What Is IMP Pairs?
 
In the usual pair event you encounter at the bridge club and most tournaments, you score one matchpoint for every pair you beat and ½ for every pair with whom you tie on every board. The size of the difference in scores does is not considered. If you obtained the best score, it doesn't matter if you beat the others by 10 points or 1100, you score a "top." It works the other way around too, if everyone else beats your score, even if by only 10 points, you still get a "bottom." When there are a small number of tables in play, this can end up being a bit of a lottery.
 
An alternative is to use IMP (International Match Point) scoring. This is the type of scoring used in team matches. With IMP scoring, the amount by which you beat or lose to the opposition is more significant.

IMP Pairs is played exactly like a regular pair event but scored in a totally different manner. Each board, your score is compared to the average of all the scores compiled on that board. The top and bottom scores are sometimes eliminated before the average is computed so that extreme scores will have less impact. Then your score is algebraically compared with average and translated into International Matchpoints (IMPs) according to the IMP table (on the inside of your convention card).

IMP Strategy

IMP events are "real" bridge. Matchpointed pair games are somewhat artificial. Your approach playing IMPs should be more relaxed than at matchpoints, where every trick is important. Do what you’re supposed to do, avoid disasters and don’t make crazy bids or plays. Don't sweat the overtrick (and NEVER risk your contract to make one). At IMPs small gains and losses on each deal mean very little, large ones mean a lot.

To illustrate the difference in scoring, suppose you played three boards. The first two boards you were plus 50 points; the last you lost 800. At matchpoints that would be a good result you won two boards and lost one, for a 67% game (which will win almost any pair game). These same three boards with IMP scoring would be a disaster. Your net result would be -700 points (800 - 100).

 

IMPs

Matchpoints

Main Objective

Amount of gain or loss is most important. Your sole objective is to beat the pair sitting at your table.

That means making your contract or defeating the opponents contract. Overtricks and extra undertricks are negligible.

Frequency of gain or loss is most important. Strive to beat the other pairs holding your cards at the other tables. It matters little if your opponents make their contract or not. What matters most is they take fewer tricks than “the field.” When declaring, you want to take more tricks than the other people holding your cards. Overtricks and extra undertricks (when defending) are paramount.

Bidding Game

Bid games very aggressively, especially when vulnerable. Borderline decisions should always be resolved by bidding the game. Bid only games you are a favorite to make. (Try for a plus score on every board.)

Part Score Bidding

Don’t compete nearly as aggressively as at matchpoints. Avoid going down a big number to contest a part score by the opponents. Compete very aggressively in part score auctions. Seldom sell out below the three-level.

Notrump vs. Minor Suits

There is no reason to prefer notrump to minor suits. Bid the safest part score, game or slam. There is little difference between 5, 5 and 3NT. Generally prefer to play part scores and slams at notrump — they usually score more. Greatly prefer 3NT to 5 or 5.

Sacrifice Bidding

Don’t. Don’t be afraid to.

Bidding at the Five Level

When both sides are bidding and it is not clear who can make what, bid one more. The five-level belongs to the opponents.

Opening Leads

Make aggressive opening leads. Try to set up a trick with your lead. Remember, you are trying to defeat the contract and care little about giving up an overtrick. Aggressive leads are not always best. Avoid risky leads. Keep in mind, your aim is not necessarily to defeat the contract. It is to give up fewer tricks to declarer than the other people defending the hand.

Declaring

Make your contract! Do not worry about overtricks. Guard against bad breaks. Safety plays are in order. Play every hand the same way you would play it if you were doubled. Overtricks are important. Assume others are in the same contract and endeavor to beat their scores.

Doubles

Double only when you know they are going down or, even better, when the double will increase the odds of beating the contract (lead directing doubles). Almost never double part scores. One of the worst results you can obtain is to double the opponents “into game.”

Double the opponents frequently. Feel free to double part scores when they outbid you. If you can make a part score of 110, beating the opponents 50 or 100 will not be a good score anyway. Try for a penalty of 200 or more. If they make an occasional doubled contract, it is not the end of the world.