Unit 430 2014-15 IMP League: Results, Schedules, Statistics Conditions of Contest
Flight A/X Unlimited, strat X is 0-3000 by team average
A/X Standings A/X Results Grid A/X Division Notes
Anthony (X) Christoffersen (X) Demeulemeester (X) Fenton (X)
Litwin (A) McMullin (X) Meyer (X) Sache (A)
Smith (A) Yue Su (A) Vincent (A)  
Back to vancouverbridge.com Last update: Wednesday, December 17, 2014.  Contact McBruce if your result is missing.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 
Back to vancouverbridge.com A Results Grid A Division Notes Top Page (Links)
Unit 430 IMP League Flight A/X Standings
Click Name to go to  
Team Stats Page  
Matches
Played

Won

Lost

Tied
Total
VPs
VP
Avg.
IMP
Avg.

Seed
Flight A:
1st Place
Flight X:
1st Place
Flight A:
Playoffs
Flight X:
Playoffs
Sache  5 5 0 0 108 21.60 +22.00 3 36.5% 98.2%
Smith  5 4 1 0 105 21.00 +29.20 2 32.2% 97.4%
Litwin  3 3 0 0 62 20.67 +17.33 1 21.1% 90.3%
Vincent  4 2 2 0 67 16.75 +9.25 4 5.1% 75.2%
Yue Su  4 2 2 0 60 15.00 +0.75 5 2.3% 59.4%
McMullin  5 2 3 0 74 14.80 +5.20 7 1.2% 34.1% 54.6% 89.9%
Fenton  5 2 3 0 67 13.40 -10.00 10 0.3% 19.1% 36.7% 79.8%
Anthony  5 2 3 0 55 11.00 -18.20 9 0.0% 8.1% 19.2% 61.0%
Demeulemeester  3 0 3 0 31 10.33 -17.33 6 0.5% 19.1% 32.9% 71.3%
Meyer  5 1 4 0 45 9.00 -25.20 11 0.0% 1.9% 5.6% 31.2%
Christoffersen  2 0 2 0 16 8.00 -27.50 8 0.7% 17.7% 30.5% 66.8%
All teams must have three matches played minimum by January 7, and four by January 21.  Byes count as played matches ONLY if your scheduled bye is ON or BEFORE the dates above.  You cannot be a match behind the minimum and claim that you have a bye in March.

Check out the wall display at the VBC!  It will be updated on Fridays and possibly at other times of the week.  (With games to direct on Wednesday Evening and Thursday Morning, I cannot stay to update the wall display after busy Wednesdays, but usually can update the web by Thursday noon.)

The 11 teams in A play 10 matches each this season.  The top 6 teams make the playoffs.   In Strat X, the top 4 teams make the playoffs.  
Whizbang has simulated the unplayed matches 100000 times and predicts that...

... 187 - 199 - 211 VPs (18.7 - 19.9 - 21.1 VPs per match) gives a team a 25% - 50% - 75% chance to finish in first place overall in strat A.
... 142 - 149 - 156 VPs (14.2 - 14.9 - 15.6 VPs per match) gives a team a 25% - 50% - 75% chance to make the strat A playoffs.

... 151 - 163 - 175 VPs (15.1 - 16.3 - 17.5 VPs per match) gives a team a 25% - 50% - 75% chance to finish in first place overall in strat X.
... 121 - 129 - 137 VPs (12.1 - 12.9 - 13.7 VPs per match) gives a team a 25% - 50% - 75% chance to make the strat X playoffs.
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Unit 430 IMP League Flight A/X Results Grid
Back to vancouverbridge.com A Standings A Division Notes Top Page (Links)
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match One Sache Yue Su Litwin bye John D. Vincent Smith Anthony Meyer Chr'sen McMullin
Play By loss loss loss bye WIN! loss loss WIN! WIN! WIN! WIN!
Oct 22 9VPs 11VPs 12VPs 18VPs 9VPs 10VPs 21VPs 20VPs 19VPs 21VPs
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Two McMullin Sache Meyer Yue Su Vincent Anthony John D. Chr'sen bye Fenton Litwin
Play By loss loss loss WIN! WIN! WIN! WIN! WIN! bye loss loss
Nov 05 3VPs 5VPs 14VPs 22VPs 21VPs 27VPs 16VPs 25VPs 8VPs 9VPs
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Three Litwin McMullin Smith Sache Anthony Chr'sen Vincent Fenton John D. bye Meyer
Play By loss late... loss loss WIN! late... loss WIN! WIN! bye WIN!
Nov 26 7VPs 5VPs 10VPs 23VPs 5VPs 20VPs 25VPs 25VPs
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Four Meyer Litwin bye McMullin Chr'sen Fenton Anthony Yue Su Vincent Sache Smith
Play By WIN! late... bye loss late... WIN! loss WIN! WIN! loss loss
Dec 17 20VPs 7VPs 23VPs 10VPs 19VPs 18VPs 11VPs 12VPs
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Five Smith Meyer Vincent Litwin Fenton Yue Su Chr'sen bye Anthony McMullin John D.
Play By WIN! unplayed unplayed unplayed unplayed loss unplayed bye loss WIN! unplayed
Jan 07 16VPs 8VPs 14VPs 22VPs
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Six John D. Smith Anthony Meyer Yue Su Sache Fenton McMullin Chr'sen Litwin bye
Play By unplayed unplayed unplayed WIN! unplayed loss loss WIN! unplayed unplayed bye
Jan 21 26VPs 7VPs 4VPs 23VPs
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Seven Vincent John D. Chr'sen Smith Sache bye Yue Su Litwin Fenton Meyer Anthony
Play By unplayed unplayed unplayed loss unplayed bye unplayed unplayed WIN! unplayed unplayed
Feb 11 2VPs 28VPs
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Eight bye Vincent Fenton John D. McMullin Litwin Sache Meyer Yue Su Smith Chr'sen
Play By bye unplayed unplayed unplayed unplayed unplayed unplayed unplayed unplayed unplayed unplayed
Feb 25
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Nine Chr'sen Anthony Yue Su Vincent bye Meyer McMullin Smith Sache John D. Fenton
Play By unplayed unplayed unplayed unplayed bye unplayed unplayed unplayed unplayed unplayed unplayed
Mar 18
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Ten Fenton bye Sache Anthony Meyer Smith Litwin John D. McMullin Vincent Yue Su
Play By unplayed bye unplayed unplayed unplayed unplayed unplayed unplayed unplayed unplayed unplayed
Apr 01
Anthony
vs
Chr'sen
vs
John D.
vs
  Fenton  
vs
  Litwin  
vs
McMullin
vs
  Meyer  
vs
  Sache  
vs
  Smith  
vs
  Yue Su  
vs
Vincent
vs
Match Eleven Yue Su Fenton McMullin Chr'sen Smith John D. bye Vincent Litwin Anthony Sache
Play By unplayed unplayed unplayed unplayed unplayed unplayed bye unplayed unplayed unplayed unplayed
Apr 22
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Unit 430 IMP League Flight A/X Division Notes
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IMP LEAGUE 2014-15 — Flight A/X Division Notes (11 teams, 10 matches)

With a late entry into Flight A/X (next year, I guess, I will have to install neon signs advising teams of the entry deadline) and Mr. Lochang unable to find enough free agents to form a team, we now have 11 teams in Flight A/X, a full round-robin with each team getting a bye, mostly 3-week deadlines but a few 2-week ones.  All previously announced first-round matches are still the same despite the late entry.
As in previous years, matches can be played late if necessary, but do not get to a point where you cannot complete all of your matches.  There is considerable frustration about teams which year after year play when they can but ignore all calls and e-mails when they have a player out of town and the remaining players cannot somehow form a team. Please respond to phone messages and e-mails with your current situation.  Because there is a Regional in Victoria in mid-April, the final deadline has been moved to April 22.  Even so, it will be difficult to fit more than one match into the period between the end of the Regional and the final deadline, so we want you to ensure that you have 8 matches in before the Regional begins, and an absolute nailed-down date for all remaining matches by April 12.

  • six of the twelve teams in Flight A will make the Flight A playoffs
  • four of the six remaining teams eligible for strat X will play in the Strat X playoffs
  • SPECIAL ALERT: If your team is eligible for Strat X but you do not want to play in any playoff that doesn't have the letter “A” attached to it, there will be a draconian penalty applied if you wait until the end of the regular season to let me know. The other teams competing for Flight X playoff spots have a right to know where they stand as the season winds down. If your team members have some phobia of the Flight X playoffs but do not let anyone know, you may find yourself DQ'd from the Flight A playoffs if you qualify, or DQ'd from Flight X eligibility for several years down the road (even if you find yourself on another team of players interested in winning the X title). This silliness has happened in two of the last three years and ends now. Do not test me on this. Bad things will happen.
  • The playoffs will be the usual curling-style system where #1 and #2 play, with the winner of that match advancing to the final and the loser playing the survivor of the #3 vs #4 match. In Flight A, the #3 and #4 teams also play a match in which the loser gets a second chance to advance, against the #5 vs #6 winner.
  • No carryovers or choosing of opponents in playoff matches.
  • The rule regarding seating rights in playoff matches was changed in 2011. The highest-ranked team still gets seating rights for both halves, and the lower-ranked team still has the right to know which four of the higher-ranking team's players will be in the lineup before seating their players. What has changed is the rule which said that any single player on either team may object to the same four players appearing at either table in both halves. This provision has been deleted in playoff matches: if the higher-ranking team wants to play the same people against the same opponents, this is now allowed.

Allowed Conventions: many non-GCC conventions are allowed, but you must do all of the following:

  • Let McBruce (ooga@shaw.ca, 604/438-9735) know in advance (a week before the match) which Mid-Chart or Super Chart convention(s) your team wishes to play, along with a link to the approved defense at the ACBL Defense Database at http://www.acbl.org/play/defensedatabase.html (include the number-letter combination, for example, 3b for Multi 2♦). If your method is not on this page, describe it and suggest a reasonable defense to it. I will alert you if the convention is not acceptable or the defense is insufficient, as long as I have sufficient time to look at it.
  • Alert the other team that you are playing a non-GCC convention as you arrange the match, or 48 hours before.
  • Print (or write) out two (legible!) copies of the defense and bring them to the match.
  • Pre-alert your methods before bidding begins on the first board, whenever you have new opponents. Make certain that they are aware that when the convention comes up, either opponent is allowed to consult the suggested defense, or even a defense of their own, during the auction, but without consultation. If there is more than one suggested defense, they may consult to choose which one to use the first time it comes up.
  • Explain your non-GCC conventions clearly when asked. Call the Director for assistance if the opponents feel the explanation is insufficient.

Reminder 1: All matches must be played by April 22, 2015. I will assume that both sides are at fault for an unplayed match unless there is overwhelming evidence that one side is predominantly at fault. If you get into a last round jam and contact me only on April 21, you will not find me in a forgiving mood, no matter what the other team has put you through.
Reminder 2: Play your matches in reasonable time: more than two overtime matches will cost you VPs (unless you have established during play that the other team is solely at fault). An overtime match is one which goes longer than two hours before the second half starts, or longer than 3½ hours total. Boards will be removed from slow matches, so keep the discussions and delays within reason.
Reminder 3: The schedule contains minimum requirements for matches played. A bye in the schedule counts as a match played on that deadline date. You cannot escape a penalty by claiming that you have a bye coming up.
Reminder 4: If you play a match at a club, a Director's ruling must be followed. If you disagree with a ruling, you may appeal the ruling with the Director later, or appeal it to the Commissioner. What you cannot do is agree with the opponents to ignore the ruling. A story about a Director's claim ruling being ignored by both sides went around a few years ago. If you do this, or agree to this, you are putting your earned VPs at serious risk.
Reminder 5: The ACBL has amended the general CoCs for extended team games to allow for two substitutes per match, but at the discretion of the Commissioner, who hopes to keep the previous limits in place but will be lenient if there is a problem. Do not assume you can do what you want! Teams which stretch the rules without reporting a problem to the Commissioner first may be penalized!
Reminder 6: The Vancouver Bridge Centre, where most matches are played, asks that you contact the club when your match is set so that they can put in on their calendar and the arriving Director can set up for it.

Flight A/X Rosters and Contact Information: we don't put this information on the Web: Get it from the VBC wall or from the Commissioner.

November 261 match minumum
December 172 matches minumum
January 73 matches minumum
January 214 matches minumum
February 115 matches minumum
February 256 matches minumum
March 188 matches minumum
April 19 matches minumum
April 12dates set for remaining matches
April 22all 11 matches played

Above is the schedule of deadlines for the absolute minimum number of matches a team must have played.  If your bye appears ON or BEFORE the listed date, it counts as a played match.  A bye in the future cannot be used to get your team to the minimum!  If you fall behind this pace, you will be penalized 3VP for the first offense, 6 additional VPs for the second offense, and so on.

The absolute deadline for all regular-season matches is April 22.  Regular-season matches played after this date will count for match awards only: no VPs will be awarded.

Playoffs: The top six teams will make the Flight A playoffs.  The top four teams eligible for Strat X (0-3000 average) will make the Strat X playoffs.  In the table below, Team 1 has seating rights in all matches.  All playoff matches are 32 boards.  Ties are immediately broken with four-board playoffs until a winner emerges.

StratMatch #DeadlineTeam 1Team 2WinnerLoser
A     1 May 6 5th in A6th in AMatch 5 Out: 6th in A
A     2 May 6 3rd in A4th in AMatch 7 Match 5
A     3 May 13 1st in A2nd in AMatch 11Match 9
   X 4 May 13 3rd in X4th in XMatch 8 Out: 4th in X
A     5 May 20 Match 2 LoserMatch 1 WinnerMatch 7Out: 5th in A
    X 6 May 20 1st in X2nd in XMatch 10Match 8
A     7 June 3 Match 5 WinnerMatch 2 WinnerMatch 9Out: 4th in A
   X 8 June 10 Match 6 LoserMatch 4 WinnerMatch 10Out: 3rd in X
A     9 June 17 Match 3 LoserMatch 7 WinnerMatch 11Out: 3rd in A
    X10 June 24 Match 6 WinnerMatch 8 WinnerX Champions!X Runners-Up
A    11 July 1 Match 3 WinnerMatch 9 WinnerA Champions!A Runners-Up
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Team Anthony — Strat X — Seed 9 — 2-3-0, 55 VPs (11.00 per match)
Total IMPs: 240-331 (-18.20 per match) — Average Swing: 4.1 IMPs per board
Late matches: 0 — Matches remaining: 5
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 0.031% 0.305% 1.269% 3.319% 5.662% 8.574% 11.562% 14.890% 18.101% 20.122% 16.165%
X 8.137% 13.841% 17.896% 21.141% 22.044% 16.941%
Match Schedule and Results for Team Anthony

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
Sache Oct. 22 loss 53 - 69 25 - 32 9 - 21 1 2 3 4 1 2 3 4
McMullin Nov. 05 loss 43 - 104 28 - 40 3 - 27 1 3 4 7 1 3 4 7
Litwin Nov. 26 loss 32 - 62 13 - 36 7 - 23 1 3 4 7 1 3 4 7
Meyer Dec. 17 WIN! 41 - 26 17 - 13 20 - 10 3 5 6 7 3 5 6 7
Smith Jan. 07 WIN! 71 - 70 21 - 43 16 - 14 1 3 4 5 1 3 4 5
Demeulemeester Jan. 21 unplayed                
Vincent Feb. 11 unplayed                
(bye) Feb. 25 bye                
Christoffersen Mar. 18 unplayed                
Fenton Apr. 01 unplayed                
Yue Su Apr. 22 unplayed                
Player Statistics for Team Anthony
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     John Anthony  1 8 199 305 -0.95 35 1 3
2     Sid Segal  0 2 53 69 -0.57 9 0 1
3     Bill Osten  2 10 240 331 -0.65 55 2 3
4     Howard Rubin  1 8 199 305 -0.95 35 1 3
5     Neil McAllister  2 4 112 96 +0.29 36 2 0
6     Harold McAllister  1 2 41 26 +0.54 20 1 0
7     Jim Lenobel  1 6 116 192 -0.90 30 1 2
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team Christoffersen — Strat X — Seed 8 — 0-2-0, 16 VPs (8.00 per match)
Total IMPs: 103-158 (-27.50 per match) — Average Swing: 4.7 IMPs per board
Late matches: 2 — Matches remaining: 8
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 0.745% 2.000% 3.887% 5.944% 8.168% 9.761% 11.265% 12.923% 14.311% 14.331% 16.665%
X 17.692% 16.072% 16.443% 16.637% 15.706% 17.450%
Match Schedule and Results for Team Christoffersen

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
Yue Su Oct. 22 loss 67 - 76 36 - 22 11 - 19 1 3 5 6 1 3 5 6
Sache Nov. 05 loss 36 - 82 25 - 47 5 - 25 1 2 5 6 1 2 5 6
McMullin Nov. 26 late...                
Litwin Dec. 17 late...                
Meyer Jan. 07 unplayed                
Smith Jan. 21 unplayed                
Demeulemeester Feb. 11 unplayed                
Vincent Feb. 25 unplayed                
Anthony Mar. 18 unplayed                
(bye) Apr. 01 bye                
Fenton Apr. 22 unplayed                
Player Statistics for Team Christoffersen
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     Bjarne Christoffersen  0 4 103 158 -0.98 16 0 2
2     Martin Johnson  0 2 36 82 -1.64 5 0 1
3     Mike Strebinger  0 2 67 76 -0.32 11 0 1
5     Ken Ramsay  0 4 103 158 -0.98 16 0 2
6     Andrew Nalos  0 4 103 158 -0.98 16 0 2
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team Demeulemeester — Strat X — Seed 6 — 0-3-0, 31 VPs (10.33 per match)
Total IMPs: 138-190 (-17.33 per match) — Average Swing: 3.9 IMPs per board
Late matches: 0 — Matches remaining: 7
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 0.532% 1.947% 4.156% 6.774% 8.968% 10.532% 12.119% 13.619% 14.743% 14.572% 12.038%
X 19.107% 17.200% 17.622% 17.404% 16.107% 12.560%
Match Schedule and Results for Team Demeulemeester

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
Litwin Oct. 22 loss 52 - 55 19 - 40 12 - 18 1 2 3 5 1 2 3 5
Meyer Nov. 05 loss 57 - 58 22 - 25 14 - 16 1 2 3 6 1 2 3 6
Smith Nov. 26 loss 29 - 77 22 - 33 5 - 25 2 3 4 5 2 3 4 5
(bye) Dec. 17 bye                
Vincent Jan. 07 unplayed                
Anthony Jan. 21 unplayed                
Christoffersen Feb. 11 unplayed                
Fenton Feb. 25 unplayed                
Yue Su Mar. 18 unplayed                
Sache Apr. 01 unplayed                
McMullin Apr. 22 unplayed                
Player Statistics for Team Demeulemeester
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     John Demeulemeester  0 4 109 113 -0.07 26 0 2
2     Al French  0 6 138 190 -0.62 31 0 3
3     Andrew Lee  0 6 138 190 -0.62 31 0 3
4     Frances Corney  0 2 29 77 -1.71 5 0 1
5     Sandi White  0 4 81 132 -0.91 17 0 2
6     Marylou Varga  0 2 57 58 -0.04 14 0 1
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team Fenton — Strat X — Seed 10 — 2-3-0, 67 VPs (13.40 per match)
Total IMPs: 261-311 (-10.00 per match) — Average Swing: 4.1 IMPs per board
Late matches: 0 — Matches remaining: 5
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 0.251% 1.463% 4.077% 7.153% 10.480% 13.318% 15.257% 15.469% 14.359% 11.719% 6.454%
X 19.089% 22.310% 20.893% 17.470% 13.235% 7.003%
Match Schedule and Results for Team Fenton

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
(bye) Oct. 22 bye                
Yue Su Nov. 05 WIN! 69 - 48 29 - 34 22 - 8 1 2 3 4 1 2 3 4
Sache Nov. 26 loss 44 - 57 20 - 19 10 - 20 1 2 3 4 1 2 3 4
McMullin Dec. 17 loss 39 - 71 15 - 21 7 - 23 1 2 3 4 1 2 3 4
Litwin Jan. 07 unplayed                
Meyer Jan. 21 WIN! 84 - 30 48 - 20 26 - 4 1 2 3 4 1 2 3 4
Smith Feb. 11 loss 25 - 105 11 - 54 2 - 28 1 2 3 4 1 2 3 4
Demeulemeester Feb. 25 unplayed                
Vincent Mar. 18 unplayed                
Anthony Apr. 01 unplayed                
Christoffersen Apr. 22 unplayed                
Player Statistics for Team Fenton
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     Angela Fenton  2 10 261 311 -0.36 67 2 3
2     Patti Adams  2 10 261 311 -0.36 67 2 3
3     David Schmidt  2 10 261 311 -0.36 67 2 3
4     Jim Sache  2 10 261 311 -0.36 67 2 3
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team Litwin — Strat A — Seed 1 — 3-0-0, 62 VPs (20.67 per match)
Total IMPs: 174-122 (+17.33 per match) — Average Swing: 3.5 IMPs per board
Late matches: 1 — Matches remaining: 7
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 21.114% 21.056% 18.535% 13.683% 9.443% 6.508% 4.381% 2.756% 1.500% 0.753% 0.271%
Match Schedule and Results for Team Litwin

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
Demeulemeester Oct. 22 WIN! 55 - 52 40 - 19 18 - 12 1 2 4 5 1 2 4 5
Vincent Nov. 05 WIN! 57 - 38 34 - 14 21 - 9 1 2 3 4 1 2 3 4
Anthony Nov. 26 WIN! 62 - 32 36 - 13 23 - 7 1 2 4 5 1 2 4 5
Christoffersen Dec. 17 late...                
Fenton Jan. 07 unplayed                
Yue Su Jan. 21 unplayed                
Sache Feb. 11 unplayed                
McMullin Feb. 25 unplayed                
(bye) Mar. 18 bye                
Meyer Apr. 01 unplayed                
Smith Apr. 22 unplayed                
Player Statistics for Team Litwin
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     Katrin Litwin  3 6 174 122 +0.62 62 3 0
2     Aidan Ballantyne  3 6 174 122 +0.62 62 3 0
3     Dan Jacob  1 2 57 38 +0.68 21 1 0
4     Larry Hicks  3 6 174 122 +0.62 62 3 0
5     Don Brazeau  2 4 117 84 +0.59 41 2 0
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team McMullin — Strat X — Seed 7 — 2-3-0, 74 VPs (14.80 per match)
Total IMPs: 348-322 (+5.20 per match) — Average Swing: 4.8 IMPs per board
Late matches: 1 — Matches remaining: 5
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 1.166% 3.778% 7.544% 11.225% 14.859% 16.049% 15.156% 12.513% 8.967% 5.707% 3.036%
X 34.122% 25.886% 18.205% 11.648% 6.764% 3.375%
Match Schedule and Results for Team McMullin

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
Vincent Oct. 22 loss 71 - 88 18 - 40 9 - 21 2 3 4 5 2 3 4 5
Anthony Nov. 05 WIN! 104 - 43 40 - 28 27 - 3 1 2 3 4 1 2 3 4
Christoffersen Nov. 26 late...                
Fenton Dec. 17 WIN! 71 - 39 21 - 15 23 - 7 2 3 4 5 2 3 4 5
Yue Su Jan. 07 loss 43 - 65 19 - 48 8 - 22 1 2 3 4 1 2 3 4
Sache Jan. 21 loss 59 - 87 43 - 8 7 - 23 1 2 3 4 1 2 3 4
(bye) Feb. 11 bye                
Litwin Feb. 25 unplayed                
Meyer Mar. 18 unplayed                
Smith Apr. 01 unplayed                
Demeulemeester Apr. 22 unplayed                
Player Statistics for Team McMullin
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     Gray McMullin  1 6 206 195 +0.13 42 1 2
2     Kelvin Raywood  2 10 348 322 +0.19 74 2 3
3     Dee Steil  2 10 348 322 +0.19 74 2 3
4     Andrew Krywaniuk  2 10 348 322 +0.19 74 2 3
5     Marguerite Chiarenza  1 4 142 127 +0.27 32 1 1
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team Meyer — Strat X — Seed 11 — 1-4-0, 45 VPs (9.00 per match)
Total IMPs: 216-342 (-25.20 per match) — Average Swing: 4.0 IMPs per board
Late matches: 0 — Matches remaining: 5
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 0.003% 0.054% 0.216% 0.676% 1.563% 3.074% 5.234% 8.848% 14.674% 24.498% 41.160%
X 1.853% 4.691% 8.941% 15.700% 26.144% 42.671%
Match Schedule and Results for Team Meyer

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
Smith Oct. 22 loss 46 - 61 9 - 47 10 - 20 2 3 5 6 2 3 5 6
Demeulemeester Nov. 05 WIN! 58 - 57 25 - 22 16 - 14 2 4 5 6 2 4 5 6
Vincent Nov. 26 loss 56 - 99 27 - 48 5 - 25 1 2 3 4 1 2 3 4
Anthony Dec. 17 loss 26 - 41 13 - 17 10 - 20 1 2 3 4 1 2 3 4
Christoffersen Jan. 07 unplayed                
Fenton Jan. 21 loss 30 - 84 20 - 48 4 - 26 1 4 5 6 1 4 5 6
Yue Su Feb. 11 unplayed                
Sache Feb. 25 unplayed                
McMullin Mar. 18 unplayed                
Litwin Apr. 01 unplayed                
(bye) Apr. 22 bye                
Player Statistics for Team Meyer
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     Larry Meyer  0 6 112 224 -1.33 19 0 3
2     Jim McKenzie  1 8 186 258 -0.64 41 1 3
3     Bob Takishita  0 6 128 201 -0.87 25 0 3
4     Dave Herbert  1 8 170 281 -0.99 35 1 3
5     Stuart Carr  1 6 134 202 -0.81 30 1 2
6     Tom Davis  1 6 134 202 -0.81 30 1 2
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team Sache — Strat A — Seed 3 — 5-0-0, 108 VPs (21.60 per match)
Total IMPs: 344-234 (+22.00 per match) — Average Swing: 4.1 IMPs per board
Late matches: 0 — Matches remaining: 5
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 36.506% 26.290% 17.122% 10.316% 5.293% 2.630% 1.219% 0.450% 0.149% 0.023% 0.002%
Match Schedule and Results for Team Sache

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
Anthony Oct. 22 WIN! 69 - 53 32 - 25 21 - 9 2 3 5 6 2 3 5 6
Christoffersen Nov. 05 WIN! 82 - 36 47 - 25 25 - 5 2 3 5 6 2 3 5 6
Fenton Nov. 26 WIN! 57 - 44 19 - 20 20 - 10 1 2 3 7 1 2 3 7
Yue Su Dec. 17 WIN! 49 - 42 37 - 26 19 - 11 1 2 5 6 1 2 5 6
(bye) Jan. 07 bye                
McMullin Jan. 21 WIN! 87 - 59 8 - 43 23 - 7 1 2 3 4 1 2 3 4
Litwin Feb. 11 unplayed                
Meyer Feb. 25 unplayed                
Smith Mar. 18 unplayed                
Demeulemeester Apr. 01 unplayed                
Vincent Apr. 22 unplayed                
Player Statistics for Team Sache
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     Don Sache  3 6 193 145 +0.57 62 3 0
2     Mike Wilson  5 10 344 234 +0.79 108 5 0
3     Ron Ohmart  4 8 295 192 +0.92 89 4 0
4     Peter Maclean  1 2 87 59 +1.00 23 1 0
5     Dianne Isfeld  3 6 200 131 +0.82 65 3 0
6     Martin Henneberger  3 6 200 131 +0.82 65 3 0
7     Gary Harper  1 2 57 44 +0.46 20 1 0
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team Smith — Strat A — Seed 2 — 4-1-0, 105 VPs (21.00 per match)
Total IMPs: 369-223 (+29.20 per match) — Average Swing: 4.2 IMPs per board
Late matches: 0 — Matches remaining: 5
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 32.237% 26.679% 18.113% 11.015% 6.098% 3.244% 1.699% 0.656% 0.220% 0.036% 0.003%
Match Schedule and Results for Team Smith

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
Meyer Oct. 22 WIN! 61 - 46 47 - 9 20 - 10 1 2 3 4 1 2 3 4
(bye) Nov. 05 bye                
Demeulemeester Nov. 26 WIN! 77 - 29 33 - 22 25 - 5 1 2 3 5 1 2 3 5
Vincent Dec. 17 WIN! 56 - 52 31 - 27 18 - 12 1 2 6 7 1 2 6 7
Anthony Jan. 07 loss 70 - 71 43 - 21 14 - 16 1 2 3 6 1 2 3 6
Christoffersen Jan. 21 unplayed                
Fenton Feb. 11 WIN! 105 - 25 54 - 11 28 - 2 1 4 5 7 1 4 5 7
Yue Su Feb. 25 unplayed                
Sache Mar. 18 unplayed                
McMullin Apr. 01 unplayed                
Litwin Apr. 22 unplayed                
Player Statistics for Team Smith
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     Julie Smith  4 10 369 223 +1.04 105 4 1
2     Susan Peters  3 8 264 198 +0.59 77 3 1
3     June Pocock  2 6 208 146 +0.74 59 2 1
4     Les Fouks  2 4 166 71 +1.70 48 2 0
5     Michael Yuen  2 4 182 54 +2.29 53 2 0
6     Doug Hansford  1 4 126 123 +0.05 32 1 1
7     Peter Cooper  2 4 161 77 +1.50 46 2 0
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team Yue Su — Strat A — Seed 5 — 2-2-0, 60 VPs (15.00 per match)
Total IMPs: 231-228 (+0.75 per match) — Average Swing: 4.1 IMPs per board
Late matches: 0 — Matches remaining: 6
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 2.328% 5.797% 9.471% 12.680% 14.669% 14.409% 12.951% 10.924% 8.146% 5.485% 3.140%
Match Schedule and Results for Team Yue Su

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
Christoffersen Oct. 22 WIN! 76 - 67 22 - 36 19 - 11 1 2 3 4 1 2 3 4
Fenton Nov. 05 loss 48 - 69 34 - 29 8 - 22 2 3 4 5 2 3 4 5
(bye) Nov. 26 bye                
Sache Dec. 17 loss 42 - 49 26 - 37 11 - 19 3 5 6 7 3 5 6 7
McMullin Jan. 07 WIN! 65 - 43 48 - 19 22 - 8 1 2 4 6 1 2 4 6
Litwin Jan. 21 unplayed                
Meyer Feb. 11 unplayed                
Smith Feb. 25 unplayed                
Demeulemeester Mar. 18 unplayed                
Vincent Apr. 01 unplayed                
Anthony Apr. 22 unplayed                
Player Statistics for Team Yue Su
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     Yue Su  2 4 141 110 +0.55 41 2 0
2     Tao Feng  2 6 189 179 +0.12 49 2 1
3     Jack Lee  1 6 166 185 -0.23 38 1 2
4     Brian Liu  2 6 189 179 +0.12 49 2 1
5     Eric Pan  0 4 90 118 -0.50 19 0 2
6     Larry Pocock  1 4 107 92 +0.27 33 1 1
7     Kai Zhou  0 2 42 49 -0.25 11 0 1
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Team Vincent — Strat A — Seed 4 — 2-2-0, 67 VPs (16.75 per match)
Total IMPs: 277-240 (+9.25 per match) — Average Swing: 4.6 IMPs per board
Late matches: 0 — Matches remaining: 6
Whizbang estimates of final rank:
Strat 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
A 5.087% 10.631% 15.610% 17.215% 14.797% 11.901% 9.157% 6.952% 4.830% 2.754% 1.066%
Match Schedule and Results for Team Vincent

Opponent

Deadline

Result
Final
Score
Halftime
Score
Victory
Points
1st Half
Players
2nd Half
Players
McMullin Oct. 22 WIN! 88 - 71 40 - 18 21 - 9 1 2 4 6 1 2 4 6
Litwin Nov. 05 loss 38 - 57 14 - 34 9 - 21 3 4 5 6 3 4 5 6
Meyer Nov. 26 WIN! 99 - 56 48 - 27 25 - 5 1 2 3 5 1 2 3 5
Smith Dec. 17 loss 52 - 56 27 - 31 12 - 18 1 2 4 6 1 2 4 6
Demeulemeester Jan. 07 unplayed                
(bye) Jan. 21 bye                
Anthony Feb. 11 unplayed                
Christoffersen Feb. 25 unplayed                
Fenton Mar. 18 unplayed                
Yue Su Apr. 01 unplayed                
Sache Apr. 22 unplayed                
Player Statistics for Team Vincent
Player
Number

        Player 

Wins
Halves
Played
Plus
IMPs
Minus
IMPs
Net IMPs
per board
Earned
VPs
Earned
Wins
Earned
Losses
1     Steve Vincent  2 6 239 183 +0.67 58 2 1
2     David Waterman  2 6 239 183 +0.67 58 2 1
3     Ben Takemori  1 4 137 113 +0.43 34 1 1
4     Mike Dimich  1 6 178 184 -0.07 42 1 2
5     William Ge  1 4 137 113 +0.43 34 1 1
6     Nick Stock  1 6 178 184 -0.07 42 1 2
Players will not appear here until they have played in a match.

To play in the playoffs a player must have played in at least 9 half-matches.
(In rare cases the Commissioner will allow a player to play who has played in less--check for details.)
Earned VPs work as follows:
A player who plays the complete match earns the number of VPs his team earns.  A player who plays one half of the match will earn a portion of the VPs his team earns, depending on how well they did while he was playing.
Example: Mr. X plays in the first half, and leaves with the team down 30 IMPs.  Mr. Y replaces him in the second half and the team comes back to win the second half by 45 and the match by 15, for 20 VP.  The first half score of -30 IMPs, doubled to -60 IMPs, works out to 4 VPs on the 28-board scale, credited to Mr. X.  The second half score of +45 IMPs, doubled to +90 IMPs, works out to 29 VPs on the 28-board scale, credited to Mr. Y.  The team total of 20 earned VPs are split between Mr. X and Mr. Y so that Mr. X gets 4 parts (2.42 earned VPs) and Mr. Y gets 29 parts (17.58 earned VPs).  The other three players who played both halves each earn the full 20 VPs.
Earned Wins and Losses work as follows:
A player who plays the full match earned one win if the team wins, one loss if the team loses, and one-half of each if the match is tied.
A player playing one half of a TIED match earns 0.5 wins if his half is won by his team, and earns 0.5 losses if his half is lost by his team.  If both halves are tied, players playing one half earn 0.25 wins and 0.25 losses.
A player playing one-half of a match that his team WINS earns 0.5 wins if his team won both halves, 0.75 wins if his team won ONLY the half he was in, and 0.25 wins if his team lost or tied the half he was in.
A player playing one-half of a match that his team LOSES earns 0.5 losses if his team lost both halves, 0.75 losses if his team lost ONLY the half he was in, and 0.25 losses if his team won or tied the half he was in.
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Unit 430 IMP League Conditions Of Contest A Division Notes
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IMP LEAGUE 2014-2015 CONDITIONS OF CONTEST

Recent Changes:

The most recent change came from the ACBL in 2013. The ACBL General Conditions of Contest for Extended Team Games (which outranks these Conditions) were amended by the Board of Governors to allow for the possibility of two substitutes in each match: "Teams can have four, five or six members. Substitutes and Replacements are allowed at the discretion of the Event Coordinator or his/her designee, or of the DIC of the event where one exists, but should not appreciably strengthen a team. In teams with more than four members, a substitute should come from within the team. Team members, by entering the event, are committing to participate throughout the event. As this event takes place over multiple sessions, they should be aware of the scheduled play dates and times, and make plans to attend. If they are aware of a scheduling conflict, they should notify both their team captain and the director to see what accommodations can be made. This includes arranging a substitute or replacement or arranging an alternate play date. Replacements may earn overall awards if they meet (ACBL) play requirements. Substitutes may receive only match awards. Up to two substitutes per match may be permitted even if the team already has six members, subject to the aforementioned provisions."
What this means for the IMP League is that our restrictions on substitutes (which our conditions call emergency players) cannot be enforced; you can have as many as you want. However, we would like to try to keep teams to six with the occasional seventh player, so that the league does not suddenly become a random collection of people playing. If your team is unable to find members from your roster, it remains a courtesy (not strictly required, but strongly encouraged) to inform your opponent in advance that someone unexpected will be on the team.

Not-so-recent changes to the Conditions (five years without a major change) that those who never read them should note:

  1. Consistent slow play WILL be punished: Three and a half hours is enough time to complete a 28-board match, and the second half must always begin no later than two hours into a match. Teams that repeatedly need extra time will be liable to lose IMPs or Victory Points:
    • The first board of the second 14-board set must be started at both tables no later than two hours following the scheduled start time of the match. If this does not happen, the Director removes one board from each table (two if more than 15 minutes late), and if one team is predominantly at fault, they receive a penalty of 3 IMPs for each board removed. If both teams are equally at fault, the missing boards are scored as no swing. Removed boards may not be played even if time permits.
  2. Kibitzing, which had been getting out of control in some matches, will be regulated as Law 76B demands. We have received some reports in the past of some very loud and active kibitzers. We all want to welcome spectators at IMP League games, but we do not want their presence to have any effect at all on the results. Law 76B governs the behavior of spectators. Any player may ask a spectator to stop any action contrary to the Laws; once asked, a second infraction will result in the spectator not being allowed to remain at either table of the match. This is what Law 76B says:
    • A spectator may not look at the hand of more than one player.
    • A spectator must not show any reaction to the bidding or play when a deal is in progress.
    • During a round, a spectator must refrain from mannerisms or remarks of any kind and must have no conversation with a player. ["During a round" means no opinions between deals.]
    • A spectator must not disturb a player.
    • A spectator shall not draw attention to any aspect of the game. [Including irregularities and misplays.]
  3. Non-GCC conventions must be pre-disclosed and a written defense must be provided: Conventions not on the General Convention Chart can be used in Flight A/X and sometimes in Flight B at the Commissioner's discretion (check with him first). But only if the team pre-discloses the convention to the opponent 48 hours before the match AND brings with them a written defense to the convention that the opponents can use. Even then, the game Director has the right to bar the convention if the partnership using it cannot give reasonable answers to questions about it.
  4. No masterpoints for playoffs: The ACBL has decided that they cannot support a two-stage event with masterpoint awards (at least, not this one). So, overall masterpoints and match awards will be only awarded for the regular season, but the playoffs in all strats will continue to determine the annual champion and the trophy winners. This actually means that more of your entry fee will go to the Unit Subsidy Fund, since we will not need to pay sanction fees for playoff matches.

UNIT 430 IMP LEAGUE – CONDITIONS OF CONTEST 2014-15

1) Hierarchy of Regulations: The IMP League will be governed by (in order of precedence) the Laws of Duplicate Bridge, ACBL Regulations, the Special Regulations governing each flight, the Conditions of Contest and the IMP League Commissioner (Bruce McIntyre 604/438-9735 send e-mail).   Where the Commissioner is a participant on a team, a deputy Commissioner will be appointed to handle disputes for that flight only.   Appeals on the rules or on a decision of the Commissioner (or a deputy) may be appealed in writing to the Unit 430 Board of Directors.   No appeal will be considered if more than 30 days have passed since the incident happened or the Commissioner's ruling was announced.   The Unit Board is at liberty to decide such appeals as it sees fit.

2) Dates and Schedule: IMP League play will normally begin in October and the regular season will conclude in mid-April, or earlier if the number of teams warrants fewer matches.  Teams will play 8-13 matches in Flight A/X and 5-11 matches in Flight B and C.  The schedule will normally be a complete round-robin in each flight, but if the required number of matches is undesirable, a flight may be split into divisions.  A flight without enough teams to make a reasonable league may be combined with the flight above or below (after consultation with the team captains in that flight).
    Approximately half of the teams in each flight will make the playoffs. All playoff matches will be 32 boards; all other matches will be 28 boards.  The playoff schedule will be decided separately for each flight.  The number of playoff teams in each flight will be decided before the end of December, based on the final number of teams in each flight.
    Flight B/C is a special case, as players in Flight C have expressed a strong preference to play several different opponents in a single-session, rather than play against only one team, as well as having pre-set dates for all (or most) teams to play matches, with preduplicated boards, hand records, and pre-game mini-lessons.  The schedule there will still be a round-robin but the matches will be broken up into segments and will be completed one segment at a time over several different match dates.

3) Team Rosters: No team may use more than six players in a match.  Additional substitutes or "spares"ť are not allowed to play except in an emergency.  No player may play on more than one team, even if the two teams are in different flights.  A team's eligibility for strats is based on the team average of masterpoints on the September 1 cycle for initial players, and current holdings for later additions.  A team with more than 3000 masterpoints per player must play in strat A.  Any team signing up for Flight A with less than 3000 masterpoints per player will be placed in strat X.  No team with more than 1000 masterpoints per player, or any single player above 1500 masterpoints, may play in strat B.  Flight C teams must consist of non-Life Masters only.  Teams in limited strats must be careful not to add players to their teams that will make them ineligible for the strat.  The Commissioner can set an artificial masterpoint holding for experienced players who are new or non ACBL members.  The Commissioner may choose to change the number of strats within a division based on the number of teams signed up and their masterpoint levels.  The Commissioner may also suggest to the team captains before the season that the strat limits be adjusted to balance the number of teams in each strat.
    Teams must start the season with at least four players and no more than six.  One of the players must be designated as "match arranger" (not necessarily the captain) and is responsible for contacting other match arrangers to arrange matches, and for contacting other match arrangers to arrange matches, and for contacting the Commissioner when problems arise.  Each team must also designate an alternate contact and all teams should have at least one member with e-mail access who checks fairly regularly (at least every 48 hours).  Teams whose contacts prove impossible to contact in a scheduling dispute will be deemed at fault.  After the initial rosters have been submitted, roster moves will be limited to the following:
    a) Deleting a player: A player who has not yet played in any match but appears on a team's roster may be deleted from the roster at any time.  A player who has played but is unable to continue playing due to an emergency or a residence move may be deleted.
    b) Adding a player: A player who has not yet played in any match for any other team may be added, so long as the addition does not cause the team to have more than six players.  No player may be added after the conclusion of the regular season.  It is a courtesy to inform your next opponents if you plan to add or have added players to your roster.
    c) Using an non-roster player: If a captain is unable to field a team because an expected player has not arrived, or there are not enough available players on the team, and there is an available player who has not played in any match for any team, that player may be used as an emergency player, unless the other team feels that the emergency player materially strengthens the team.  Each team is permitted to use an emergency player three times during the regular season.  Only one emergency player may normally be used by a team in a regular-season match, but in dire circumstances two may be used (if so, only one more for the season is allowed).  Teams are asked to do their best to limit themselves to three emergency players per season and a maximum of two before and two after December 31.  No emergency players are allowed to play in the playoffs.
    No player may play for his team in playoff matches unless he has played in at least 40% of his team's regular season matches.  Participation is counted according to the number of half-matches for each player.  In the rare case that a playoff-bound team has less than four players playoff-eligible, or a player is unavailable for a significant portion of the season but has played nearly 40% of the boards, the Commissioner may declare a player that has played less than 40% of his team’s regular season matches eligible for the playoffs.  The Commissioner will penalize teams that stretch the roster rules.  Please be sure to stay in-bounds.

4) Matches: Active ethics and good sportsmanship will be the first priority in all matches.  Matches will be scored in Victory Points using the Victory Point Scale shown at the end of this document.  Matches will normally be played in two halves with comparison of scores at halftime.
    a) Seating rights (the right to have your players take their seats last) will be given to each team for one of the two halves, which half to which team to be decided before the match by the team captains.  Disputes will be resolved by a coin toss.  If the captains do not consult before the match and a dispute arises at halftime, the trailing team has seating rights for the second half.  If the score is tied, seating rights are decided randomly.  Seating rights do not include the right to choose your team’s four players only after it is known which four from the opposing team is playing.  If more than four players from either team are available and a dispute results, captains will list their four players for the half simultaneously, reveal the lists, and then seat players.  In regular-season matches only, at halftime, any one player on either team may object to a plan which has the same four players playing at a table.  This rule is meant to encourage switching opponents at half time and is not applicable for playoff matches.
    b) Timing.  Three and a half hours is enough time to complete a 28-board match, and the second half must always begin no later than two hours into a match.  Teams that repeatedly need extra time will be liable to lose IMPs or Victory Points.
    Match report slips have a box to check whenever the match takes more than 3%frac12; hours from scheduled start time to the handing in of the match report slip.  Any player or the Director in charge may insist that this box be checked if appropriate.  If the DIC is convinced that one team is not the cause of the problem, he can indicate this on the match report slip.  Teams concerned about time wasting by the opponents will need to call the Director to point this out or both will be deemed at fault.
    There is no penalty for the first or second overtime match.  A team that has three overtime matches in a season will be penalized in Victory Points, losing 5 VPs for the third overtime match, 10 additional VPs for the fourth overtime match, 15 additional VPs for the sixth, and so on.
    The first board of the second half must be started at both tables no later than two hours following the scheduled start time of the match.  If this does not happen, the Director removes one board from each table (two if more than 15 minutes late), and if one team is predominantly at fault, they receive a penalty of 3 IMPs for each board removed.  If both teams are equally at fault, the missing boards are scored as no swing.  Removed boards may not be played even if time permits, without the permission of the Director in charge.
    c) Match Locations.  Matches may be played at bridge clubs or at any venue agreed by the team captains.  Matches played outside of a bridge club should have a means by which a Director can be called if necessary.  The winning team is responsible for ensuring that the report slip is completely filled out, including a signature from a member of the losing side, and that the report slip (or all data from the report slip) gets to the Commissioner.

5) Match Scheduling: At the beginning of each season, the Commissioner will release a schedule of match periods in which the participants must complete their regular season matches.  The length of each period will depend on the total number of matches, and the calendar schedule of other bridge events and major holidays.  The end date for each period will be referred to as its deadline.  The idea is for things to smoothly proceed from beginning to end without a hitch, but this won’t happen, so the following text is necessary:
    It is the responsibility of the captains to decide upon a date, a time, and a venue for each match.  The deadline is the last day to hold a match, not the last day to begin arranging one.  Captains should contact the Commissioner when a match has been scheduled, so that there is a record of both team’s agreement on the date, time, and place of a match, in case one team does not show.  Best is to send an e-mail to the Commissioner and a copy to the opposing team captain.
    Captains should also contact the Commissioner when there is difficulty in arranging a match, whether by insufficient dates available for both teams, or by lack of communication from the other captain.  The Commissioner will attempt to get the match scheduled, but may give warnings or impose penalties on one or both sides if the captains are at fault (by leaving things to the last minute, by having unacceptably few open dates, or by appearing to jockey for dates which favour their side’s available lineup).  Warnings and penalties will be more lenient at the beginning of the season, but penalties in Victory Points will be applied, possibly without prior warning, to any team that is for no apparent reason significantly behind by January.
    The absolute deadline for all regular season matches is the final end date for that flight.  No match played after that date will be counted under any circumstances.  Similarly, the playoffs (which in some cases have stretched into August in the past, making it difficult to attract new teams) will be under strict deadlines.

6) Late Arrivals: When a match begins later than the agreed time because of late arrivals, the non-offending side receives a penalty bonus of 3 IMPs per five minutes of delay, up to a maximum of 18 IMPs.  The captain of the non-offending side may waive the penalties before the beginning of play.  An emergency player may be used until the late player arrives (unless it is a playoff match).  If thirty minutes have elapsed, the match must be:
    a) rescheduled with the 18 IMP penalty to the non-offending team (the captain may waive the penalties);
    b) forfeited to the non-offending team; or
    c) completed using the emergency player, if permission to complete the match was given by the non-offending team before any further boards are played.  (This last option is not available in the playoffs.)  The Director may remove boards from the first half according to the guidelines in Rule 4b when a match starts more than fifteen minutes late, or may choose to give the players a chance to make up the time, removing boards from the second half if necessary.  A late arrival does not automatically make his team at fault if the match takes too long.

7) Standings: The order of teams for playoff purposes shall be decided on Victory Points.  Matches that are forfeited are scored as follows.  Offending teams get zero Victory Points.  A non-offending team gets the maximum of: (a) their average Victory Point total in all of their non-forfeited matches; (b) the average Victory Point total of the opponents of the offending side in all of the offending side's non-forfeited matches; or (c) 18 Victory Points.  Any fraction awarded by this rule is sufficient to break a tie in the standings.
    IMPORTANT: Teams which have not paid their entry fee by the end of their first match will be assessed a penalty of (their choice): per day since the first deadline added on to the team’s entry fee (all IMP League profits go to the Unit Subsidy Fund), or 1 VP for each day the payment is late, deducted from the team’s VP total.
    In the case of a tie in Victory Points between two teams, or a tie among three or more teams which has been broken by the procedure in the next paragraph to leave two teams tied, the tiebreaking procedure is: most wins (a draw is ½ of a win), most VPs against common opponents (if not playing a round robin), most wins against common opponents (if not playing a round robin).
    If there is a tie in Victory Points among three or more teams, the tiebreaking procedure is (in order of precedence): most wins (a draw is ½); highest average VPs against teams in the tied group; best win-loss record against teams in the tied group; most VPs against common opponents (if not playing a round robin).
    If teams are still tied after the tiebreaking procedures are used, and a significant playoff ranking is at stake, the teams must play a seven-board playoff to decide the final positions.  If such a playoff ends in a tie, further single boards are played until either team wins a board by 1 IMP or more.
    Forfeiting cannot disadvantage other teams.  If a team forfeits a match against another team, and because of the Victory Points received by the forfeit, the non-offending team finishes ahead of any uninvolved team, the Commissioner may, regardless of the Victory Point difference, reclassify the forfeiting team down enough positions so the forfeiting team finishes below the uninvolved team.  This rule could cost an offending team four or five wins and a playoff spot, so don’t let it happen to you!  Teams are expected to play all of their matches, whether in contention or not.

8) Allowed Conventions: Conventions on the ACBL General Convention Chart are allowed in all flights of the IMP League.  Other conventions must be disclosed to the opponents at least 48 hours before the match, with a clear explanation and a reasonable suggested defense (which must be supplied by the team using the convention at game time in written form), in order to be used in the match.  The opponents may appeal to the Commissioner any such conventions, and the Commissioner will decide based on the complexity of the convention, the level of the competition, and the quality of the explanation and suggested defense, whether the convention will be approved.  Even previously-approved conventions must be disclosed to the opponents in subsequent matches in order to be used again.  Defenses to many non-GCC conventions can be found in (and printed out from ) the ACBL Defense Database: link
    If a non-GCC convention is approved, the opponents must each be presented at gametime with a written description and defense (or a number of possible defenses).  When the convention is used, the opponents are free to consult the written defense for the remainder of the auction before they make a call.  When there is a choice of defenses, the defenders may choose one in advance, or they may choose to play different options against different forms of the convention, or they may choose to wait until it comes up: the first player to act may choose one of the defenses on the sheet without consultation and may convey this decision to the table before he makes a call.  Thereafter, that pair must use that defense each time it comes up.  The game Director has the right to disallow a non-GCC convention if it is clear that the partnership using it cannot adequately answer basic questions about what calls show and/or deny.
    Boards on which unapproved conventions are used may be appealed before the match report slip is signed by both teams.  To appeal a board, write down a complete record of the deal on the back of the match report slip: cards held by each player, dealer and vulnerability, the result of the deal (including the contract and result at the other table), and the complete auction, indicating all conventional calls with their explanations.  Indicate the disputed calls without comment and have one player from each team sign the report.  Indicate on the match report slip if one or more boards is under appeal.  NOTE: The proper way to appeal is to inform the opponents that you are doing so and collect the facts quietly—and once this is done to continue playing without comment.
    If a disallowed convention is used and the non-offending side wins less than three IMPs on the board, the result of the board will be thrown out and the non-offending side will be awarded three IMPs on the board.
    If it is found that the disputed convention was allowed (or the Commissioner judges that its use is not unreasonable), the appealing side will face a penalty from a simple warning to a severe penalty in Victory Points for repeat offenders.    It is well-known to the Commissioner that some players will appeal anything possible.    They are free to try, but they had better be right if they want all their earned Victory Points to count in the standings.

9) Spectators: Any player may disallow any idle member of the opposing team from kibitzing his team's match.  Any player may request that any one spectator be removed from his table without cause.  Spectators are expected to observe the limitations set out in Law 76B, and multiple violations of Law 76B noted by any player will result in the removal of the spectator from either table of a match.  A Law 76B summary: Spectators should be seen and rarely (if ever) heard.

IMP League Victory Point Scale


IMP Margin
Victory
Points
           
IMP Margin
Victory
Points
           
IMP Margin
Victory
Points
           
IMP Margin
Victory
Points
tie 15 - 15      7 - 10 19 - 11     27 - 3323 - 7     61 - 7127 - 3
1 16 - 14      11 - 15 20 - 10     34 - 4124 - 6     72 - 8328 - 2
2 17 - 13      16 - 20 21 - 9      42 - 5025 - 5     84 - 9529 - 1
3-6 18 - 12      21 - 26 22 - 8     51 - 6026 - 4     96 or more30 - 0

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