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    This document is provided 
    courtesy of theAmerican Contract Bridge League
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    A Club Director’s Guide for Ruling at the TableDuplicate Decisions
 
    INTRODUCTION 
    Duplicate Decisions (DD) 
    has been reformatted into a book that an ACBL club director can use in place 
    of the official Laws 
    of Duplicate Contract Bridge. 
    All of the Laws have been written and presented in everyday English to help 
    club directors understand their meanings. In addition to the table of 
    contents, an index which refers to the appropriate Law by topic is available 
    in the back of this book. 
    DD can be used to make most of the rulings that will come up during a 
    typical club game. The ideal way to use this publication is to tab the most 
    common rulings. Occasionally DD will refer the director to the official Laws 
    book. In those cases, the director will have to do some research before 
    making a ruling. 
    Every club director needs to become very familiar with the Laws in order to 
    make good rulings. It is helpful to highlight the sections of each Law that 
    are most frequently used in making a ruling pertaining to that Law.  DD 
    is designed to be used in conjunction with The ACBL Club Directors 
    Handbook, which was 
    published in 2003 and developed to assist club directors in running 
    outstanding club games. The handbook contains all of the information 
    previously found in the Appendix to DD plus information that will help club 
    directors make their club games the best games in town. 
    The new handbook is a source of tips, ACBL regulations, ACBL programs such 
    as the IN (Intermediate-Newcomer) Program and New Player Services, 
    movements, ACBLscore, Alerts, Zero Tolerance, etc.  Directors will 
    benefit from reading the "Ruling the Game" column, which is published 
    monthly in The Bridge 
    Bulletin. It’s a good way 
    to learn more about the Laws and how they should be applied. 
    ACBL’s web site is also a good source of information that 
    directors will find helpful in running club games.   
    Good luck! Let ACBL hear from you whenever you need help. 
    ACBL Director of Education 
 
    ACBL Duplicate Decisions - Adobe PDF File 
    (for printouts) 
 
    TABLE OF CONTENTS 
    CHAPTER I — DEFINITIONS 
    CHAPTER II — PRELIMINARIES 
    Law 
    1. The Pack 
    2. The Duplicate Boards 
    3. Arrangement of Tables 
    4. Partnerships 
    5. Assignment of Seats 
      
 
    INDEX To Laws 
    CHAPTER I — DEFINITIONS 
    ADJUSTED SCORE 
    An arbitrary score awarded by the Director. See Law 12 for
    specific instructions dealing with the assignment of an adjusted
    score.
    An adjusted score is either artificial or assigned. An artificial
    adjusted score is one awarded when no result can be obtained or
    estimated — average plus, average minus or average. 
    An assigned adjusted score is a bridge score awarded to one
    side, or to both sides, in place of the result actually obtained after an
    irregularity. 
    BID 
    An undertaking to win at least a specified number of odd tricks
    in a named denomination: e.g.,
    4H, 
    3NT, 2C, 
    etc. (See "Call"
    below.) 
    CALL 
    Any bid, double, redouble or pass. There are specifically worded
    Laws dealing separately with: calls, bids, passes, doubles and
    redoubles. Be sure you read the Laws that apply to your particular
    situation. 
    CONVENTION 
    1. A call that, by partnership agreement, conveys a meaning other
    than willingness to play in the denomination named (or in the
    last denomination named), or high-card strength or length
    (three cards or more) there. However, an agreement as to overall
    strength does not make a call a convention. 
    2. Defender’s play that serves to convey a meaning by agreement
    rather than by inference. 
    DENOMINATION 
    A term used in the Laws to refer to spades, hearts, diamonds,
    clubs or notrump. 
    DOUBLE 
    A call over an opponent’s bid increasing the scoring value of
    fulfilled or defeated contracts. (See Laws 19 and 77.) 
    HONOR 
    Any ace, king, queen, jack or ten. It should be noted that the ten
    is an honor card and should be treated as such in the application of
    Laws 24 A. & B., Card Exposed or Led During Auction, and Law
    50, Disposition of Penalty Card. 
    INSUFFICIENT BID 
    A bid that fails to supersede the immediately previous bid. 
    IRREGULARITY 
    A deviation from the correct procedures as set forth in the Laws. 
    PASS 
    A call specifying that a player does not, at that turn, elect to bid,
    double or redouble. 
    PENALTY CARD 
    See Law 50. 
    PSYCHIC CALL 
    A deliberate and gross misstatement of honor strength or suit
    length. See the discussion under Law 40. 
    RANK 
    1. The priority of suits in bidding and cutting. Starting at the
    bottom, the suits rank in alphabetical order: clubs, diamonds,
    hearts and spades, with notrump next. 
    2. The trick-taking power of each card within a suit. The ace,
    king, queen and jack have priority in that order. The lower
    cards rank numerically. 
    REVOKE 
    The play of a card of another suit by a player who is able to
    follow suit or to comply with a lead penalty. Failure to play any card
    to a trick may also constitute a revoke (See Law 67). 
    ROTATION 
    The clockwise order in which the deal and the right to call or
    play progresses. 
    SESSION 
    An extended period of play during which a number of boards,
    specified by the sponsoring organization, is scheduled to be played. 
    SUFFICIENT BID 
    A bid that is either of the same number but of a higher ranking
    denomination or of a greater number than the last bid. 
    
    TREATMENT 
    A natural bid indicating a desire to play in the denomination
    named, but not necessarily at that level. It promises or requests
    values in that denomination. 
    TURN 
    The correct time at which a player may call or play. 
 
    CHAPTER II — PRELIMINARIES 
    1 
    The Pack 
    No result achieved with a pack of 52 cards is ever to be
    considered valid if the pack does not conform to the specification
    of this Law. This holds true 
    even when the discrepancy appears to be
    irrelevant, such as there being two 2C’s but no 
    3C. 
    This Law does not require that 
    the backs of the cards be the
    same, so the Director may not throw 
    out a result for this reason. If
    different backs gave any player unauthorized information, however,
    the Director could award an adjusted score using Law 16. 
    Example: If a player notices the 
    different backs are all one suit
    and is able to get an early count on the hand as a result, the Director
    should rule this constitutes unauthorized information. 
    When the Director is informed that a pack is missing one or
    more cards, he must either locate 
    the exact cards missing from
    that same pack or substitute a new pack. If a card is simply added
    to complete the pack, the missing card(s) may reappear, such as by
    coming unstuck, thereby creating a pack with too many cards. 
    2 
    The Duplicate Boards 
    Whenever the dealer and/or vulnerability markings are other than
    specified in this Law, the actual markings are to be deemed correct
    for that session. In other words, the Director’s ruling is based solely
    on the actual "VUL" marking on the board. Either red pockets or
    "VUL" lettering, however, is sufficient for the Director to make the
    indicated pockets for the board vulnerable. A correctly marked board
    should be furnished for the next session. 
    3 
    Arrangement of Tables 
    It is recommended that the tables be set square to each other to
    eliminate as much as possible the chance of hands being visible at
    adjoining tables. More tables will fit into the same space by placing
    them corner to corner in a diagonal pattern. This latter setup may be
    considered for Swiss team events as long as the same match is not
    played at adjoining tables, a setup that should be avoided. 
    4 
    Partnerships 
    For pair events, two players constitute a pair. Except for
    newcomer events as noted in the next paragraph, the Director is
    prohibited from permitting a three-player pair to participate. The
    Director may, however, authorize a substitute in an emergency. 
    At the discretion of the club or tournament chairman, three member
    pairs may be permitted in newcomer events which are
    held for players with less than 20 masterpoints. 
    Masterpoints
    earned shall be apportioned among the three players in approximate
    ratio to the number of boards each played. For example, a "pair"
    consisting of "A", "B" and "C" (all newcomers) finish first in a
    10-table Mitchell newcomer game. According to published award
    charts, each player of a two-member pair is entitled to 50 club
    masterpoints. In this three-member pair, "A", "B" and "C" divide
    100 club masterpoints according to the number of boards each
    played. 
    In a Swiss team event, the Director 
    may permit four, five or six player
    teams, but no team may have more than six players. 
    
    Board-a-match team events of one 
    session are limited to four player
    teams. Five- or six-player teams may be permitted in multi-session
    events. 
    5 
    Assignment of Seats 
    This Law states that each player or pair is responsible for his
    own correct seating assignment each round. If a player or pair
    are at the wrong table or direction for a round, and the Director is
    compelled to assign an "artificial adjusted score" as a result, the
    player or pair in the wrong place shall be considered the offending
    player(s). 
    In a pairs event, players normally 
    make a selection of their
    specific compass position. Other than in Howell (one winner)
    movements, the Laws require each player to retain the same position
    throughout the session. As an example, if a player starts as West,
    he should continue as West throughout. In a Howell a player should
    pick two compass positions to play — 
    e.g., 
    North and East. 
    In a Swiss teams event, players 
    normally choose where they will
    sit each match. If a disagreement between teams arises, each team
    captain is required to submit his lineup by compass direction and
    table to the Director. These are submitted simultaneously with no
    knowledge of the other team’s intentions. The Director then requires
    the teams to abide by these lineups. In a Swiss teams competition,
    each match is considered to be a session for the application of the
    Laws. 
    Index to Duplicate Laws
 
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