Rase Play

Bridge Glossary

The vocabulary of rubber bridge — 115 terms, defined.

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A – B#

TermMeaning
Above the lineBonuses and penalties. Count in the total, not towards game.
ACOLThe British system: four-card majors, a weak no trump and limit bids. One of Rase's two.
AdvanceA response to partner's overcall or takeout double, rather than to an opening bid.
AttitudeA signal saying whether you want partner to continue the suit. High encourages.
AuctionThe bidding, from the dealer's first call to three passes.
AvoidancePlaying so that the dangerous opponent never gets the lead.
BalancedA hand with no void, no singleton and at most one doubleton — 4333, 4432 or 5332.
BalancingBidding in the pass-out seat on lighter values than usual.
Below the lineTrick score for a contract bid and made. Only these count towards game.
BidA call naming a number of tricks and a strain. Each must be higher than the last.
BlackwoodA 4NT bid asking how many aces — or, in the key-card form, how many key cards.
BookThe first six tricks, which never count. A contract of 3♥ needs book plus three.
BustA hand with nothing in it, and nothing to say.

C – D#

TermMeaning
CallAnything you may say in the auction: a bid, a pass, a double or a redouble.
CashTo take a trick with a winner while it is still good.
ClaimTo state that the remaining tricks are yours, ending the play there.
ContractThe final bid of the auction: how many tricks, in what strain.
ConventionAn agreed bid that means something other than what it says.
CountA signal showing how many cards you hold in a suit.
CoverPlaying a higher honour on an honour led, to promote a card below.
Cross-ruffTrumping in both hands in turn, so the trumps make separately.
Cue-bidA bid of a suit you do not want to play in, used to ask or show something else.
DealerThe player who deals and calls first. It moves one seat clockwise each deal.
DeclarerThe player of the winning side who first named the contract's strain.
DefenderEither opponent of declarer.
DiscardPlaying a card of another suit when you cannot follow and do not ruff.
Distribution pointsPoints added for shape — a long suit, or a shortage opposite a fit.
DoubleA call raising the stakes both ways. For penalties, or asking for takeout.
Double-dummyPlay or analysis with all four hands visible — the perfect-information ideal.
DoubletonExactly two cards in a suit.
Drawing trumpsLeading trumps until the opponents have none left to ruff with.
DummyDeclarer's partner, whose cards are laid face up and played by declarer.
DuplicateBridge scored by comparison, the same deals played at every table. Not rubber bridge.

E – H#

TermMeaning
EndplayPutting an opponent on lead when every card they hold costs them a trick.
EntryA card that lets you win a trick in the hand you need to reach.
EstablishTo turn the small cards of a long suit into winners by forcing out the high ones.
FinesseAn attempt to win a trick with a card that is not the highest outstanding.
FitEight or more cards of a suit between two hands — enough to play it as trumps.
Follow suitTo play a card of the suit led. Compulsory whenever you hold one.
ForcingA bid partner may not pass.
Fourth highestThe traditional lead from a long suit: the fourth card down.
Game100 points below the line. Two games win the rubber.
Grand slamAll thirteen tricks, bid and made at the seven level.
GuardSee stopper.
HandThe thirteen cards you are dealt — and also one whole deal, from the auction to the score.
HCPHigh-card points: A=4, K=3, Q=2, J=1. Forty in the pack.
Hold upRefusing to win a trick, to cut the link between the defenders' hands.
HonoursA K Q J 10 of trumps, or the four aces at no trumps. Worth 100 or 150 in one hand.

I – L#

TermMeaning
IMPA compressive scale for comparing two results. Used here to turn point losses into a grade.
Insult50 (or 100) for making a contract the opponents doubled.
InvitationalA bid asking partner to bid game with a maximum and to pass with a minimum.
Jacoby 2NTA game-forcing raise of partner's major showing four-card support and room for slam.
Jacoby transferA bid of the suit below your own, asking partner to bid yours so they declare it.
Key cardIn Roman Key Card Blackwood, one of the four aces or the king of trumps.
LeadThe first card to a trick. Whoever won the last trick leads to the next.
LHOLeft-hand opponent — the player on your left, who plays after you.
Limit bidA bid showing a narrow range of strength, which partner is free to pass.
Long suitFive cards or more. Length wins more tricks than high cards do.

M – O#

TermMeaning
MajorHearts or spades. Game needs ten tricks, so 4♥ and 4♠ are the targets.
Michaels cue-bidA cue-bid of the opponents' suit showing two suits of your own at once.
MinorClubs or diamonds. Game needs eleven tricks, which is why 3NT is usually preferred.
MisfitTwo hands with no suit in common. Stop low and stop early.
Negative doubleA double of an overcall showing the unbid suits, not a wish to punish.
No trumpsA contract with no trump suit. The highest card of the suit led wins the trick.
Non-vulnerableNot yet having won a game. Both bonuses and penalties are smaller.
OpenerThe first player to make a bid, and the one whose rebid describes the hand.
Opening leadThe first card of the play, made by the player on declarer's left.
OvercallA bid made after an opponent has opened.
OverruffTo trump a trick an opponent has already trumped, with a higher trump.
OvertrickA trick taken beyond the contract. Scored above the line.

P – R#

TermMeaning
ParThe result if both sides bid and defend perfectly. The yardstick for grading an auction.
Part-scoreBelow-the-line points short of 100, carried into the next deal.
PassA call declining to bid. Three in a row end the auction.
Passed outAn auction of four passes. The deal is thrown in and nobody scores.
Penalty doubleA double made expecting to defeat the contract rather than to hear a suit.
PreemptA high opening bid on a long weak hand, to steal the opponents' bidding room.
PromotionMaking a lower card into a winner by forcing out the cards above it.
QuackA queen or a jack, when it hardly matters which. The points that least often pull their weight.
QuantitativeA 4NT bid inviting slam on strength, rather than asking for aces.
RaiseSupporting partner's suit by bidding it higher.
RebidA bidder's second call — where most of the description of a hand actually happens.
RedoubleA call after a double, raising the stakes once more.
RevokeFailing to follow suit when you could. The app makes it impossible.
RHORight-hand opponent — the player on your right, who plays before you.
Roman Key Card BlackwoodBlackwood counting five key cards — the aces and the trump king — and asking about the trump queen.
RubberThe match: first side to win two games, plus 500 or 700 for winning it.
RuffPlaying a trump when unable to follow suit.
Running suitA suit in which every card left is a winner.

S#

TermMeaning
SacrificeBidding a contract you expect to fail, because the penalty costs less than their contract would score.
Safety playA line that gives up a chance of an overtrick to guard against a bad break.
SequenceTwo or more touching honours, such as K Q J. What makes a lead safe.
ShapeHow a hand divides between the four suits, written longest first — 5-4-3-1.
SignalA card played to tell partner something rather than to win the trick.
SingletonExactly one card in a suit.
SlamA contract at the six level (small) or the seven level (grand).
SqueezeForcing an opponent to throw a card they need, because they have no idle one left.
StaymanA 2♣ response to 1NT asking whether opener holds a four-card major.
StopperA card or holding that will stop the opponents running a suit at no trumps.
StrainWhat a bid names: a suit, or no trumps.
Suit qualityHow good a long suit is — judged on its top cards as well as its length.

T – Z#

TermMeaning
Takeout doubleA double asking partner to bid their best unbid suit.
TempoThe initiative in the play — each side racing to establish its tricks first.
TenaceTwo cards with a gap, such as A Q. Worth far more led up to than led away from.
Third handThe third player to a trick, who traditionally plays high.
TrickFour cards, one from each player. Won by the highest trump, or the highest card of the suit led.
TrumpThe suit named in the contract. Any trump beats any card of any other suit.
Trump promotionA defensive trick won by forcing declarer to ruff high, promoting partner's trump.
UnblockPlaying a high card away so that a long suit opposite can run.
UndertrickA trick short of the contract. Paid to the defenders above the line.
Unfinished rubberA rubber abandoned before either side wins two games. Premiums of 300 or 100 apply.
VoidNo cards at all in a suit.
VulnerableHaving won a game. Raises both bonuses and penalties for the rest of the rubber.
Weak twoAn opening bid of two in a suit, on a six-card suit and less than opening strength.
WriggleEscaping from a doubled 1NT by searching for a playable trump fit.
YarboroughA hand with no card higher than a nine.
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