59011
600-74012
750-89013
900-109014
1100-129015
… 4000+24

This handout goes with the Beginner course, in ACOL or 5-card majors.

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