🃏 Bridge Glossary

Complete guide to Bridge card game terminology

A

Ace

The highest-ranking card in each suit, typically worth 4 high card points in hand evaluation.

Alert

A notification to opponents that a bid has a special or conventional meaning that they might not expect.

Auction

The bidding phase of Bridge where all four players have the opportunity to bid or pass.

Avoidance Play

A technique to prevent a dangerous opponent from gaining the lead.

B

Balanced Hand

A hand with no void, no singleton, and at most one doubleton. Common distributions are 4-3-3-3, 4-4-3-2, and 5-3-3-2.

Bid

A call during the auction specifying a number of tricks and a trump suit (or notrump).

Blackwood

A convention used to ask partner about the number of aces held, typically bid at 4NT.

Book

The first six tricks won by the declaring side, which do not count toward the contract.

Bridge

A trick-taking card game played by four players in two partnerships, using a standard 52-card deck.

C

Contract

The final bid of the auction, determining the number of tricks declarer must win and the trump suit.

Convention

An agreed-upon artificial bid that conveys specific information to partner.

Cover

To play a higher card than one already played to the trick.

Crossruff

A play technique where declarer alternates trumping in both hands instead of drawing trumps.

Cue Bid

A bid in the opponent's suit or a bid showing control of a suit (typically an ace or void).

D

Deal

The distribution of all 52 cards to the four players, 13 cards each.

Dealer

The player who distributes the cards and makes the first call in the auction.

Declarer

The player who first bid the denomination of the final contract and plays both their hand and dummy.

Double

A call that increases the scoring value and penalties of the last bid by the opponents.

Doubleton

Holding exactly two cards in a suit.

Draw Trumps

To lead trump cards to remove opponents' trumps from play.

Dummy

The declarer's partner, whose hand is placed face-up on the table after the opening lead.

E

Entry

A card that allows a player to gain the lead in a particular hand.

Endplay

A technique that forces an opponent to lead, typically giving declarer an advantage.

Establish

To make low cards into winners by forcing out higher cards.

F

Finesse

An attempt to win a trick with a card that is not the highest held in that suit.

Fit

When partnership hands have at least 8 cards combined in the same suit.

Follow Suit

The requirement to play a card of the same suit as the card led if possible.

Forcing Bid

A bid that requires partner to bid again.

G

Game

A contract that scores 100 or more points below the line: 3NT, 4 of a major, or 5 of a minor.

Grand Slam

A contract to win all 13 tricks (bidding 7 of any suit or notrump).

Guard

A high card that protects lower cards in the same suit from being captured.

H

Hand

The 13 cards dealt to each player, or one complete deal of Bridge.

High Card Points (HCP)

A method of evaluating hand strength: Ace=4, King=3, Queen=2, Jack=1.

Hold Up

Refusing to win a trick early to disrupt opponents' communication.

Honor

Any of the five highest cards in a suit: A, K, Q, J, or 10.

I

IMPs

International Match Points, a scoring method used in team competitions.

Inferential Count

Determining the distribution of unseen cards based on bidding and play.

Invitational Bid

A bid that suggests game but allows partner to pass with minimum values.

J

Jack

The fourth-highest ranking card in each suit, worth 1 high card point.

Jump Bid

A bid one or more levels higher than necessary.

Jump Shift

A jump bid in a new suit, typically showing a strong hand.

K

King

The second-highest ranking card in each suit, worth 3 high card points.

Knock Out

To force out a high card, typically an ace or king.

L

Lead

The first card played to a trick.

LHO

Left Hand Opponent - the player to your left.

Limit Bid

A bid that precisely describes the strength of a hand within a narrow range.

Long Suit

A suit containing more cards than any other suit in the hand.

M

Major Suit

Hearts or Spades, which score 30 points per trick.

Minor Suit

Clubs or Diamonds, which score 20 points per trick.

Misfits

When partnership hands have no good trump fit and unbalanced distributions.

N

Notrump

A contract played without a trump suit, where all suits rank equally.

Negative Double

A conventional double of an opponent's suit bid showing support for unbid suits.

O

Open

To make the first bid of the auction (other than pass).

Opening Lead

The first card played to the first trick, made by the player to declarer's left.

Overcall

A bid made after an opponent has opened the bidding.

Overtrick

A trick won by declarer in excess of the contract.

P

Part Score

A contract worth less than 100 points.

Pass

A call indicating no desire to bid at that turn.

Point Count

A method of hand evaluation based on high card points and distribution.

Preempt

A high-level bid made with a long suit but limited high card strength to obstruct opponents.

Q

Queen

The third-highest ranking card in each suit, worth 2 high card points.

Quick Tricks

Tricks that can be won on the first or second round of a suit (A, AK, AQ, KQ).

R

Rebid

A second bid in the same suit by the same player.

Redouble

A call that further increases the scoring value after an opponent's double.

Response

Partner's first bid after an opening bid.

Revoke

Failure to follow suit when able to do so (illegal play).

RHO

Right Hand Opponent - the player to your right.

Ruff

To trump a trick when void in the suit led.

Rule of 20

A guideline for opening: if HCP plus the length of two longest suits equals 20 or more, consider opening.

S

Sacrifice

Bidding a contract expected to fail to prevent opponents from making their contract.

Singleton

Holding exactly one card in a suit.

Slam

A contract to win 12 tricks (small slam) or 13 tricks (grand slam).

Stayman

A conventional 2♣ response to 1NT asking opener about four-card major suits.

Stopper

A holding that will prevent opponents from running a suit (typically A, Kx, Qxx, or Jxxx).

Strip

To eliminate cards in one or more suits from declarer's and dummy's hands.

T

Takeout Double

A conventional double asking partner to bid their best suit.

Tenace

Two honor cards with one rank missing between them (like AQ or KJ).

Top

The best possible result on a board in matchpoint scoring.

Transfer

A conventional bid asking partner to bid a specific suit.

Trick

Four cards played in sequence, one from each player.

Trump

The suit named in the contract that outranks all other suits.

U

Unbalanced Hand

A hand with a void, singleton, or more than one doubleton.

Underlead

Leading a low card from a suit headed by an honor.

Undertrick

Each trick by which declarer falls short of making the contract.

Uppercut

A ruff with a high trump to promote partner's trump holding.

V

Void

Having no cards in a particular suit.

Vulnerability

A condition that increases both bonuses for making contracts and penalties for failing, rotating based on the deal number.

W

Weak Two

An opening bid of 2♦, 2♥, or 2♠ showing a six-card suit and 5-11 points.

Winner

A card that will win a trick when led.

X

X

Double, in print or manuscript representation of the auction (where alternatives are "D", "Dbl", etc.) or the final contract. Used in bidding boxes, private scores, and occasionally elsewhere.

XX

Redouble, in print or manuscript representation of the auction (where alternatives are "R", "Rdbl", etc.) or the final contract. Used in bidding boxes, private scores, and occasionally elsewhere.

Y

Yarborough

A hand with no card higher than a nine (very rare).