Here follows some advice on how to score boards when the movement has gone wrong. Movements go wrong for a variety of reasons.
Most movements can be recovered. For example if the TD puts the relay in the wrong place there is a rescue mechanism published in the Manning Movement manual. If the players play the wrong boards because they move incorrectly or maybe dont move at all then it is usually still possible to recover and get a result. Player comparisons might be more unbalanced than they should be but that doesnt invalidate the results.
Common situations where players play the wrong boards include passing the boards through a relay table without stopping or failing to move correctly in a hesitation Mitchell.
All these problems will involve you altering the movement that you have put into the computer.
Round | Table 1 | Table 2 | Table 3 | Table 4 | Relay | Table 5 | Table 6 | Table 7 | Table 8 |
1 | 1 A 9 | 2 B 10 | 3 C 11 | 4 D 12 | E | 5 F 13 | 6 G 14 | 7 H 15 | 8 A 16 |
2 | 1 B 16 | 2 C 9 | 3 D 10 | 4 E 11 | F | 5 G 12 | 6 H 13 | 7 A 14 | 8 B 15 |
3 | 1 C 15 | 2 D 16 | 3 E 9 | 4 F 10 | G | 5 H 11 | 6 A 12 | 7 B 13 | 8 C 14 |
4 | 1 D 14 | 2 E 15 | 3 F 16 | 4 G 9 | H | 5 A 10 | 6 B 11 | 7 C 12 | 8 D 13 |
5 | 1 E 13 | 2 F 14 | 3 G 15 | 4 H 16 | A | 5 B 9 | 6 C 10 | 7 D 11 | 8 E 12 |
6 | 1 F 12 | 2 G 13 | 3 H 14 | 4 A 15 | B | 5 C 16 | 6 D 9 | 7 E 10 | 8 F 11 |
7 | 1 G 11 | 2 H 12 | 3 A 13 | 4 B 14 | C | 5 D 15 | 6 E 16 | 7 F 9 | 8 G 10 |
8 | 1 H 10 | 2 A 11 | 3 B 12 | 4 C 13 | D | 5 E 14 | 6 F 15 | 7 G 16 | 8 H 9 |
But suppose at the end of Round 1 table 5 pass their boards straight through to table 4, leaving set E in the relay. The green shading represents what went wrong during Round 2.
Round | Table 1 | Table 2 | Table 3 | Table 4 | Relay | Table 5 | Table 6 | Table 7 | Table 8 |
1 | 1 A 9 | 2 B 10 | 3 C 11 | 4 D 12 | E | 5 F 13 | 6 G 14 | 7 H 15 | 8 A 16 |
2 | 1 B 16 | 2 C 9 | 3 D 10 | 4 F 11 | E | 5 G 12 | 6 H 13 | 7 A 14 | 8 B 15 |
3 | 1 C 15 | 2 D 16 | 3 E 9 | 4 F 10 | G | 5 H 11 | 6 A 12 | 7 B 13 | 8 C 14 |
4 | 1 D 14 | 2 E 15 | 3 F 16 | 4 G 9 | H | 5 A 10 | 6 B 11 | 7 C 12 | 8 D 13 |
5 | 1 E 13 | 2 F 14 | 3 G 15 | 4 H 16 | A | 5 B 9 | 6 C 10 | 7 D 11 | 8 E 12 |
6 | 1 F 12 | 2 G 13 | 3 H 14 | 4 A 15 | B | 5 C 16 | 6 D 9 | 7 E 10 | 8 F 11 |
7 | 1 G 11 | 2 H 12 | 3 A 13 | 4 B 14 | C | 5 D 15 | 6 E 16 | 7 F 9 | 8 G 10 |
8 | 1 H 10 | 2 A 11 | 3 B 12 | 4 C 13 | D | 5 E 14 | 6 F 15 | 7 G 16 | 8 H 9 |
Lets suppose the TD or the players pick up the error at the end of Round 2. This means Table 4 has played the wrong boards. The TD puts the boards back into the correct order for Round 3, but you can see the problems which will follow in later rounds highlighted in red.
First we have results on board set F for 4 v 11, that we should not have. These results must stand. Law 15A of the Duplicate laws says that if players play boards they shouldnt play the TD should normally allow the results to stand. Problems arise on Round 3 at Table 4 when NS4 meets EW10 and on Round 6 at Table 8 when NS8 meets EW11. Since NS4 and EW11 have already played the boards EW10 and NS8 are deprived of the chance to get a valid score. Second we are missing results from Table 4 on board set E, which remained in the relay for 2 rounds.
The computer program will be expecting the following results for boardset E | When it actually has the following | |||||
Board set E | Board set E | |||||
NS | EW | Score? | NS | EW | Score? | |
4 | 11 | NO | 4 | 11 | No score | Enter Ave or Ave- |
3 | 9 | Yes | 3 | 9 | Yes | Match point as normal |
2 | 15 | Yes | 2 | 15 | Yes | |
1 | 13 | Yes | 1 | 13 | Yes | |
8 | 12 | Yes | 8 | 12 | Yes | |
7 | 10 | Yes | 7 | 10 | Yes | |
6 | 16 | Yes | 6 | 16 | Yes | |
5 | 14 | Yes | 5 | 14 | yes |
Board set F is more complicated!
The computer program will be expecting the following results for boardset F | When it actually has the following | |||||
Board set F | Board set F | Match point the amended traveller | ||||
NS | EW | Score? | NS | EW | Score? | |
5 | 13 | Yes | 5 | 13 | Yes | |
4 | 10 | NO | 4 | 11 | Yes the wrongly played ones | |
3 | 16 | Yes | 3 | 16 | Yes | |
2 | 14 | Yes | 2 | 14 | Yes | |
1 | 12 | Yes | 1 | 12 | Yes | |
8 | 11 | NO | 7 | 9 | Yes | |
7 | 9 | Yes | 6 | 15 | Yes | |
6 | 15 | yes | 8 | 10 | None possible | Enter Ave + |
So you have to modify the traveller to put NS8 v EW10 even though they can never actually play each other and give them both Ave+.
In order to score the modified traveller you will need to use the facility within the program to edit the pair numbers to achieve the traveller pattern actually obtained. In ScoreBridge you do it by editing the travellers using the score sheets function.
Using Jeff Smith you can highlight the pair numbers you want to change and edit them directly on the score entry page.
Other scoring programs may have their own variations of this. But whatever you do you need to be careful that you dont edit the wrong information as there may not be any checks made at this point.
You will then be able to matchpoint in the usual way and produce your results! Then go and lie down in a dark room with a stiff drink!
Each problem will need its own solution and you may well have to sit down with the movement matrix and work it out from first principles. If the error remains unresolved for longer it becomes increasingly complicated to resolve until, eventually, you reach the point of no return and you will have to abandon your session.
John Pain