"Triggering" bid
Slam try
5-card major
To hold at least 5 cards in Hearts or 5 cards in Spades in your hand.
Aggressive
Active defence play, Aggressive player
Attitude Signal
Low Encourage
Auto-forcing
Balanced
Balanced hand, Balanced hands
Balanced hand
Balanced hands
Balancing bid
Bid made after two passes.
Bare suit
bare
Baron
Bidding convention consisting of naming your long suits in suit ranking order (Clubs, Diamonds, Hearts, Spades).
Bath Coup
Be out (of)
To have no cards left in a suit.
Better minor
Bid made in the following conditions:
- 1st bid made at the table.
- In minor suits, i.e. Diamonds or Clubs.
- In the longest suit (in which you hold the highest number of cards) among the two minors.
If the minors are of equal length, you bid 1 Club with 3 cards in Clubs and 3 cards in Diamonds. Otherwise, you bid 1 Diamond.
Bid
Anglo-Saxon term.
Blackwood
Conventional bid of 4NT asking partner how many Aces they hold. Traditionally, the trump King is considered as an Ace.
Classic responses: 5♣ = 0 or 3 Aces; 5♦ = 1 or 4 Aces; 5♥ or 5♠ = 2 Aces.
The difference between 5♥ and 5♠ comes from the trump Queen: 5♠ = 2 Aces with the trump Queen, while 5♥ = 2 Aces denying it.
Blocking
Board-a-Match
BAM
Scoring format where each board is worth 2 points (2 for a win, 0 for a loss, 1 each for a tie).
Bonus
Bonus points
When you make a contract, in addition to the points you score for won tricks, you can also score bonus points. 50 points are awarded for a part-score, 300 or 500 points for a game, 800 or 1,250 points for a small slam, 1,300 or 2,000 points for a grand slam.
Call
Calls, Bidding, Bids, Bidding sequence, Auction
Process with the aim of determining the final contract using bids. Together, the bids of a deal are called the bidding sequence or auction.
Card play
Cash
To play your master cards.
Ceiling
Maximum strength held by both players of a pair. It is calculated by adding your points and the maximum number of points that partner can possibly hold.
Column
IMP scoring
Expression meaning “to score for the team”: “to put points in the column.”
Communication
Communications, Entry, Entries
Cards allowing you to switch from one hand to another (within your pair).
Contract
Control
Controls
Control bid
Control
Convention
Conventions
Convert (to)
The action of passing over a take-out double in order to score a penalty when you have strong opposition in the trump suit.
Correct (to)
Count
Cover
Cover card
Master card placed opposite a loser.
Crossruff
Cue-bid
Deal
Breakdown of the 52 cards of the card deck to form the four players' hands.
Deal
Dealer
The player who distributes the cards. He is the first allowed to bid.
Declarer
Defence
Defence
The defence is the pair of players playing in defence.
Discarding
Discard, Discards
The action of following with a card of another suit than the requested one when you have no cards left in that suit.
Distribution points
These are points added to high card points when a fit other than no-trump is known to be held between the two players in a pair. It is then considered that a void is worth 3 points, a singleton 2 points, a doubleton 1 point, the 9th trump 2 points and each trump from the 10th onwards is worth 1 point. Of course, if you have a fit with your partner but you only have 1 trump for example, it will be difficult for you to ruff and, as a result, taking distribution points for your short suits into account is not appropriate.
Double
Take-out double, Doubles, Penalty double, Penalty
A call over an opponent's bid which increases the scoring value of the contract made or defeated. It takes a take-out or penalty meaning depending on the situation. A take-out double asks partner to bid one of the unnamed suits. A penalty double or punitive double asks partner to pass because you think you can defeat the opponents' contract. The double bid is symbolised by a white cross on a red background.
Doubleton
"To hold a doubleton" means to have only two cards in that suit.
Drive out
Drury
Duck
Also "to hold off". Technique consisting of keeping hold of a control in order to break communications between the two players of the opposing pair.
Dummy
Declarer's partner. "Dummy" also refers to the cards of declarer's partner, which are laid on the table once the opening lead has been played.
Elimination and Throw-in
Entry
Establish
Establishment
Exclusion Blackwood
Falsecard
A deceptive card play to mislead the opponents.
Finesse
Technique consisting of playing a suit hoping for a specific positioning of opponents' cards, allowing you to take one or several extra tricks. This technique is never certain but can allow you to win a trick that you would never have won if you had not tried it.
Fit
Have a fit
Fit-bid
Follow (suit)
To play a card of the requested suit.
Forcing
Forcing Pass
Forcing Pass Bid
Fourth-best
4th-best
Lead convention mainly used in a no-trump contract where the opening lead is the 4th card (from the top) in a suit with no sequence.
Fourth-suit forcing
4th-suit forcing
Gambling
Gambling 3NT
Game
Games
To score a game at bridge, you need to take a certain number of tricks, depending on the suit in which the contract is played.
In notrump: from the 3 level (i.e. at least 9 tricks).
In a major suit: from the 4 level (i.e. at least 10 tricks).
In a minor suit: from the 5 level (i.e. at least 11 tricks).
Game Forcing
Game Points
Goulash
Highly unbalanced distribution, often created by dealing in packets (4-4-4-1 style) without shuffling fully.
Hand
Hands
The 13 cards initially dealt to a player.
High-card points
This method of hand evaluation dates from the pre-war period and was invented by the Englishman Milton Work. It allows a player to determine a certain number of points for his hand. 4 points for the Ace, 3 points for the King, 2 points for the Queen and 1 point for the Jack. There are 10 high card points per suit and therefore 40 points per deck.
Hold off
Also "to duck". Technique consisting of keeping a control in order to break communications between the two players in the opposing pair.
Honour
Honours
There are 5 honours per suit: Ace, King, Queen, Jack and 10.
Jacoby transfer
Convention used after the 1NT or 2NT opening bid. This convention consists of bidding 2 Diamonds or 2 Hearts (3 Diamonds or 3 Hearts over 2NT) to show 5 cards in Hearts or Spades. In theory, opener corrects the Jacoby transfer. This convention allows responder to describe both weak, intermediate and strong hands.
Jump
Jump rebid
Kibitzer
Spectator of a game.
Knock-Out (KO)
Direct elimination stage of competition: loser is out.
Landy
Defense to 1NT opening: 2♣ shows both majors.
Lavinthal
Lavinthal discard, Suit Preference
Law of Total Tricks
Vernes’ Law
Principle that the total number of tricks available equals the total number of trumps held by both sides.
Lead
First card played to a trick.
Leader
Leading
Length
Lengths
Length
Number of cards in a suit.
Length points
These are points added to high card points to refine hand evaluation in no-trump contracts. There is 1 additional point for a good 5-card suit and 2 for a good 6-card suit.
Level
Levels
Major
Refers to the Heart and Spade suits.
Master card
Master cards
Card with which you are sure to win the trick. It is therefore the highest remaining card in the suit played.
Match Points / IMPs
Match Points, IMPs
Scoring systems used in tournaments: IMPs (team of four), MPs (pairs).
Mess
Michaels Cue-Bid
Convention where a cue-bid shows a specific two-suited hand (e.g., 5-5 in the majors).
Mini-maxi
Minimum rebid
Minimum strength
Minimum strength held by both players of a pair. It is calculated by adding your points and the minimum number of points that partner can possibly hold.
Minor
Refers to the Club and Diamond suits.
Misfit
Have a misfit
Multi 2♦
Artificial opening at 2♦ that may represent multiple hand types (e.g., weak 6-card major, strong balanced hand).
Namyats
Natural
Neutral
Refers to defence deemed to be risk-free.
Non-forcing
Opener
Opening
Opening lead
Opening leads
The first card played to the first trick, just after the end of the auction.
Opponent
Player on the opposing side; player in the pair you are playing against.
Overcall
Overcalled
Overtake
Overtrick
Overtricks
Pairs tournament
Pairs event
This is a type of tournament in which the results of a pair are compared to all results of the pairs playing on the same side (North-South or East-West) at the table. MP (Matchpoint) ranking is used in such tournaments.
Part-score
Part-scores
Partner
Player with whom you play against the other two players.
Pre-empt
Preference bid
Bid saying which suit you prefer when your partner has described two suits (a two-suiter) during the auction. It does not, however, mean that you have a fit.
Psychic Bid
Psychic
A deliberately misleading bid to attempt a swing (rare and risky).
Quantitative
Quantitative bid
Rebid
Redouble
Relay
Responder
Reverse Finesse
Revoke
Infraction: failing to follow suit while still holding a card in that suit.
Roudi and Checkback Stayman
Round Robin
Group Stage
Preliminary phase with all-play-all or pool matches to qualify.
Ruff
Ruffed, Overruff, Overruffed
Segment
Match portions played over X boards.
Sequence
Top of a sequence
A sequence is a series of cards in the same suit. It differs depending on whether it is a no-trump or a suit contract.
- In a suit contract, a sequence is made up of two consecutive honours (10 and 9 are also considered a sequence).
- In a no-trump contract, you need three consecutive honours for a top-of-sequence lead but false sequences are also accepted. A 4-card sequence with one card missing is called a broken sequence.
Setting trick
Setting tricks
Side
Two players forming a pair against two other players. Often called East-West side and North-South side.
Signal
Signals, Signal for
Single-suiter
Singleton
"To hold a singleton" means to only have one card in that suit.
Slam
Slams
Smith Signal
At No-Trump, signal given on the second trick to show attitude toward the opening lead.
Splinter
Squeeze
Technique where a defender is forced to discard a useful card.
Standard count
Odd-even
A signalling system consisting of showing an even number of cards by first playing a card higher than the next one (6, then 2 with 6 and 2 or with Jack, 7, 6 and 2 e.g.) or showing an odd number of cards by first playing the lowest card (2, then 6 with 8, 6 and 2 or with Jack, 8, 7, 6 and 2). These signals only apply to cases in which you have no interest in playing a high card at the trick in progress.
Stayman
Convention used after the 1NT opening bid to ask opener if he holds a 4-card major.
Stopper
Stop, Guard
Also "guards". Term used mostly in no-trump contracts. A card or card combination preventing opponents from taking all tricks in a suit on the opening lead.
Suit
Suits
The suits in a deck of cards are Spades, Hearts, Diamonds and Clubs. Therefore there are 13 cards per suit in a deck of 52 cards.
Suit-preference signal
Switch (to)
Teams-of-four match
A type of tournament in which two teams of four players play one against one another. The North-South pair of table A is associated with the East-West pair of table B, whereas the deals are identical at both tables. The way score is calculated is different from a pairs tournament.
Tenace
To hold two out of three consecutive cards in a suit, the one missing being the middle one. Example: holding Ace and Queen without the King, or King and Jack without the Queen.
Third-suit forcing
3rd-suit forcing
Three-suiter
To Pass
Pass, No bid
Top of nothing
Trial Bid
Trick
Tricks
A trick is made of 4 cards played, one for each player at the table. The number of tricks taken by one pair allows to determine the contract result at the end of the deal.
Trick
Tricks
A trick is made up of 4 played cards, one from each player at the table. The tricks taken by a pair allow the result of the contract to be determined at the end of the deal.
Trick points
All points scored by declarer's side to make the contract. They depend on the contract's trump suit. Clubs or Diamonds: 20 points per trick taken above six. Hearts or Spades: 30 points per trick taken above six. No-trumps: 40 points for the first trick, then 30 points for the following tricks. Bonus points have to be added to these points.
Tripleton
"To hold a tripleton" means to have three cards in that suit.
Trump
Two-suiter
Jump two-suiter, Strong two-suiter, Economical two-suiter, Two-suiters
Two-suiter: distribution including at least one 5-card suit and one 4-card suit. Examples: 5422, 5431, 5521, 5530, 6421, 6430, etc.
Jump two-suiter: bid in a second suit which could be made at the lower level.
Strong two-suiter: bid in a second suit which forces partner to bid your first suit at the 3 level.
Economical two-suiter: bid in a second suit allowing partner to go back to the first one at the same level.
Unbalanced
Unbalanced hand, Unbalanced hands
Unbalanced hand
Unbalanced hands
A hand is said to be unbalanced when it includes one singleton, one void or at least two doubletons.
Unbid suit
Unbid suits
Unblocking
Technique consisting in getting rid of the cards hindering communications.
Vienna Coup
Void
"To be void" or "to have a void" means having no cards in that suit.
Vulnerability
The way bonus points or penalty points for setting tricks are awarded. When you are vulnerable, setting-trick penalties are higher but game and slam bonuses are higher too. Historically, in rubber bridge, a rubber was made of two winning games. It was then said that the side having already scored one game was vulnerable, while the side having not scored a game was not vulnerable. Vulnerability affects game and slam bonuses as well as the value of the setting tricks, whether they are undoubled, doubled or redoubled. In tournaments, each deal is independent. To recreate the conditions of a rubber, both sides are given a shadow vulnerability on each deal.
Weak Two
XYZ
Convention used by responder to describe his hand when making his second bid, where the auction is still at the 1-level.