product

Wireless scoring
How does it work

  • General overview »

    General overview

    In order to operate fully the Bridgemate scoring system, the following product items are required:
    • Bridgemate scoring devices. One is needed for every table in play.
    • One central server that communicates with the Bridgemates. Up to 128 Bridgemate Pros or 256 Bridgemate II's can be operated on one server. More servers can be added through a network of computers.
    • PC with Windows95 or higher, see system requirements.
    • Bridgemate Control Software. Software that comes together with the Bridgemate scoring system and is used to communicate between computer and server. Latest versions are available for download .
    • A third-party Bridgemate enabled scoring program. See our listing of scoring programs.

    Procedure at a glance

    In short, the Bridgemate system works as follows:
    1. The session is first created in the scoring program. You set the number of sections, tables, pairs, any missing pair, number of boards etc.
    2. Once the session has been created, you launch the Bridgemate system from within the scoring program. Most scoring programs will support the automatic Bridgemate server launch, upon which the Bridgemate Control Software program will be activated, all tables are added to the server and real-time data retrieval is started.
    3. Bridgemate terminals are distributed to the correct tables. Each Bridgemate is configured a section and table number, thus enabling the system to identify a specific table. Bridgemates can be configured and allocated during preparation of the session.
    4. The Bridgemates are activated and players start entering their member numbers (optional) and enter the board results during the session. Results are sent to the server directly.
    5. The server stores the member numbers and results in its memory. Bridgemate Control Software reads out the results every second.
    6. Scoring program retrieves periodically the results and member numbers from Bridgemate Control Software and stores them in the session file for further calculation, displaying results etc.

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  • The hand-held terminals »
    screen

    keypad
    The Bridgemate is an ergonomically designed hand-held terminal. Through its user-friendly design it fits well in your hand and enables you to enter results quickly and easily. The keyboard consists of large keys with clear texts leaving no doubts about their function.

    The display is clearly visible from all angles and shows you information in a clear and comprehensive way.











    Bridgemate II
    Bridgemate II


    Bridgemate Pro
    Bridgemate Pro
    Its sturdy design ensures proper functioning during your bridge sessions. Accidentally dropping on the ground or any spilled drinks over it won't usually harm the Bridgemate and it will continue doing its work. Scores will not get lost at any means as they are transmitted directly to the server. Also removal of batteries does not interrupt the session. After replacement of the batteries, the Bridgemate continues from its last-known position.

    The Bridgemate Pro uses four AAA batteries ("triple A"). Thanks to its low-energy consuming design, the batteries last for about 350 hours*.

    The Bridgemate II lasts even longer: 500 hours on only two AA batteries ("double A").

    A notification on the screen informs you to replace the batteries with new ones when they are running out of power. This can be done during a session, all information is retained in the Bridgemate’s memory and no information will be lost.

    * Indicative number of hours for the original supplied batteries.
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  • Preparing the session »
    Before you start using the Bridgemates in your session, you make some preparations to inform the Bridgemates about which movement is used, which boards are played, any sit-outs, etc. The following activities are done before the session begins:
    • Create session in your scoring program.
    • Configure section number and table number for each Bridgemate and place them at the correct table.
    • Launch the Bridgemate scoring system from within the scoring program.
    • Corrections for late arriving pairs.

    Create session in scoring program

    Preparations start with your scoring program. You create a new session where some basic information is supplied about the number of sections you have, the number of tables per section, the number of boards you play and which movement and if there is any sit-out. That’s all. Names of the players are not required at this stage. You may have equal pair numbers for north-south and east-west or have different ones. Bridgemate can handle both. Section numbers vary from A till Z, pair numbers can go up to 999 and board numbers up to 63. All this information is used by the Bridgemate to inform the players each round in which direction the pairs should play and furthermore to verify the entry of the board number. The sit-out information gives the Bridgemate the possibility to skip a specific round.

    Configure section and table number for each Bridgemate

    Each table will be assigned its own Bridgemate. To identify a Bridgemate, both section number and table number should be configured before play commences. Inserting a special key, called the TD-key, a menu appears in which the section and table can be adjusted. Section numbers range from A to Z, while the table number can go up to 511.

    The Bridgemate will retain these settings after the session has been completed. It is not necessary to change the settings again next session. Moving the Bridgemate to the correct table is all you need to do.
    Configuring the Bridgemates and allocating them at the tables can be done well ahead before the start of the session. There is no need to wait till the session has been created in the scoring program.

    Start the Bridgemate scoring system

    Once you have created your session in the scoring program, it’s time to start the Bridgemate system. Your scoring program generally contains a function to launch the Bridgemate Control Software automatically and feed it with the correct data with only a single operation. The Bridgemate program picks up this information and passes it on to the server. The server is now ready to communicate with the Bridgemates at the table and the session can be started.

    Late arriving pairs

    Nearly every bridge club will be familiar with the phenomenon of late arriving pairs. Also the Bridgemate scoring system is. All you should do, is adding the late pairs in the scoring program, adjust any movements, tables and sit-outs and have the scoring program sending the updated information to the Bridgemate Pro Control software*.
    In the Bridgemate software you execute the command to update the movement information in the server. From that moment onwards, all Bridgemates will use the updated movement information. You can even perform this operation while the first round has already been started. Scores from the first round will be retained.

    * Not all scoring programs support the function of updating movement information, consult the manual of your scoring program.
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  • Enter board results »

    After all preparations have been made, it’s time to activate the Bridgemates at the table and to let the session begin. At the start of the session, the Bridgemate will show the section and table settings on the screen.

    By pressing the OK key the Bridgemate will be activated and starts connecting to the server. Depending on the custom settings, it asks first for entry of player numbers or otherwise will go directly starting with the first round.

    Entry of player numbers

    Optionally you can let the Bridgemate ask for entering the player numbers at the start of the session. Your scoring program usually has a function to import the numbers from Bridgemate automatically. This saves the TD or scorer a lot of time in entering player numbers or names. In case a player doesn’t have a member number, you can just leave it blank.

    Start of the round

    At the start of each round, the Bridgemate will display the new round and the expected pairs as well as their direction of play. It also displays the boards that should be played. This grants the players the opportunity to verify if they are seated in the correct direction and if they have the correct boards.

    The Bridgemate will automatically switch off after it has been idle for a while. This default autopower-off time is set to 20 seconds, but can be reset to between 5 and 60 seconds. No data will be lost when the Bridgemate switches off. Simply press the OK button to continue as before.

    Entry of results

    After round information has been confirmed, the players can start entering information in the Bridgemate. North operates the Bridgemate, east is responsible for verification of the entered board results.

    First the number of the board is entered by pressing the number and confirming with the OK key. The Bridgemate verifies real-time with the server whether this number is correct or not. The server knows the movement so any wrong numbers are easily detected and a message will appear that the number is incorrect. Also board numbers that have already been entered in the same round cannot be entered again. This prevents overwriting of earlier results and also results of previous pairs cannot be adjusted in this way.

    Players are recommend to enter and validate the board number before they pick up the cards. In case the Bridgemate returns a warning (for example a wrong board was placed at the table), the board can easily be changed with the correct board without having complicated actions being taken by the TD.
    Boards can be played in any order within a round. It is not required that they are played in ascending order.

    Typo errors can easily be corrected. Pressing the Cancel button erases the last entry and functions like a backspace key. By pressing this key multiple times, the complete entered data of the current board is erased.

    When the board number is accepted, players start the bidding. After the bidding has ended, the contract and the declarer are entered.

    To indicate the contract, both symbols and letters can be used. This is configurable in the Bridgemate Control Software.
    Optionally you can also include the lead card.

    Now the players can start playing the board. Once they have finished, north enters the result.

    After everything is entered (contract, lead card and result), the Bridgemate shows a message saying that east now must verify the entered result. North passes the Bridgemate to east and the following screen appears.

    The board data entered by north is displayed on one total screen (lead card is omitted here). In addition, the number of score points obtained on this board will also be displayed. Depending on the setting, the number of score points will be displayed as assigned to the north-south pair or to the declarer. (in this case it is as assigned to north-south).

    East now has the opportunity to verify the result. If there is a mistake, east presses Cancel to delete the mistake and enters the correct result. When the result is correct, east presses OK to validate it and the information will be sent to the server. The Bridgemate shows:

    Now the players have the possibility to get feedback on their result. The Bridgemate system first shows what percentage is currently achieved for this result, compared to all other results that are registered so far on this board.

    Next, the Bridgemate shows an overview of all other previous results on this board. Results are ordered from highest north-south score to lowest. The * indicates the score achieved by the current pairs themselves. It easily compares your own result against the others.

    Results are shown two at a time. By pressing the OK key the next two appears. In Bridgemate Control Software several options are available to customize the results list, among which the option to repeat results, limit the list to a maximum number of results, etc.

    End of round, session

    When all boards of a round are played and entered in the Bridgemate,
    the display will show the text:

    The Bridgemate deactivates automatically.
    After pressing OK again, the round information for the next round appears. At the end of the last round, the message End of Session appears. The Bridgemate has completed its tasks and can now be safely stored away.

    Special entries: pass-out and board not played

    If the players have passed four times without offering a contract, enter 'Pass' at CONTR and confirm with OK. You will not be asked for the lead card and the result, and the Bridgemate will switch immediately to the verification screen.

    If a board has not been played in a particular round due e.g. to time constraints, the Bridgemate must be informed. To enter an unplayed board, press the 10 key in the CONTR screen. The screen will now display the text NP ('not played'). Confirm by pressing OK. The Bridgemate will now display the verification screen again.

    The Bridgemate will not display an overview for unplayed boards. As it is possible to play the board in a later round, players must be prevented from seeing the results of previous boards. The board can be played afterwards without the Bridgemate; in that case, the relevant score must be stored manually in the scoring program.

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  • Processing results »

    Processing the incoming results is an easy task. Basically you let both programs – Bridgemate Control Software and your scoring program – automatically retrieving new data that’s coming in from the Bridgemates. Bridgemate Control Software will start retrieving new data as soon as it is launched by the scoring program.

    The scoring program usually waits for a command of the TD to start processing the results. Most programs have functionality to retrieve new data during the session and publish real-time intermediate results. Using an external computer display you can offer your players to be constantly informed about their ranking while they play!


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  • Additional features »
    • Players don’t enter the scoring points. The Bridgemate (and also the scoring program) will calculate this automatically using the vulnerability belonging to the board number. This avoids many conversion mistakes from contracts to scoring points.
    • In case there is a sit-out, the Bridgemate will automatically skip that round. When the sit-out happens to be in the last round, the Bridgemate will show end the session after the last but one round.
    • Bridgemate saves all results also in local memory. When it might happen that results are not retrieved by the scoring program and Bridgemate Control Software, the Bridgemates can be connected directly to the computer by using a special data cable for retrieving the results.
    • The Bridgemate scoring system has 32 channels available for data communication. Multiple systems can be operated at the same time without interfering with each other by using different channels.
    • No two Bridgemates with the same section and table number can log in to the server at the same time. It is therefor not possible to “spy” a session and retrieve data from outside.
    • All data transmissions are encrypted in order to have a secure communication between Bridgemate and server.
    • The server is an independent device and once fed with the correct data, it can operate without having a physical connection to the computer. When it is re-connected to the computer again, all not retrieved results will be retrieved and stored in Bridgemate Control Software program.
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  • TD features »
    The tournament director has a scala of extra features as his disposal. Using the TD-key he can unlock these features through a special TD-menu in the Bridgemate.

    Entering an arbitral score

    It is possible to specify in the Bridgemate that an arbitral score must be entered for a certain board. The actual percentage must be entered afterwards in the scoring program. In other words, the Bridgemate registers the irregularities. An entry of an arbitral score looks like this:

    Retrieving overview

    The TD is the only person who has at any time the possibility to obtain an overview of all entered results on a board at a specific table.

    Erasing entry in the current round

    It may happen that a result has been entered and validated by east, but appeared to be incorrected after all. In such a case, the TD has the only right to erase such a result. Players cannot simply erasing results (and therefor also not erasing results of other pairs !). By erasing the result, it can be entered again, and now correctly of course.

    Retrieving current status

    From the outside, all Bridgemates look the same. The difference is made by the configuration of section and table number. If you no longer know to which table the Bridgemate relates, the TD can retrieve this information in the status part of the TD menu. Besides this information, the Bridgemate will also show the current round information.

    Overview of missing scores

    With a single key press, the TD can see which boards are not entered yet in the current round.

    Resetting the Bridgemate

    This will reset the Bridgemate and bring it back to its initial screen. It is also logged off from the server and can be replaced by another Bridgemate.
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