Bridge Glossary
The vocabulary of rubber bridge — 115 terms, defined.
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A – B#
| Term | Meaning |
|---|---|
| Above the line | Bonuses and penalties. Count in the total, not towards game. |
| ACOL | The British system: four-card majors, a weak no trump and limit bids. One of Rase's two. |
| Advance | A response to partner's overcall or takeout double, rather than to an opening bid. |
| Attitude | A signal saying whether you want partner to continue the suit. High encourages. |
| Auction | The bidding, from the dealer's first call to three passes. |
| Avoidance | Playing so that the dangerous opponent never gets the lead. |
| Balanced | A hand with no void, no singleton and at most one doubleton — 4333, 4432 or 5332. |
| Balancing | Bidding in the pass-out seat on lighter values than usual. |
| Below the line | Trick score for a contract bid and made. Only these count towards game. |
| Bid | A call naming a number of tricks and a strain. Each must be higher than the last. |
| Blackwood | A 4NT bid asking how many aces — or, in the key-card form, how many key cards. |
| Book | The first six tricks, which never count. A contract of 3♥ needs book plus three. |
| Bust | A hand with nothing in it, and nothing to say. |
C – D#
| Term | Meaning |
|---|---|
| Call | Anything you may say in the auction: a bid, a pass, a double or a redouble. |
| Cash | To take a trick with a winner while it is still good. |
| Claim | To state that the remaining tricks are yours, ending the play there. |
| Contract | The final bid of the auction: how many tricks, in what strain. |
| Convention | An agreed bid that means something other than what it says. |
| Count | A signal showing how many cards you hold in a suit. |
| Cover | Playing a higher honour on an honour led, to promote a card below. |
| Cross-ruff | Trumping in both hands in turn, so the trumps make separately. |
| Cue-bid | A bid of a suit you do not want to play in, used to ask or show something else. |
| Dealer | The player who deals and calls first. It moves one seat clockwise each deal. |
| Declarer | The player of the winning side who first named the contract's strain. |
| Defender | Either opponent of declarer. |
| Discard | Playing a card of another suit when you cannot follow and do not ruff. |
| Distribution points | Points added for shape — a long suit, or a shortage opposite a fit. |
| Double | A call raising the stakes both ways. For penalties, or asking for takeout. |
| Double-dummy | Play or analysis with all four hands visible — the perfect-information ideal. |
| Doubleton | Exactly two cards in a suit. |
| Drawing trumps | Leading trumps until the opponents have none left to ruff with. |
| Dummy | Declarer's partner, whose cards are laid face up and played by declarer. |
| Duplicate | Bridge scored by comparison, the same deals played at every table. Not rubber bridge. |
E – H#
| Term | Meaning |
|---|---|
| Endplay | Putting an opponent on lead when every card they hold costs them a trick. |
| Entry | A card that lets you win a trick in the hand you need to reach. |
| Establish | To turn the small cards of a long suit into winners by forcing out the high ones. |
| Finesse | An attempt to win a trick with a card that is not the highest outstanding. |
| Fit | Eight or more cards of a suit between two hands — enough to play it as trumps. |
| Follow suit | To play a card of the suit led. Compulsory whenever you hold one. |
| Forcing | A bid partner may not pass. |
| Fourth highest | The traditional lead from a long suit: the fourth card down. |
| Game | 100 points below the line. Two games win the rubber. |
| Grand slam | All thirteen tricks, bid and made at the seven level. |
| Guard | See stopper. |
| Hand | The thirteen cards you are dealt — and also one whole deal, from the auction to the score. |
| HCP | High-card points: A=4, K=3, Q=2, J=1. Forty in the pack. |
| Hold up | Refusing to win a trick, to cut the link between the defenders' hands. |
| Honours | A K Q J 10 of trumps, or the four aces at no trumps. Worth 100 or 150 in one hand. |
I – L#
| Term | Meaning |
|---|---|
| IMP | A compressive scale for comparing two results. Used here to turn point losses into a grade. |
| Insult | 50 (or 100) for making a contract the opponents doubled. |
| Invitational | A bid asking partner to bid game with a maximum and to pass with a minimum. |
| Jacoby 2NT | A game-forcing raise of partner's major showing four-card support and room for slam. |
| Jacoby transfer | A bid of the suit below your own, asking partner to bid yours so they declare it. |
| Key card | In Roman Key Card Blackwood, one of the four aces or the king of trumps. |
| Lead | The first card to a trick. Whoever won the last trick leads to the next. |
| LHO | Left-hand opponent — the player on your left, who plays after you. |
| Limit bid | A bid showing a narrow range of strength, which partner is free to pass. |
| Long suit | Five cards or more. Length wins more tricks than high cards do. |
M – O#
| Term | Meaning |
|---|---|
| Major | Hearts or spades. Game needs ten tricks, so 4♥ and 4♠ are the targets. |
| Michaels cue-bid | A cue-bid of the opponents' suit showing two suits of your own at once. |
| Minor | Clubs or diamonds. Game needs eleven tricks, which is why 3NT is usually preferred. |
| Misfit | Two hands with no suit in common. Stop low and stop early. |
| Negative double | A double of an overcall showing the unbid suits, not a wish to punish. |
| No trumps | A contract with no trump suit. The highest card of the suit led wins the trick. |
| Non-vulnerable | Not yet having won a game. Both bonuses and penalties are smaller. |
| Opener | The first player to make a bid, and the one whose rebid describes the hand. |
| Opening lead | The first card of the play, made by the player on declarer's left. |
| Overcall | A bid made after an opponent has opened. |
| Overruff | To trump a trick an opponent has already trumped, with a higher trump. |
| Overtrick | A trick taken beyond the contract. Scored above the line. |
P – R#
| Term | Meaning |
|---|---|
| Par | The result if both sides bid and defend perfectly. The yardstick for grading an auction. |
| Part-score | Below-the-line points short of 100, carried into the next deal. |
| Pass | A call declining to bid. Three in a row end the auction. |
| Passed out | An auction of four passes. The deal is thrown in and nobody scores. |
| Penalty double | A double made expecting to defeat the contract rather than to hear a suit. |
| Preempt | A high opening bid on a long weak hand, to steal the opponents' bidding room. |
| Promotion | Making a lower card into a winner by forcing out the cards above it. |
| Quack | A queen or a jack, when it hardly matters which. The points that least often pull their weight. |
| Quantitative | A 4NT bid inviting slam on strength, rather than asking for aces. |
| Raise | Supporting partner's suit by bidding it higher. |
| Rebid | A bidder's second call — where most of the description of a hand actually happens. |
| Redouble | A call after a double, raising the stakes once more. |
| Revoke | Failing to follow suit when you could. The app makes it impossible. |
| RHO | Right-hand opponent — the player on your right, who plays before you. |
| Roman Key Card Blackwood | Blackwood counting five key cards — the aces and the trump king — and asking about the trump queen. |
| Rubber | The match: first side to win two games, plus 500 or 700 for winning it. |
| Ruff | Playing a trump when unable to follow suit. |
| Running suit | A suit in which every card left is a winner. |
S#
| Term | Meaning |
|---|---|
| Sacrifice | Bidding a contract you expect to fail, because the penalty costs less than their contract would score. |
| Safety play | A line that gives up a chance of an overtrick to guard against a bad break. |
| Sequence | Two or more touching honours, such as K Q J. What makes a lead safe. |
| Shape | How a hand divides between the four suits, written longest first — 5-4-3-1. |
| Signal | A card played to tell partner something rather than to win the trick. |
| Singleton | Exactly one card in a suit. |
| Slam | A contract at the six level (small) or the seven level (grand). |
| Squeeze | Forcing an opponent to throw a card they need, because they have no idle one left. |
| Stayman | A 2♣ response to 1NT asking whether opener holds a four-card major. |
| Stopper | A card or holding that will stop the opponents running a suit at no trumps. |
| Strain | What a bid names: a suit, or no trumps. |
| Suit quality | How good a long suit is — judged on its top cards as well as its length. |
T – Z#
| Term | Meaning |
|---|---|
| Takeout double | A double asking partner to bid their best unbid suit. |
| Tempo | The initiative in the play — each side racing to establish its tricks first. |
| Tenace | Two cards with a gap, such as A Q. Worth far more led up to than led away from. |
| Third hand | The third player to a trick, who traditionally plays high. |
| Trick | Four cards, one from each player. Won by the highest trump, or the highest card of the suit led. |
| Trump | The suit named in the contract. Any trump beats any card of any other suit. |
| Trump promotion | A defensive trick won by forcing declarer to ruff high, promoting partner's trump. |
| Unblock | Playing a high card away so that a long suit opposite can run. |
| Undertrick | A trick short of the contract. Paid to the defenders above the line. |
| Unfinished rubber | A rubber abandoned before either side wins two games. Premiums of 300 or 100 apply. |
| Void | No cards at all in a suit. |
| Vulnerable | Having won a game. Raises both bonuses and penalties for the rest of the rubber. |
| Weak two | An opening bid of two in a suit, on a six-card suit and less than opening strength. |
| Wriggle | Escaping from a doubled 1NT by searching for a playable trump fit. |
| Yarborough | A hand with no card higher than a nine. |