IMP Tactics

by: HeyMrTamMan

2/10/00

IMP tactics are much like regular Total Points tactics. This briefly summarizes defense, declaring, part score and game bidding, penalty doubles, slam bidding, and sacrificing.

When defending, go all out to set declarer. Overtricks cost an IMP. But failing to set a game which is set at the other table costs 5-10 IMPs. Likewise, when declaring, make the contract.

Part score bidding is about the same. You still push the opponents to the three-level when you expect them to make two. For example, after 1H-(1S)-2H-(2S)-pass(pass)-?, bid Three Hearts unless you hold four spades. Going set at Three Hearts, when the other table makes Two Spades, will gain or lose 1-2 IMPs. However, letting the opponents make Two Spades, when Two Hearts is made the other way at the other table, will cost 6 IMPs. And making Three Hearts, when the other table makes Two Spades, will gain 6 IMPs.

Bid non-vulnerable games when you have 50% chance of making. If you make Four Spades at your table, and the other table stops at Three Spades, you gain 6 IMPs. Going set at Four Spades when the other table stops at Three Spades will cost you 6 IMPs. It's about even money.

Vul games are more profitable however, +10 IMPs versus -6 IMPs. So bid any 35% vulnerable game! That's right -- if you're making most of your vulnerable games you aren't bidding enough of them!

Doubling opponents into game will cost a bunch, 5-10 IMPs. Just setting the opponents is likely to gain 5 IMPs, so you almost never double a part score contract greater than Two Diamonds. At match points you double the opponents part score when you think it probably gets you a better score than bidding on. At IMPs you must be SURE when you double the opponents into game!

Same rule for bidding Grand Slam. Many times the other table doesn't even bid the Small Slam! Going set at 7, when the other table bids game or small slam, will cost you 11-16 IMPs! Bid the grand only when you are SURE!

Sacrifice bidding is not usually a good idea at IMPs. It's ususally better to try to set the opponents. Going for 500 when the opponents make 620 gains 3 IMPs. Going for 500 against -100 costs 12 IMPs!

An advance save is different. Raising partner's preempt makes it harder for the opponents to bid. Pushing the opponents too high, or driving them to a contract you can set when a safer contract wasn't found, gains 5-10 IMPs.

IMP bridge is pretty much good solid bridge!

There's one thing, though, more important than tactics or technique -- your partner! Praise and encourage your partner and partner will play well. Partnership harmony produces results on the score sheet which far exceed those that arise from technical ability!

:-)

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