IMP Strategy
Playing IMPs feels different from matchpoints the moment you sit down. You’re not trying to beat everyone in the room on every board. You’re trying to outscore one other table. That changes everything.
At matchpoints, a 30-point swing might be the difference between a top and a bottom. At IMPs, 30 points barely matters. You need big swings to move the needle. Games, slams, and doubled contracts are where matches are won and lost. Overtricks? They’re mostly noise.
This shapes how you bid, how you play, and how you think about risk.
How IMP Scoring Works
The math is simple: take the point difference between your table and the other table, convert it to IMPs using a scale.
Say you’re +620 for making 4♠. Your teammates defend 3♠ and let it make for -140. You’re +480 on the board (620 minus 140). That’s 10 IMPs.
If instead your teammates set 4♠ one trick for +100, you’re +720 on the board. That’s 12 IMPs.
The difference between +100 and -140 when defending is worth 2 IMPs. Not nothing, but not huge.
Now say your teammates bid the same 4♠ contract you did. You make it for +620, they go down one for -100. You lose 12 IMPs. Ouch.
The IMP Scale (Quick Reference)
| Point Difference | IMPs |
|---|---|
| 20-40 | 1 |
| 50-80 | 2 |
| 90-120 | 3 |
| 130-160 | 4 |
| 170-210 | 5 |
| 220-260 | 6 |
| 430-490 | 10 |
| 750-890 | 13 |
| 1500-1740 | 17 |
The scale is logarithmic. Doubling your lead doesn’t double your IMPs. Going from +400 to +800 is about the same IMP gain as going from +100 to +200.
This means small edges compound into moderate IMP swings, but you can’t run away with a match by grinding out 30-point differences. You need games and slams.
Why Game Bidding Is Everything
The difference between making a partscore and making game is usually 10 IMPs.
You’re +170 in 3♥. Your teammates play 2♥ making four for +170. Flat board, zero IMPs.
You’re +620 in 4♥. Your teammates play 3♥ making four for +170. You win 10 IMPs.
This is why you bid aggressive games at IMPs. If game is anywhere close to 50%, you bid it. The cost of going down one (-50 or -100) compared to making a partscore is 5-6 IMPs. The gain when game makes is 10 IMPs.
Even at 40% odds, bidding game is often right. You lose 6 IMPs six times out of ten, but win 10 IMPs four times out of ten. The math works.
Example Hand 1: The Aggressive 3NT
You hold: ♠AQ7 ♥K84 ♦QJ6 ♣AJ95
Partner opens 1♥. You have 14 HCP, but no heart fit. You respond 2NT (11-12 in Standard American, let’s say you’re playing invitational 2NT here). Partner has shown 12-14, so you’re looking at 26 combined.
At matchpoints, you might pass 2NT. Why risk -100 when +120 is likely to be average?
At IMPs, you bid 3NT. You need one trick from partner’s long suit, or a finesse to work, or a good opening lead. That’s better than 40%. Even if you go down sometimes, bidding game is a winning strategy.
Partner tables: ♠K4 ♥AQ1065 ♦K72 ♣863
You have 26 HCP. 3NT needs the ♥ suit to come in or a club finesse. Against a spade lead, you duck, win the second spade, and run hearts. You make 3NT.
At the other table, they stop in 2NT or 3♥ and make nine or ten tricks. You win 10 IMPs for being in game.
Slam Bidding: Go for It
Slams are worth 11-13 IMPs when they make. Missing a making slam is one of the most expensive errors in bridge.
You’re +680 in 4♠ making six. Your teammates bid 6♠ and make it for +1430. You lose 13 IMPs for stopping in game.
That’s the same IMP loss as going down in a vulnerable game when you could have stopped safely in a partscore.
The flip side: if slam is off a cashing ace, going down costs about 11 IMPs (the difference between +680 and -100). But if slam needs a finesse or a suit to break 3-2, those are decent odds.
You should bid slams that are 50% or better. You might even bid slams that are 45% if you suspect the other table will bid them too.
Example Hand 2: The Percentage Slam
You hold: ♠AKJ87 ♥AQ6 ♦K3 ♣AQ5
Partner responds 3♠ to your 1♠ opening (limit raise, 10-12 points). You have 21 HCP, partner has 10-12, so you’re looking at 31-33 combined. Slam is possible.
You ask for aces (Blackwood or whatever you play). Partner shows one ace. You’re missing one ace. Do you bid 6♠?
At matchpoints, probably not. You need the ♠Q to drop or trumps to be 2-2, plus no terrible breaks elsewhere. That might be 55%, but why risk a bottom when 4♠ is safe?
At IMPs, you bid the slam. You have 11 trumps between you (likely). Trumps are probably breaking 2-1 or 3-0 with the queen dropping. You have good controls. Even if it’s only 52%, the IMP odds favor bidding.
Partner has: ♠Q1065 ♥K84 ♦A65 ♣K73
Trumps are 2-1, the queen drops, you make 6♠. At the other table, they might stop in 4♠ or might bid the slam too. If they bid it, it’s a flat board. If they don’t, you win 13 IMPs.
Playing Safe: Make Your Contract
Once you’re in game or slam, your job is simple: make it.
Overtricks don’t matter much. The difference between +620 and +650 in 4♠ is 1 IMP. The difference between +620 and -100 is 12 IMPs.
This means you play differently from matchpoints. You don’t take risky finesses for overtricks. You don’t risk your contract to make an extra 30 points. You take the line that maximizes your chance of making the contract, even if it gives up a chance for an overtrick.
Example Hand 3: Safety Play vs. Overtrick
You’re in 4♥. You have ten top tricks: five hearts, three spades, two diamonds. You have a two-way finesse for the ♣Q. If you guess right, you make five. If you guess wrong, you go down.
At matchpoints, you might take the finesse. If everyone’s in 4♥, the pairs who make five beat the pairs who make four. The finesse is 50%, so it’s close.
At IMPs, you claim. You have ten tricks. Take them. The overtrick is worth 1 IMP. Going down costs 12 IMPs. Don’t be a hero.
When Overtricks Actually Matter
Overtricks almost never matter at IMPs, but there are exceptions.
If the other table is in a partscore, overtricks can tip the balance. You’re +650 in 4♠ making five. Your teammates play 3♠ making five for +200. You’re +450, worth 10 IMPs.
If you’d made only four in your 4♠ contract, you’d be +620. Compared to their +200, you’re +420, worth 9 IMPs.
That one overtrick is worth 1 IMP. Not huge, but not zero.
More common: the other table might misdefend or misbid. If they’re down in their contract, your overtricks increase the swing. You’re +650, they’re -100, you win 13 IMPs. If you’d been +620, you’d win 12 IMPs.
Still, you shouldn’t risk your contract for these edge cases. If you have a safe overtrick (finessing when you have plenty of trumps to recover if it loses), go ahead. If it risks the contract, forget it.
Vulnerability Changes Everything
Vulnerability at IMPs is a bigger deal than at matchpoints.
When you’re vulnerable, game is worth more (+620 vs +420 in a major). Going down costs more (-100 vs -50). But the ratio stays about the same. You still bid aggressive games. You still don’t take risky overtrick plays.
The big change is in sacrificing and competitive decisions.
Non-Vulnerable vs. Vulnerable Sacrifices
They bid 4♠ vulnerable. You think it’s making. Do you sacrifice in 5♥?
If you’re non-vulnerable and you go down two, that’s -300. They were making 4♠ for 620, so you save 320 points (6 IMPs).
If you go down three, that’s -500. You lose 2 IMPs compared to letting them make 4♠.
If you’re vulnerable and you go down two, that’s -500. You lose 2 IMPs.
If you go down three, that’s -800. You lose 5 IMPs.
Non-vulnerable sacrifices are attractive. You can go down two or even three and still save IMPs compared to letting them make game. Vulnerable sacrifices need to be closer to the magic number (going down one or two at most).
Example Hand 4: The Sacrifice Decision
Neither side vulnerable. They bid 4♠. You have: ♠7 ♥KJ10765 ♦KQ84 ♣93
Partner has shown heart support and some values. You suspect they’re making 4♠ (worth 420). You also suspect you’re going down three in 5♥ (costing 500).
At matchpoints, this is a terrible sacrifice. You lose 80 points for -3 IMPs (using a rough conversion). Most pairs will defend and some will beat 4♠, so you get a near-bottom.
At IMPs, this is close. -500 vs -420 is only 2 IMPs. If there’s any chance 4♠ makes with an overtrick, or if you might be only down two in 5♥, the sacrifice wins IMPs.
The key: vulnerability. Non-vulnerable, you can afford to be wrong. Vulnerable, you need to be right.
Sacrificing at IMPs vs. Matchpoints
At matchpoints, sacrifices are dangerous. If you save against 4♠ and go -300 when 4♠ was going down, you get a bottom. The field will defend and collect +100 or +50.
At IMPs, you only compare to one table. If you go -300 and they beat 4♠ one trick for +100, you lose 9 IMPs. That’s bad, but not catastrophic. You can make it up on other boards.
The flip side: if you defend 4♠ and it makes, while your teammates sacrifice in 5♥ for -300, you lose 11 IMPs. That’s a disaster.
So the IMP strategy is: sacrifice when you’re confident they’re making their contract, and you’re not going for more than 500 (non-vulnerable) or 200 (vulnerable).
Don’t sacrifice as insurance. Don’t sacrifice because you “might” be saving. Sacrifice when you know.
Common IMP Strategy Mistakes
1. Stopping Short in the Bidding
The biggest leak for new IMP players is not bidding enough. They pass with invitational hands. They decline game tries. They stop in 3NT when 6NT is cold.
Remember: bidding and making game is worth 10 IMPs. Missing game costs 10 IMPs. Bidding a failing game costs 5-6 IMPs. The math says be aggressive.
2. Taking Risky Finesses for Overtricks
You’re in 3NT with nine tricks. You have a finesse for a tenth. At matchpoints, you take it. At IMPs, you claim nine.
Why? Because the overtrick is worth 1 IMP. Going down costs 9-10 IMPs. Even if the finesse is 70%, the IMP expectation is negative.
If you need the finesse to make your contract, take it. If you’re taking it for an overtrick, don’t.
3. Not Sacrificing When You Should
Players are scared to sacrifice at IMPs because they remember matchpoint disasters. But IMP sacrifices are different. If you’re confident they’re making 4♠, and you can go -300 or -500 non-vulnerable, do it.
The worst-case scenario is you lose 2 IMPs. The best case is you save 3-6 IMPs. Over the course of a match, these add up.
4. Sacrificing When You Shouldn’t
The flip side: sacrificing when their contract might be going down. If there’s a reasonable chance they’re going down in 4♠, defend. Collecting +100 or +200 when you would have sacrificed for -300 is a huge swing.
Only sacrifice when you’re sure. Don’t guess.
5. Competing Too Much in Partscore Battles
At matchpoints, you compete hard for partscore. Going -100 to push them out of a making 2♠ is fine, because playing the hand is worth +110 or +140.
At IMPs, partscore battles aren’t worth dying for. If you go -100 defending 2♠ making two (+110), you’re -210. That’s 5-6 IMPs. If you bid 3♥ and go down one, you’re -50. Compared to their +110, you lose 4 IMPs.
That’s not a huge difference. Sometimes it’s right to compete, sometimes it’s right to pass. Don’t twist yourself into pretzels to avoid defending a partscore.
6. Forgetting Vulnerability
Vulnerability swings at IMPs are real. Bidding a vulnerable game that fails costs an extra 50 points compared to non-vulnerable. That’s 1-2 extra IMPs.
More important: vulnerable sacrifices can be expensive. Going -500 or -800 instead of -300 changes the sacrifice math completely.
Always check vulnerability before making close decisions. When vulnerable, be slightly more conservative. When non-vulnerable, be slightly more aggressive.
7. Playing for Swings When Ahead
In the last quarter of a match, if you’re ahead by 20 IMPs, stop taking risks. Don’t bid aggressive slams. Don’t make fancy plays. Just play solid bridge.
The other team needs big swings to catch up. You don’t. Let them take the risks. You play safe.
Conversely, if you’re down 20 IMPs with eight boards to play, you need to create swings. Bid the close slams. Compete harder. Take the aggressive finesses.
You can’t grind out 20 IMPs by playing safe. You need a few big boards.
The Bottom Line
IMP strategy comes down to three principles:
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Bid your games and slams. Missing a making game costs 10 IMPs. Bidding a failing game costs 5-6 IMPs. Be aggressive.
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Make your contracts. Overtricks are worth 1 IMP. Going down costs 10-12 IMPs. Play safe once you’re in game.
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Respect vulnerability. Non-vulnerable, you can afford to take chances. Vulnerable, be more careful, especially in sacrifices.
Follow these rules, and you’ll win more IMP matches. Ignore them, and you’ll wonder why you keep losing close matches despite “playing well.”
The difference between matchpoints and IMPs isn’t just scoring. It’s how you think about the game. At matchpoints, you’re chasing every edge. At IMPs, you’re chasing the big decisions. Games, slams, and sacrifices. Get those right, and the overtricks take care of themselves.