Imp Strategy




    IMPS - TEAM GAME


    In a team game you and your partner sit N/S at one table,

    and the other pair of your team sits E/W at the other table.

    In team game scoring your score on a board is added to your

    teammates score on the same board and coverted to International

    Match Points (IMPS) using this scale:


   0 -    10 = 0    220 - 260 =  6      600 -  740 = 12     1750 - 1990 = 18

  20 -   40 = 1    270 - 310 =  7      750 -   890 = 13    2000 - 2240 = 19

  50 -   80 = 2    320 - 360 =  8      900 - 1090 = 14    2250 - 2490 = 20

  90 - 120 = 3    370 - 420 =  9    1100 - 1290 = 15     2500 - 2990 = 21

130 - 160 = 4    430 - 490 = 10    1300 - 1490 = 16    3000 - 3490 = 22

170 - 210 = 5    500 - 590 = 11    1500 - 1740 = 17    3500 - 3990 = 23

                                                                             4000 & over = 24


For example suppose you played in 4H non-vul and made it for +420

and your partners at the other table defended 3H making 4 for -170.

We add the 2 scores  420 + (-170) = +250  which on the scale is

+6 imps.  We gain 6 imps on this hand, and the opponents loose

6 imps.  Now for how this affects our strategy:


BIDDING


1.  Part scores:  Strive to get a plus score.  Lets consider the situation

                 where we are bidding spades and opponents clubs and the

                 opponents push the auction to 3C.  Our problem is whether

                 we should defend 3C or bid 3S.  The other table will have

                 the same problem so we must consider the possibility that

                 one table bids 3S and the other defends 3C:

                   our            their

                   table         table

                 - 3S makes 3C makes  +140 + (+110) = +250  =  6 imps

                 - 3S makes 3c down1  +140 + (- 50) = + 90  =  3 imps

                 - 3C down1 3S makes  + 50 + (-140) = - 90  = -3 imps

                 - 3C down1 3S down1  + 50 + (+ 50) = +100  =  3 imps


                 - 3S down1 3C makes  - 50 + (+110) = + 90  =  3 imps

                 - 3s down1 3C down1  - 50 + ( -50) = -100  = -3 imps

                 - 3C makes 3s makes  -110 + (-140) = -250  = -6 imps

                 - 3C makes 3S down1  -110 + (+ 50) = - 90  = -3 imps

 

                Notice that when our table is plus (first 4 examples)

                we win imps in 3 cases out of 4.  When our table is

                minus (last 4 examples) we loose imps in 3 cases out of 4.

                The same is true for our partners at the other table

                (when they were plus we won imps 3 times out of 4).

                So in general your part score bidding should aim to

                create a plus, the size of the plus not being that

                important.


2. Games: When vulnerable try your best to get to game.  It goes

                1S-3S limit from partner, and you hold a minimum type

                hand. Should we bid the game?  Let us consider one

                table in 3S, the other in 4S.

               

                  our            their

                  table         table

                - 4S makes 3S make4   +620 + (-170) = +450  = +10 imps

                - 4S down1 3S makes   -100 + (-140) = -240  = - 6 imps


                If the game depended on a finesse (50%) then we would

                expect to gain 2 imps per hand by bidding the game when

                vul.  We should actually be in all vul games that are

                37.5% or better (3/8, 3 times we win 10 imps, 5 times we

                loose 6 imps).  It is impossible to judge this

                percentage in the bidding, so we just stretch as hard as

                we can to bid any vul game which may have a chance.

                So to answer the question, yes, bid the game with a

                minimum.

             

                Compare this with not vul. 


                - 4S makes 3S make4   +420 + (-170) = +250  =  + 6 imps

                - 4S down1 3S makes    -50 + (-140) = -190  =  - 5 imps


                Here its just about 50 / 50  so we should only bid

                games which are about 50%, or in other words bid normally

                and only accept invitations if you think its right.


Small Slams: Whether vul or not, only bid slams that are 50% or better.


                VUL

                - 6S makes 5S make6  +1430 + (-680) = +750  = +13 imps

                - 6S down1 5S makes  - 100 + (-650) = -750  = -13 imps


                NOT VUL

                - 6S makes 5S make6  + 908 + (-480) = +500  =  11 imps

                - 6S down1 5S makes  - 100 + (-450) = -550  = -11 imps


Grand Slams: Don't bid grand slams unless you are reasonably

                     sure they are making.


                VUL

                - 7S makes 6S make7  +2210 + (-1460) = + 750 = +13 imps

                - 7S down1 6S makes  - 100 + (-1430) = -1530 = -17 imps


                NOT VUL        

                - 7S makes 6S make7  +1510 + (-1010) = +500  = +11 imps

                - 7S down1 6S makes  -  50 + (- 980) = -1030 = -14 imps


                Since you stand to loose more when a grand goes down

                then you will gain when it makes, you want to be fairly

                certain it is making.  (Vul 17/30 = 57%, NV 14/25= 56 %)



Sacrificing: Lets assume we are contemplating a 5C sacrifice over 4S

                We examine some score comparisons


                NV vs VUL (favorable)

                - 5cx down3 4S makes  -500 + (+620) = +120  =   4 imps

                - 5cx down3 4s down1  -500 + (-100) = -600  = -12 imps

                - 5cx down2 4S makes  -300 + (+620) = +320  =   8 imps

                - 5cx down2 4s down1  -300 + (-100) = -400  = - 9 imps


                If you judge the sacrifice will go 2 down then your

                potential gain of 8 imps is about equal to the potential

                loss of 9 imps when their game wasn't making.  So here

                it is probably worth taking the sacrifice as they may

                well bid 5S (more on this later) where you might beat it.

              

                When you judge it will go 3 down however, you only stand

                to gain 4 imps, but loose 12 if 4S wasn't making.  And

                remember that when vul, we stretch to bid those 40% games.

                In this case its probably best to pass and defend.


                Conversely, when the opponents sacrifice against your 4S

                contract, if you have stretched your values at all to get to

                game you should be delighted to double.  Even if you

                haven't stretched, double will be preferred more often

                than not, as it is better to potentially loose 4 imps than

                loose 12 imps by bidding on and going down.


DECLARER PLAY


               Since overtricks are worth only 1 imp and going down in

               a game contract can cost 10-12 imps, we play as safely

               as possible to make our contracts and pay little attention

               to overtricks.


DEFENCE


               Again, since overtricks are worth little, the object of the

               defenders play is to beat the contract.     



Compiled by Lorne Russell 2005