IMP Team Tactics


IMP (International Match Point) scoring is used in Swiss team and knockout team events. Unlike matchpoint scoring (where your score on a board is compared with results from several other tables), IMP scoring compares your result to just one other table (the team you're playing against).

The scoring of the result of each board is the same as in other events, but the difference between your result and the result from your team-mates table is converted to IMPs. This conversion diminishes the impact of very large scoring differences and very small ones (overtricks, for example). The scoring table is here.  IMP scoring is sometimes used in pair events, too. Called "IMP Pairs", it's a pair movement that uses the same scoring method as IMP team matches. The difference is that instead of comparing your result to that from one other table, it's compared to the average score from all other tables.  

In general, your strategy when playing IMPs is similar to that used in rubber bridge. It's important to avoid large minus scores, so you'll usually want to be a bit more conservative in the bidding. In the play, your goal is to get a plus score, without being too concerned about overtricks. Here are some tips on bidding and play strategy:

The Bidding:

Games:  Bid the safest game. At matchpoints, you may get a markedly better score for playing in notrump instead of a major, or in a major instead of a minor. IMP scoring, however, neutralizes the differences between these contracts. Your best strategy is to choose your best (longest) trump fit and bid the game that's most likely to make -- even if it's 5C instead of 3NT.

Part scores:  Look for the safest part score. Don't worry about searching for a few extra points by playing in notrump instead of a minor.

Overcalls:  Matchpoint players often make light overcalls, but it pays to beef up your overcalls at IMPs. A vulnerable overcall, even at the 1-level, should promise a fairly good suit or a good hand (or both). If your overcall is at the 2-level, you need a strong suit (usually 6 cards) and the playing strength of a full opening bid.

Competing and balancing:  Don't be too bold. Unless you have a good suit and good hand, let the opponents play in their low-level contracts, especially if you're vulnerable. Trump length is more important than overall strength, so don't let the opponents push you to the 3-level unless you have a 9-card trump fit.

Doubles:  There's little to gain -- and much to lose -- by making a close penalty double, especially of a partscore. Don't make a penalty double unless you're reasonably sure the contract is going down at least two tricks. If the opponents sacrifice against your game and you're in doubt about whether to bid higher, double and take your sure plus score.

Sacrifices:  If you want to take a non-vulnerable sacrifice over your opponent's vulnerable game, you should be reasonably sure that you won't go down more than two (perhaps three) tricks. If you're vulnerable, you should be virtually certain that you won't go down more than one (perhaps two) tricks. Anything more is "too close for comfort" in team play, and won't gain you many IMPs. When in doubt, let the opponents play their contract and hope you can beat it.

The Play:

Overtricks:  When you're declarer, don't risk your contract trying to make an extra trick. Always choose the safest line of play to make your contract, even if it might cost you an overtrick or two. Use safety plays to protect against bad breaks of the opponents' cards.

Opening leads:  Be cautious about trying for a swing with an unusual opening lead. It's usually best to make your "normal" lead -- the same one you think your opponent will make when the board is played at your team-mates' table. Save your brilliant defensive plays for later in the hand, when you have more information.

Defense:  Be optimistic and fairly aggressive when you're defending the opponents' contracts. If there's a layout of the cards that will set the contract, choose your leads and plays to cater to that possibility, even if it means you may give up one or more overtricks if you're wrong.


Copyright ©  Karen Walker