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Glossary

A word followed by * denotes a rare term, maybe even one invented by me. More detail on the conventions can be found on the conventions page. For a different glossary see Wikipedia Bridge Glossary.

Top A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

4 card majors Playing 4 card majors you may open the auction by bidding (say) 1 when you have just four of them.
5 card majors Playing 5 card majors to open the auction with (say) 1 you must have five hearts.

Acol A bidding system favoured in the UK.
See the Acol article.
advancer The partner of the overcaller.
alert So the opponents know what is going on with your bidding (no secrets) after partner makes a bid that may not be obvious in meaning (typically a convention) your must show the alert card, then if asked (and only if asked) explain the bid.
See announce.
announce In the EBU some obvious bids are announced, not alerted. For these the partner of the bidder directly says what the bid is. The bids that are announced are: 1NT (partner says 12-14), transfers (partner says the suit transferred into), weak twos (partner says weak) and Stayman (partner says Stayman).
atttitude Your attitude to a suit is how much you like it, whether or not you want your partner to lead it.
auction The bidding by all four players that is done before play starts, to determine the contract.

balance If you are in the pass-out seat you can safely assume that the opponents don't have too many points (they've stopped bidding) and your partner has a few more than he has shown. Thus with a weaker hand than normal you may enter the bidding - this is known as balancing. Also known as protecting.
balanced hand A hand that has no singletons and at most one doubleton is described as balanced. The shape is therefore 5-3-3-2, 4-4-3-2 or 4-3-3-3.
Benji Acol A slight variation on Acol which combines strong and weak twos. See Benji Acol convention.
bid Calling a suit and level, e.g. 1. Not the same as a call.
Blackwood A convention to check the partnership has enough aces to bid a slam. Although I do love conventions I would say Blackwood is overused, there are other ways to get to a slam. See Blackwood convention.
Bridge Base A popular and free program for playing bridge online. See the Bridge Base article.

call Any action, ie a bid, pass, double or redouble.
canape Canape style is bidding your short suit then your long one. It's part of some (French?) systems, but even in Acol you might do it with e.g., opening 1 as it is a major suit (if you choose to open at all, don't open 2 whatever you do).
2 K Q J 9 8 K J 8 7 6 4 3
cash To cash means to win, and you normally cash winners. For example with AK3 of spades you might cash the ace and king.
claim To claim is to say that you are going to win all the remaining tricks, or some specified number of tricks. For example if you know you're the only person with trumps left and are sure you are going to win all the tricks you can claim the rest. You might also for example claim 5 of the last 6 tricks, perhaps saying "I'll give you the ace of clubs but the rest are mine."
cold A contract is cold if it is bound to make. This is used normally for the particular lie of the cards, so even if it was madness to bid it needing two finesses you still might say 7 was cold. To add emphasis a contract might be called frigid, ice cold or just icy. Interestingly the oppopsite of cold is not warm, but 'cold off'.
contract The number of tricks a pair must make with a specified trump suit. The last bid of the auction determines the contract.
See How To Play section.
control Having a control in a suit means being able to stop the opponents winning too many tricks in it before you get in. Controls are normally checked for slams. First round control means an ace or a void, second round control a king or a singleton.
See stopper.
conventions Bids with unusual and potentially confusing meanings, which must be discussed in advance by the partnership. The opposite of a natural bid.
See conventions page.
count The number of cards you have of a suit.
cue bid A confusing term with several overlapping meanings. Generally a cue bid is a non-natural bid of a suit you may not have strength in. Specifically a cue bid can be bidding the opponents suit to show general strength, bidding a suit to show a control (ace/void or maybe king/singleton) in it, or some other conventional meaning, e.g. Michaels Cue Bids. One thing cue bids have in common is that they are alertable and forcing.

deal One deal is one round of bridge, bidding auction and scoring. To deal is also obviously a verb meaning to give everyone 13 cards. The auction always starts with the dealer.
declarer The person who plays his own cards and the dummy's. It is he who must make the contract.
defender One of the two players on the team against the declarer and dummy. His job is to try and stay alert and set the contract.
discard A card thrown away when you can't follow suit (or ruff). Dicards can be used to give signals to your partner.
double A call that, if everyone then passes, will mean the current contract is doubled. This doubles the stakes, so the rewards for the declarer if he makes or the defenders if the contract is set are increased (see scoring page). Most doubles however are conventional in meaning, with the expectation that partner will bid on and so annul the double.
See takeout doubles convention.
doubleton On the pattern of singleton, two cards only in a suit are called a doubleton, e.g.
3 2 10 9 7 2 Q J 6 4 3 J 7
is a hand with two doubletons. Try and avoid the phrase 'trebleton' (or higher).
duck To duck is to play a low card when you could win the trick. There are many good reasons for this. Also known as a hold-up play.
dummy The partner of declarer, dummy places his cards face up on the table after the first card is played. He then makes tea and returns in 10 minutes for the next hand.

EBU The English Bridge Union.
endplay A defender gets endplayed if he is forced to win a trick and then has to make a lead that helps declarer. Suppose W has:
- A - K 2
and the declarer South has:
- 2 - A Q .
Once South plays a heart W will be forced to win and lead away from his K 2, giving declarer the last two tricks. he's been endplayed.
entry An entry is a winning card in either your hand or dummy, which will allow you to move between the hands. Suppose your are declarer sitting South with dummy North:
A 4 6 5 4 2 J 8 7 Q 8 7 2
and the declarer South has:
K 5 3 2 A Q J A 5 4 3 A K .
Dummy has only one entry (the ace of spades) so you can only finesse hearts once. Many times when hands go disastrously wrong it's because of lack of entries.

favourable vulnerability When you have favourable vulnerability the opponents are vulnerable and you are not. Now's the time to push the boat out.
finesse A golden bridge term. Here is an example finesse: you have ace-queen in a suit, the player immmediately before you has the king. If a low card is led towards your ace-queen the player with the king is 'finessed'. If he plays the king you will beat it with your ace, if he does not play the king you can win cheaply with your queen. For more on finesses see finesse article.
fit A fit can mean two things. Firstly it just means the number of cards of a suit held by a partnership. For example if North has 5 hearts and South has 3 then they have an 8 card fit. The second (related) meaning means how well the hands match. Two hands with a good fit can make more tricks than expected, a bad fit the opposite. These two hands have a good fit (in NT) and can make 12 tricks.
A J Q 2 Q J 6 4 3 10 9 7 2
K Q 7 6 4 2 K 2 A K A 4 2
These two fit badly:
A J 8 6 4 2 K Q J 6 4 2 7
K Q K Q 10 5 A Q 4 3 2
forcing If you make a forcing bid your partner is not allowed to pass it (unless opponent's interfere) so you'll get to bid again anyway.
four hand A bridge match for four people, consisting of four hands, with each combination of vulnerability. At the end of four hands the team with the highest cumulative points wins. Also known as Chicago scoring.

game Making 3 in NT, 4 in a major or 5 in a minor (or more) is considered a game and carries a hefty points bonus. Notice it is easier (but less glorious) to make a game in the majors. See scoring section.
Gerber Just as a Blackwood 4NT asks for aces in a suit contract 4 asks for aces in a NT contract. The responses are:
4 0 or 4 aces
4 1 aces
4 2 aces
4NT 3 aces
and then 5 asks for kings in an analogous way to Blackwood.

hand A hand is a collectin of 13 cards belonging to one player. For example
A 7 6 5 4 3 A Q 7 6 2 K 4
is an excellent hand. Hand can also refer to the complete deal
high A card is high when it is the highest remaining unplayed card of the suit. For example if the ace and king go on the first trick then the queen is high. Sometimes declarer needs to remember what previous high cards have been played to know, for example, that his 8 is high.
HCP High card points. To evaluate the strength of your hand you can add up the high card points (HCPs). An ace scores 4, a King 3, a queen 2 and a Jack 1. So for example:
A Q J 10 2 K Q J 10 9 A J
would be a strong hand weighing in with 18 HCP.
hook A hook is a finesse.
honour A high card, Ace King Queen Jack or Ten.

IMP An 'International Match Point', an IMP is what all the points you win get converted into in scoring a bridge match.
See scoring section.
initiator* The person who starts a convention, e.g. in Stayman the bidder of 2 is the initiator.
insult If you make a doubled contract you will receive an extra 50 points, 'for the insult'. A redoubled contract you get 100, for 'salt in the wound'.
inverted minors A convention which switches the meanings of bids of 2 and 3 when responding to a 1 opening. The same in diamonds.
See inverted minors convention.

line A method of playing a hand. For one hand there are always several possible lines. For example one line could be drawing trumps straight away, another line finessing hearts first etc.
limit bid Or limit raise. A bid which signifies a specific range of points. For example if partner opens 1 your bid of 1NT would (in Acol) show 6-9 HCP. A bid of 1 shows 6+ so is not limiting.
loser A card in a hand that is expected to lose a trick. This is not always clear and there are different ways of counting losers. A suit such as A 4 3 clearly has two losers, but its not always that obvious. The hand below I would count as 7 losers, a typical opening hand.
A 10 9 8 Q 3 2 9 6 5 3 A K

See Anna's Losing Trick Count article.

makes If a contract is made then you have fulfilled it, in this meaning it is the opposite to being set. For example if you are playing 3NT and you get 9 tricks then the contract was made. You can also use 'made' hypothetically, for example say "3NT yes but 5 also makes",
Michaels cue bids A convention to show a two suited hand. When the opponents open, an overcall of their suit shows a 5-5 distribution in the majors (if the overcalled suit is a minor) else it shows 5-5 with one minor and the other major. Together with unusual 2NT a powerful combination of bids to have. See Michael's Cue Bid article.
major The 'majors' are and . A game in the majors is 4 or 4.
matchpoints An alternative scoring to IMPs where the results are merely ranked across all tables and the size of differences in points does not matter.
See IMPs and matchpoints article and scoring section.
minor The 'minors' are and . To make a game in the minors you must bid all the way to 5 or 5 , so majors or NT are normally preferred.
misfit When you and your partner have good suits individually but no combined good suit (no fit) you have a misfit. For example if one of you is strong in majors the other in minors:

K Q 10 7 6 4 Q 9 8 4 2 A 4
- A 2 Q J 9 4 3 2 A K J 10 5

Although both hands look good the hands are a misfit and the hand will be difficult to play. With a misfit try and keep the bidding low.

Top A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

natural A natural bid is one which carries the obvious meaning, i.e. you are strong in the suit bid and if the bid is high you have a good hand.
no trumps A contract played in no trumps quite literally has no trumps. So the highest card of the suit led wins the trick.

open To be the first to bid in an auction. The openers partner is the responder.
overcall To bid after the opponents have opened the bidding. Generally the first of the team to overcall the opponents is known as the overcaller, and his partner the advancer.
NESW
-1 -1
1- 2-
Here E is the opener, W the responder, N the overcaller and S the advancer. These terms are rarely used.
See overcalls article and responding to overcalls article.
overtrick Any trick in excess of those required to make the contract. For example making 12 tricks in 4 is two overtricks.

pairs match A bridge match between many competing pairs, some designated E-W and some N-S. Each hand is played by many tables so the scores can be compared and at the end the best E-W pair and the best N-S pair determined.
pass To make no call, this is what you do when you have bad cards.
pass-out seat The seat where if you pass the auction ends. E.g. if dealer opens 1 and there are two passes to you you're in the pass-out seat. It's normal to bid here with a little less than usual (see balancing).
part score The points awardedfor a contract made below the level of a game, for example 3. Making a part score earns a 50 point bonus, so 3 would score 110 in total.
See scoring page.
partner Bridge is a team game played by two pairs. The person who sits opposite you is your partner.
penalty double A natural double, with the intention for partner to pass and you to set the contract.
points This has two meanings.
Firstly the amount of points a hand has is equal to the number of HCP plus (or minus) rewards for the shape of the hand. This is a bit subjective. In no trumps it is mostly just HCP are important, but in suit contracts the shape of the hands is very important and it is points that determine what to bid.
A 10 9 8 Q 3 2 K J 5 8 5 2
A Q 10 9 8 2 K J 8 5 3 2 2
Although they both have 10 HCP the firt hand is mediocre, the second monster.
Secondly points are awarded after each hand depending on whether the contract makes or sets.
See scoring page.
pre-emptive bid This is bridge's equivalent of the 'bluff' in poker (to some extent, perhaps a poor analogy). A pre-emptive bid is a high bid made with a hand that is not very good. But the hand is strong in the suit bid. The hope is that the opposition, who presumably have most of the HCP, will now struggle to find the best contract due to your meddling.
10 9 8 10 2 K J 10 9 5 3 2 2
With favourable vulnerability this hand might be worth a bold 3 opening bid. Even if you go down (maybe doubled) this may be better than letting them play and make 4 or 4. See weak twos article.
principle of restricted choice This is a rule that affects the probabilities of which opponent has missing honours. See the principle article.
psyche A deliberate misbid. The hope is that opponent's will suffer more than partner and you will get a good result. Psyche's are legal (as long as partner is as much in the dark as the opponent's) but are sometimes frowned on.
punt A speculative bid of a contract which could be wrong. I find most punts are bids of 5.
puppet Stayman An alternative to Stayman, which has the dual advantages of helping you find a 5-3 fit and being more complicated. After 2 the repsonses for opener are:
2 no 5 card major
2 5 hearts
2 5 hearts
Then after a negative 2 response responder bids:
2 4 hearts
2 4 spades
2NT 4 hearts & 4 spades
See puppet Stayman convention.

quack* Queen and Jack. E.g. "I had ace quack in diamonds, just missing the king".

redouble Made after a double, this further ups the stakes. Like with doubles, most redoubles are for takeout.
relay A bid that means nothing, and is just done so that partner can bid again and further describe his hand. Usually a relay bid is the lowest possible bid. A common example is after the strong 2 opening the responder will give a relay bid of 2.
responder The partner of the opener.
reverse A reverse bid is when opener rebids a new suit at the two level that is higher than the suit he opened with. This forces the bidding high, so is only done on good (16-19) opening hands.
WNES
1 - 1 -
2
Here West's second bid of 2 is a reverse bid, as if East wants to go back to the first suit he must do it at the three level. Something like (West-East bidding only) 1-1-2 is not a reverse as East can go back to the first suit a the two level. As you always start bidding your longest suit (picking the lowest in a tie) a reverse shows (at least) 5 cards in the first suit and (at least) four in the second. A typical hand for the reverse in the first auction above is
J A 8 5 4 A K J 10 9 K Q 4
Here with 18 HCP you open 1 then plan to reverse with 2. Note with a weak (12-15) opening hand you cannot reverse. This can cause problems! When you open the bidding, plan what you intend to bid next.
RKCB >Roman key card Blackwood. A more sophisticated version of Blackwood which counts the king of trumps as a fifth ace. This alters the responses to be (in the version known as 3014):
5 0 or 3 aces
5 1 or 4 aces
5 2 aces
5 2 aces + queen of trump
5NT also has a souped up meaning asking for specific kings or more about the queen of trumps (different versions). See RKCB convention.
rubber bridge A bridge match for four people. The points are scored as in my scoring section with a few archaic bonuses. As each hand is only played by one set of people who ever gets the best cards tends to win.
ruff To ruff a trick is to trump it. Ruff as a noun is an instance of ruffing. Although it appears at first 'ruff' is just a strange word for 'trump' it is useful, as 'trump' also refers to the cards themselves whereas 'ruff' does not.

sacrifice A bid that is expected to go down (probably doubled) but it is hoped the penalty for this is better than the opponents making their contract.
SAYC Standard American Yellow Card, an alternative bidding system to Acol.
See the Acol article for a comparison,
semi-balanced hand Something imbetween balanced and unblanced (obviously), e.g. 5-4-2-2, 4-4-4-1 or 6-3-2-2. A cavalier player will open in NT with a semi-balanced hand.
set A contract that is set fails. For example if you only make 5 tricks playing 1NT then you have been set (and are down two). A set contract also goes down, bombs etc.
shape You can describe a hand by the distribution of the suits, e.g.
Q 10 8 K 3 2 9 6 5 3 J 7 3
is a hand with four diamonds and three spades hearts and clubs. Generally this hand would be described as being 4-3-3-3 (listing longest suit first) though sometimes if the length in specific suits was important it would be called 3-3-4-3 (spades first is standard). This distribution of cards is called the shape.
sign off A 'sign off' bid is a bid that is expected to be the last, and is made with the hope that partner will not bid again. A typical sign off bid might be a jump to game. Depending on how you play in the auction
WNES
-1 -4
-- -
the bid of 4 may be seen as a sign off.
signal A signal is a card played by one defender to give a message to his partner. Signalling is also called carding. There are basically three kinds: count - showing the number of cards of a suit you have; attitude; showing how much you like a suit; suit preference - showing which suit you like.
See the defensive signals article.
singleton Just having one card in a suit makes it a singleton, e.g.
2 10 9 7 2 K Q J 4 3 J 7 3
is a hand singleton in spades.
slam A bid at the six level is known as a small slam, and a bid at the 7 level (the highest level) is a grand slam. Making either of these carries a monster points bonus.
splinter A fairly common convention. After partner opens a double jump in a new suit shows trump support and an opening hand, with a void or singleton in the suit you bid.
See splinter convention.
spot card A low card, from the 2 to the 9. The 10 is counted as an honour.
Stayman A very common convention. After partner opens 1NT a bid of 2 from you asks him to bid a 4 card major, if he has one.
See stayman convention.
stop This card in the bidding box is rarely used. It should be used after you make a jump bid (e.g. bidding 3 when 2 was available, to allow the next opponent a bit more thinking time.
stopper A stopper means cards that will stop the opponents winning the first three or four tricks in that suit. Kx or Qxx say. Stoppers are useful especially for NT games.
strong NT Playing strong NT you would only open 1NT with a balanced hand with 15-17 (sometimes 16-18) HCP.
strong two Playing strong twos an opening bid at the two level shows a strong hand, strong in that suit.
strong two clubs This is a convention played very commonly. The meaning of an opening bid of 2 is the strongest possible opening, showing an excellent hand. It need not be a hand that is strong in clubs. Some people reserve a 2 opening for hands with 23+ HCP, others include distributional hands and will also use 2 for a hand with (say) 4 or less losers. I would say any of the three hands below are suitable:
A K 5 K Q 8 A Q J 3 K Q J
K Q A Q J A K J 9 5 3 A 2
A K Q 2 A Q J 10 9 7 5 A 10 -
See strong two clubs convention.
suit Clubs (), diamonds (), hearts (), spades (). For the auction 'no trump' can be considered the fifth suit.
suit contract A contract not played in no trumps.
support When partner bids a suit you are also strong in it's normally best to support him, by bidding that suit too. An eight card or better fit is best so if he has shown 4+ hearts say, with 4 herats in your hand you can support him. Don't get a reputation for never supporting your partner by stubbornly bidding your own suit over and over.
switch To switch (when in defence) means to give up playing one suit and try another. It's common for the defence to continue with the suit they started with, but sometimes a clever switch is needed to beat the contract.

takeout A bid made with the intention that partner will take it out and bid someting else.
takeout double A double, usually of a low contract, which is intended for partner to take out, ie remove by bidding. Compare with penalty double.
See takeout double convention.
teams match A match between two or more teams of four. Within each team the E-W pair plays other N-S pairs and vice versa. Normally the match is between two teams on two tables. On each table the same hand is played, with each team providing the E-W pair on one table and the N-S team on the other.
tenace A classic bridge word. In practice this means two non-conscutive high cards, typically an ace-queen. If your hand has many tenaces you'd like to be fourth to play, so you know which card to play when it comes to your turn.
transfer A transfer is a bid that asks partner to bid the suit directly above. For example after a bid of 2 partner would be expected to bid 2. Although they seem needlessly confusing these bids are very useful, especially after a 1NT opening.
See transfer convention.
trick A set of four cards, one from each player. The highest card in each trick wins that trick and plays first to the next trick.

unbalanced hand A hand that has an unusual shape, e.g. one 6-4-2-1 or 5-5-3-0. An unbalanced hand can provide ruffs and compensate for lack of HCP.
unusual 2NT A similar convention to a Michaels cue bid. After opponents open a major an overcall of 2NT shows 5-5 distribution in the unusual 2NT convention.

void To be void in a suit is to have no card in it. The hand below is very powerful as it has two voids (you will never get such a hand).
J 10 8 7 5 4 - - A J 10 5 4 3 2
vulnerable For each hand each partnership is either vulnerable (red) or non-vulnerable (green). If you are vulnerable then should you make a game the points you are awarded are greater, however should your contract be set the penalties are also greater. Thus if you are vulnerable it is common to stretch to make a game (for the big game bonus) but also be wary of overbidding and being doubled. The vulnerability normally just cycles round the four combinations.
favourable vulnerability, and scoring page.

weak NT Playing weak <no trump an opening bid of 1NT is made with a balanced hand of 12-14 HCP.

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