Team Game Strategy … IMPs vs Matchpoints
by Suzi Subeck


There is a definite difference in strategy when playing IMP scoring as in Swiss teams and Knockouts and Matchpoint scoring as in Duplicate.



IMPs


In IMPs your main goal is to get as many plus scores as possible.
You NEVER jeopardize your contract to try for overtricks. Overtricks mean very little in team games, and game swings, part score swings and slam swings mean a lot.



You ALWAYS try to beat the opponents' contract. If there is a chance to defeat a game, a slam, or even a part score by playing partner to hold a specific card or cards … no matter how unlikely the holding ... you do just that in an effort to maximize the chances of generating a plus score.


You ALWAYS bid AGGRESSIVELY … especially for vulnerable games. Vulnerable game swings are the most likely way to win matches at IMPs. I am not suggesting insane bidding and wishful thinking, but I am suggesting that you use logical thinking, and if it is close whether or not to bid one more time to get to a vulnerable game, just do it! If it goes down, the swing will be five or six IMPs in their favor (minus 100 plus their part score). If it makes the swing will be thirteen IMPs in your favor! The odds on this work for you.


Non-vulnerable game swings are either plus or minus five or six IMPS depending on whether they make or go down, so the odds are even. It is not as important to bid every non-vulnerable game.
Slams are similar to non-vulnerable games with equal gains or losses. It is generally right to be cautious in slam bidding against equal opposition. Aggressive slam bidding can

help you beat a better team.


MATCHPOINTS


In matchpoints, it is important to take all the possible tricks


As declarer, it is imperative to try for overtricks. Every trick you score more than any other pair, gains you a point in the overall scoring. Sometimes, you even risk your contract to try for those elusive extra tricks.


As defender, it is important to take all the tricks to which your side is entitled … whether it beats the contract or not. Every trick you miss taking costs you overall points.


In matchpoints, it is often not necessary to bid close games. If you can play the hand one trick better than the field, you need not risk getting too high.

IN CONCLUSION
Most players find it much harder to play matchpoints than IMPs. Clearly, it is easier to simply worry about making the hand or beating the hand than making extra tricks. Sometimes, there are two or more possible ways to make an extra trick and you must decide which way affords you the highest percentage play. On the other hand, there is usually only one way to insure making or beating the hand, so you are faced with less difficult decisions.


In matchpoints, it is often easier to defend by trying to construct the opponents' hands. In IMPs, it is often adequate to simply construct the necessary hand for partner.

OTHER IMPORTANT THINGS TO REMEMBER


In IMPs, both sides of your team MUST keep score. This is necessary so that you can compare with one another after the round.

It never hurts to have an extra ace up your sleeve!

Hopefully, the tips in this newsletter will act as your extra aces!

Happiness is …
Getting through the session without trumping partner's ace  or his trumping mine!