Bridge Glossary: Essential Terms Every Player Should Know

Bridge has its own language. This glossary covers the terms you’ll hear at the table, from basic concepts to advanced conventions. Each entry includes a clear definition, examples where helpful, and links to related terms.

A

Auction: The bidding phase where players communicate the strength and shape of their hands. Ends when three players pass in a row.

Attitude Signal: A defensive signal showing whether you like a suit. High card = encouraging, low card = discouraging.

Ace: The highest-ranking card in a suit. Worth 4 high-card points.

Alert: A notification to opponents that a bid has an artificial or unusual meaning. Required for many conventions.

B

Balanced: A hand with no singletons or voids, typically 4-3-3-3, 4-4-3-2, or 5-3-3-2 distribution.

Balancing: Bidding in fourth seat after two passes to prevent opponents from playing at a low level. Can be done with fewer points than normal.

Blackwood: A convention where 4NT asks partner how many aces they hold. Used when heading to slam. See also: Roman Key Card Blackwood.

Breaking a Transfer: Bidding something other than the expected suit after partner transfers. Shows super-acceptance or unusual shape.

Broken Sequence: A holding like KJ10 or QJ9, where the sequence has a gap in the middle.

Business Double: A penalty double intended to increase the score when opponents go down. Used less often in modern bridge than takeout doubles.

C

Captain: The player who knows more about the partnership’s combined strength and chooses the final contract. Usually responder after opener limits their hand.

Cash: To play a card that will win the trick (usually an ace or established winner).

Convention: An artificial bid with a special meaning agreed upon by the partnership. Examples: Stayman, Blackwood, Jacoby Transfers.

Count: The number of cards in a suit. Also, giving count = signaling how many cards you hold in a suit.

Cue Bid: Bidding the opponent’s suit (typically shows first-round control or asks for aces in slam auctions). Can also mean showing a control in your own suit.

Crossruff: A play technique where declarer ruffs in both hands alternately instead of drawing trumps.

D

Declarer: The player who plays both their own hand and dummy after winning the auction.

Discard: Playing a card from a suit different from the one led (when you can’t follow suit and aren’t trumping).

Distribution: The pattern of suits in a hand, expressed as four numbers (e.g., 5-4-2-2).

Double: A call that increases the stakes. Can be for penalty or takeout depending on context.

Doubleton: Holding exactly two cards in a suit.

Drury: A convention where 2 in response to a third- or fourth-seat major opening asks if opener has a full opening hand.

Dummy: The declarer’s partner. After the opening lead, dummy’s cards are placed face-up on the table and played by declarer.

Duck: Deliberately losing a trick you could win, often to preserve communication or entries.

E

Endplay: A technique where you force an opponent to lead, giving you an advantage (often a ruff-sluff or finesse position).

Entry: A card that allows you to reach a particular hand (yours or dummy).

Exit: To give up the lead to opponents, often after stripping them of safe cards to return.

F

Finesse: An attempt to win a trick with a card that’s not the highest in the suit, by playing it when the higher card is on your left.

Fit: When both partners have length in the same suit, creating an eight-card or better trump suit.

Forcing: A bid that partner must not pass. Can be forcing for one round, game-forcing, or forcing to slam.

Fourth-Best: The standard opening lead convention where you lead your fourth-highest card in a suit you’re leading from length.

Fragments: Small cards in a suit (spot cards like 2, 3, 4).

G

Garbage Stayman: Using Stayman with a weak hand to escape from 1NT into a major-suit part-score.

Gerber: A convention using 4 to ask for aces (instead of 4NT Blackwood), typically after notrump openings.

Grand Slam: Bidding and making all 13 tricks (7 of a suit or 7NT).

Game: A contract that scores 100+ points if made: 3NT, 4, 4, 5, or 5.

Game-Forcing: A bid that commits the partnership to reach game or higher.

H

Hand: The 13 cards dealt to each player.

HCP (High-Card Points): The point-count system for evaluating hands: A=4, K=3, Q=2, J=1.

Hold-Up: Refusing to win a trick early (usually holding up an ace) to cut communication between opponents.

Honor: A, K, Q, J, or 10 (though 10 is a minor honor).

I

Invite: A bid that suggests game but lets partner decide (typically shows 10-12 HCP).

Interference: When opponents bid during your auction, disrupting your normal agreements.

Intermediates: Cards like 10s and 9s that aren’t honors but add trick-taking potential.

J

Jacoby 2NT: After a major opening, 2NT shows a game-forcing raise with four-card support.

Jacoby Transfer: Bidding 2 over 1NT to transfer to hearts, or 2 to transfer to spades.

Jump Shift: A jump in a new suit (like 1-3), showing 17+ HCP and typically forcing to game.

Junk: Very weak cards with no trick-taking potential.

K

King: Second-highest card in a suit. Worth 3 high-card points.

Knock Out: To force out an opponent’s high card (like leading a suit to knock out the ace).

L

Law of Total Tricks: A guideline that the total tricks available on a deal roughly equals the total trumps held by both sides.

Lead: The first card played to a trick. Opening lead = the first card of the entire hand.

Length: Having many cards in a suit (five or more is typically good length).

Limit Bid: A bid that defines your hand within a narrow range (like a limit raise showing 10-12 HCP).

Limit Raise: Raising partner’s suit to the three-level with 10-12 HCP and support.

Loser: A card likely to lose a trick.

M

Major Suits: Spades and hearts (worth more in scoring).

Michaels Cue Bid: Cue-bidding opponent’s suit to show both majors (over a minor) or the other major plus a minor (over a major).

Minor Suits: Clubs and diamonds (worth less in scoring).

Moysian Fit: A 4-3 trump fit (named after Alphonse Moyse Jr.).

N

Natural Bid: A bid that shows cards in the suit bid (opposite of artificial/conventional).

Negative Double: A double showing unbid suit(s) after partner opens and opponents overcall.

Notrump: A contract with no trump suit. Highest card in the suit led wins the trick.

O

Offside: When a key card is in the wrong opponent’s hand for a finesse to work.

Onside: When a key card is positioned favorably for declarer.

Opener: The first player to make a bid other than pass.

Opening Lead: The first card led to the first trick.

Overcall: A bid made after opponents have opened the bidding.

Overtrick: A trick won beyond what was needed to make the contract.

P

Part-Score: A contract below game level.

Pass: Declining to bid. Three consecutive passes end the auction.

Pass-Out Seat: Fourth position after three passes (also called balancing seat).

Penalty: Points scored when opponents fail to make their contract.

Penalty Double: A double intended to increase the penalty when opponents go down.

Preempt: An opening bid at the two-level or higher with a weak hand and long suit, designed to obstruct opponents.

Preference: Choosing between two suits partner has shown, usually returning to their first suit.

Q

Quantitative: A natural notrump bid asking partner to bid slam with maximum values (typically 4NT or 5NT).

Queen: Third-highest card in a suit. Worth 2 high-card points.

Quick Tricks: High cards that will take tricks on the first or second round (A=1, AQ=1½, KQ=1).

R

Raise: Supporting partner’s suit by bidding it at a higher level.

Rebid: Opener’s second bid. Also, bidding the same suit twice.

Redouble: A bid made after your side has been doubled, multiplying the score again.

Responder: Partner of the opening bidder.

Restricted Choice: A probability principle suggesting that when opponent plays an honor, they’re more likely to have been forced to play it than to have chosen it from equals.

Reverse: A non-jump rebid in a higher-ranking suit that shows extra strength (promises 17+ HCP).

Roman Key Card Blackwood (RKC): A version of Blackwood that treats the trump king as a fifth “ace.”

Ruff: To trump when void in the suit led.

Ruff-Sluff: A situation where opponents lead a suit you’re void in (in both hands), letting you ruff in one hand and discard a loser from the other.

Rule of 11: Subtract the opening lead’s spot card from 11 to determine how many higher cards are in the other three hands.

Rule of 15: In fourth seat, add your HCP to your spades. If 15+, open; otherwise pass.

Rule of 20: For borderline opening hands, add your HCP to your two longest suits. If 20+, open.

S

Sacrifice: Bidding a contract you expect to fail because the penalty will be less than what opponents would score.

SAYC: Standard American Yellow Card, a standardized set of conventions for pickup partnerships.

Sequence: Three consecutive honors in a suit (like KQJ or QJ10).

Singleton: Holding exactly one card in a suit.

Slam: A contract at the six-level (small slam) or seven-level (grand slam).

Small Slam: Bidding and making 12 tricks (6 of a suit or 6NT).

Splinter: A jump in a new suit showing shortness (singleton or void) and support for partner’s suit.

Spot Card: A low card (2-9), not an honor.

Squeeze: An endplay where you force an opponent to discard a winner.

Stayman: A 2 response to 1NT asking if opener has a four-card major.

Stopper: A holding that will prevent opponents from running a suit (like Axx, Kx, or Qxx).

Strip: To eliminate suits from a hand before exiting (often part of an endplay).

Super-Accept: Jumping when accepting a transfer, showing four-card support and a maximum.

T

Takeout Double: A double asking partner to bid, showing support for unbid suits.

Tenace: Two honors not in sequence in the same hand (like AQ or KJ).

Transfer: An artificial bid asking partner to bid the next suit up (typically Jacoby Transfers: 2=transfer to hearts, 2=transfer to spades).

Trick: Four cards played, one from each player. The highest card in the suit led (or highest trump) wins.

Trump: The suit chosen in the contract. Trump cards beat other suits.

Two-Over-One (2/1): A bidding system where a two-level response to a one-level opening is game-forcing (requires 13+ HCP).

U

Unbalanced: A hand with a singleton or void.

Underbid: To bid too conservatively, ending in a part-score when game would make.

Undertrick: A trick short of what was needed to make the contract (results in a penalty).

Unusual Notrump: Bidding 2NT over opponent’s opening to show both minor suits (typically 5-5).

Uppercut: Ruffing with a high trump to promote partner’s trump holding.

V

Void: Holding no cards in a suit (0 cards).

Vulnerability: A scoring condition that increases bonuses for making contracts and penalties for going down. Shown on the board or screen.

W

Weak Two: An opening bid of 2, 2, or 2 showing 6-10 HCP and a six-card suit.

Winner: A card that will win a trick.

Working Honor: An honor in a suit where partner has length (makes the honor more valuable). Opposite of wasted honor.

X-Y-Z

Yarborough: A hand with no card higher than a 9 (0 HCP). Named after an English lord who bet against getting such hands.

Zonal Defense: Defensive agreements for leads and signals that depend on which suit is trump.


Quick Reference by Category

Point Count:

  • HCP (High-Card Points)
  • Quick Tricks
  • Rule of 20

Hand Types:

  • Balanced
  • Unbalanced
  • Singleton
  • Doubleton
  • Void

Conventions:

  • Stayman
  • Jacoby Transfers
  • Blackwood
  • Roman Key Card Blackwood
  • Gerber
  • Michaels Cue Bid
  • Unusual Notrump
  • Negative Double
  • Takeout Double
  • Jacoby 2NT
  • Drury
  • Splinter

Bidding Concepts:

  • Forcing
  • Game-Forcing
  • Invite
  • Limit Bid
  • Jump Shift
  • Reverse
  • Preempt
  • Sacrifice

Play Techniques:

  • Finesse
  • Duck
  • Hold-Up
  • Crossruff
  • Squeeze
  • Endplay
  • Ruff-Sluff
  • Uppercut

Signals:

  • Attitude
  • Count
  • Suit Preference

Scoring:

  • Game
  • Part-Score
  • Small Slam
  • Grand Slam
  • Vulnerability
  • Overtrick
  • Undertrick

Use this glossary as a reference when you encounter unfamiliar terms at the table or in bridge articles. Understanding the language helps you follow discussions, read bridge literature, and communicate clearly with partners.