Our version of Чикаго with Russian scoring
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We play this when we are 5 players. For each hand we will change the
teams (one player goes out, one player of the other team will change
seat) so that we get to play many different combinations of teams. The
player who is dummy during the play of a contract will prepare the hands
for the next deal, and will then be out during the next game.

I will prepare the hands for the first deal, the dummy of the first
contract will prepare the next, etc etc. We should try to make sure that
we all get to "sit out" the same number of times. This means playing
10, 15, 20, or 25 deals. At our current speed I think that we play
around 4 deals per hour - so 15 (maybe 20 ?) should be a realistic goal.
If someone has already been "sitting out" 3 times, then if he becomes
dummy then he should swap with partner and play the contract.

Preparing hands
---------------
Shuffle and deal. There is no need to cut, and the shuffling is not
terribly important. This is because we are now playing against the
tables, not against the opponents, so a strong hand may not be an
advantage at all.

So shuffle a bit, then deal in 4 stacks. For each hand you count the
HCP, place the hand in the folder under a deck name (A to D), write
the HCP on the score sheet under the correct name. If it turns out
that none of the 4 hands have an opening hand (if they all have less
than 13 points), then you are allowed to either re-deal, or to simply
move some cards from one hand to another, just to save the time from a
4-pass re-deal situation. Also write your own name down under "Prepared
by". In the end add all 4 numbers to make sure the sum is 40.

When the players are ready, let them pick a deck number at random. Write
the name of the player next to the deck, THEN give the player the deck.

AT NO POINT ALLOW ANYONE TO READ THE FORM YOU ARE FILLING IN !!!

When all 4 decks are given, write the name of the partners (only once
for each team), and the total HCP for each team. Have the teams roll
for vulnerability and mark with "z" in the Z col if they are. With
this information you can now look up the target score of the teams
(below) and write it in the form. Do NOT let anyone see you do this!

Also write down the name of the player who has the opening bid (we
should all have the same number in the end i.e. 3 or 4), and the final
contract.

Players
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Just play as normal. Please keep track of how many times you have had
the opening bid and how many rounds you have been out (note down on
a piece of paper). When you hit 3 then pls let us know - first we
aim for 12-13 hands with max 3 each, it it becomes obvious that we get
to play more than 15 then we can allow "min 3, max 4" each.

Also I recommend always to write down your total HCP for the hand
you have. After the game it is nice to be able to check that the
target points are indeed correct.
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Scoring
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Scoring is first completely normal except that the game bonus is 500
when vulnerable, 300 when not vulnerable (irrespective of opponent
vulnerability). Any part-game score gives a bonus of 50.

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There are 40 HCP in all. The team which held more HCP finds its target
score, which depends on whether they were vulnerable or not, from the
table below and then subtracts that from the obtained score.

For HCP of 31 or more the target score gets very high because the
possibility of a "slam" is there. Since we have not yet learned how
to bid a slam contract, I have made a modified version with lower target
points (ignoring slam contracts) for 31 HCP or more.

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High Card           Target	
 Points       Not Vul.  Vulnerable
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   20              0          0
   21             50         50
   22             70         70
   23            110        110
   24            200        290
   25            300        440
   26            350        520
   27            400        600
   28            430        630
   29            460        660  Those are the correct numbers, for
   30            490        690  now we use the ones to the left.
   31            520        720   600        900
   32            550        750   700       1050
   33            580        780   900       1350
   34            610        810  1000       1500
   35            640        840  1100       1650
   36            670        870  1200       1800
   37            700        900  1300       1950
   38            730        930  1300       1950
   39            760        960  1300       1950
   40            790        990  1300       1950
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The differences is converted to IMPs (IMPs will be negative if the score
minus target is negative) using this table:

Point difference    IMPs
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    0 -   10         0
   20 -   40         1
   50 -   80         2
   90 -  120         3
  130 -  160         4
  170 -  210         5
  220 -  260         6
  270 -  310         7
  320 -  360         8
  370 -  420         9
  430 -  490        10
  500 -  590        11
  600 -  740        12
  750 -  890        13
  900 - 1090        14
 1100 - 1290        15
 1300 - 1490        16
 1500 - 1740        17
 1750 - 1990        18
 2000 - 2240        19
 2250 - 2490        20
 2500 - 2990        21
 3000 - 3490        22
 3500 - 3990        23
 4000 or more       24
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Both players get the IMPs, the opponents get the opposite IMPs such that
the total IMP given in each single hand is always zero.