Bridge terminology game




















These forces allow the span to carry the desired loads. Pre-Cast Girder Girder is fabricated off-site of Portland cement using reinforcing steel and post-tensioning cables. These girders are shipped to the construction site by truck and hoisted into place by cranes. Prestressed Concrete A type of pre-cast concrete girder in which compressive stresses are introduced by the application of prestressing forces in a fabrication facility.

The prestressing tendons are stretched, the concrete cast and set around them and then released from the form. These forces allow the member to carry larger loads than conventional reinforcement. Reinforced Concrete Concrete with steel bars or mesh embedded in it for increased strength and durability.

Rip Rap Gabions, stones, blocks of concrete or other protective covering material of like nature deposited upon river and stream beds and banks, to prevent erosion and scour by water flow. Scour Removal of material from the streambed or embankment as a result of erosive action of stream flow. Simple Span A span in which the effective length is the same as the length of the spanning structure. The spanning superstructure extends from one vertical support, abutment or pier to another without crossing over an intermediate support or creating a cantilever.

Skew When the superstructure is not perpendicular to the substructure, a skew angle is created. The skew angle is the angle between the alignment of the superstructure and the alignment of the substructure. Span The horizontal space between two supports of a structure. Also refers to the structure itself. The clear span is the space between the inside surfaces of piers or other vertical supports.

The effective span is the distance between the centers of two supports. Structurally Deficient Bridges are considered structurally deficient if significant load-carrying elements are found to be in poor condition due to deterioration or the adequacy of the waterway opening provided by the bridge is determined to be extremely insufficient to the point of causing intolerable traffic interruptions. Every bridge constructed goes through a natural deterioration or aging process, although each bridge is unique in the way it ages.

A structurally deficient bridge, when left open to traffic, typically requires significant maintenance and repair to remain in service and eventual rehabilitation or replacement to address deficiencies.

To remain in service, structurally deficient bridges are often posted with weight limits to restrict the gross weight of vehicles using the bridges to less than the maximum weight typically allowed by statute. Substructure The substructure consists of all parts that support the superstructure. The main components are:. Superstructure The component of a bridge which supports the deck or riding surface of the bridge. The bidding is finished when three players in a row have passed the bidding indicated by a P pass or NB no bid.

The final suit and level of bidding sets the number of tricks and the trump suit for the game. This is called the contract. The partnership that wins the bidding can earn the points if they succeed in getting the number of tricks they contracted.

The number of tricks named in the contract plus a small bonus for over tricks over the level bid in the contract determines the score allocated. The player who during the auction made the first bid the SUIT of the final contract, becomes the declarer. When the bidding has finished and the contract decided, the person who plays the hand is the first person who bid the suit of the final contract.

This person is called the declarer. That is the end of playing for dummy this game and they have no more to do in this game. A player is in the direct seat or direct position when your right hand opponent has made a bid of some type and you have the next turn to bid but there are still three passes to be made before the auction is finished.

Stands for Distribution points To assist with the bidding process, the high card point count system is supplemented by the allocation of points for unbalanced or shapely hands using additional simple point systems. You can evaluate two components either the length of a suit above and beyond a 4 card holding or evaluate suit shortness meaning less than 3 cards in a suit with increasing points given for increasing shortages. Drawing — refers to the process of leading a suit multiple times in order to deplete the opposition holdings in that suit — in other words its to draw out their cards in that suit.

That is the end of this game for dummy and they have no more to play in this game. A combined holding of at least 8 cards in the two combined hands in one suit. Opening the bidding in a major suit heart or spade suit with five or more cards in that suit and 13 points This is the convention that Standard American , 5 Card Majors and Goren bidding system use.

This is not used in the ACOL bidding system where you can open the bidding with a 4 card major suit. This means you have five cards in either of your minor suits clubs and diamonds. You can show partner a five card minor by bidding the suit twice. A contract, bid and made at the game level. This bonus is designed to make you and partner bid to the highest level that your combined hands will support. A bid at the level which earns bonus points. Attitude Signal A defensive carding signal to let partner know whether you want a particular suit led.

Auction The process of determining the contract through a series of bids. Auction Bridge An early form of the game that introduced bidding to determine the denomination of the contract. Avoidance A play to prevent a particular opponent from gaining the lead.

Balancing Overcall An overcall made in the balancing position. Balancing Position Hand The player in a position to make the final call when the opponents are winning the auction. Bid An undertaking to win at least a specified number of tricks in a specified denomination. Bidding The various bids which make up the auction. Bidding Box A device with the bids displayed on cards to allow the auction to be conducted silently.

Bidding Message Whether a bid is forcing, invitational or signoff. Blackwood Convention An artificial bid of 4NT after a trump suit has been agreed to ask for the number of aces held. Blocked A suit in which the winners cannot be taken immediately because of entry problems.

Board A deal; the mechanical holder of a deal. Bonus Points scored for making a part score, game, or slam or for defeating the opponents' contract. Book The first six tricks taken by declarer.

Broken Sequence A sequence of cards in a suit where the third card from the top is missing, but not the next lower-ranking card s.

Browse Declarer's Checklist The second stage in declarer's plan. Bullet Slang term for an ace. Captain The partner who is in the best position to decide How High and Where the partnership belongs. CheckbackStayman Use of the Stayman convention after a rebid of 1NT or 2NT by opener to check if the partnership has an eight-card major suit fit.

Cold An easily makeable contract. Colors Another term for vulnerability. Competition An auction in which both sides are bidding to try and win the contract. Combined Hands Both hands belonging to one partnership. Concentration A strong holding of two or three high cards, typically in a short suit. Consider the Order The third stage in declarer's plan. Constructive Raise A single raise of opener's major suit showing the upper end of the minimum range, about points.

Contract The undertaking by declarer's side to win at least a specific number of tricks in a specific denomination as determined by the final bid in the auction. Contract Bridge The modern form of the game which awards bonuses for bidding and making contracts. Control A holding that prevents the opponents from taking the first two tricks in a suit.

Control-Showing Bid A bid that shows a control—ace, king, singleton, or void—when the partnership is interested in slam. Convention A bid which conveys a meaning other than what would normally be attributed to it.

Cooperative Double A double that shows values, and leaves the decision to partner whether to pass for penalty or bid further. Corresponding Cuebid In an auction with two cuebids available, the higher cuebid corresponds to the partnership's higher-ranking suit, the lower cuebid corresponds to the partnership's lower-ranking suit.

Count Signal A defensive signal showing an odd or even number of cards in a suit. Cover an Honor with an Honor When an honor is led by declarer or from dummy and you have a higher honor, a popular defensive guideline is to cover play your honor. Crossruff A play technique in which cards are ruffed in both partnership hands, thus using the trumps separately.

Crowd the Auction A bid that takes up a lot of bidding room in the auction. Cuebid in the Opponents' Suit An artificial forcing bid in a suit bid by the opponents. Cut the Cards To draw a random card from a face-down pack of cards; to divide the deck into approximately two equal halves and place the bottom half on the top. Cut Off If the opponents have a partscore when a non-vulnerable game is made in rubber bridge, the partscore is cut off and doesn't count toward the next game.

Deal The distribution of the cards to the four players. Dealer The player who distributes the cards, face-down, starting with the player on the left. Deck The 52 cards used in a game of bridge. It contains four suits, with thirteen cards in each suit. Declarer The player from the side that won the auction who first bid the denomination named in the contract. Declarer's Plan When the opening lead is made and dummy appears, declarer should make a plan for taking enough tricks to make the contract.

Defeat Stop declarer from making a contract. Defense The side that did not win the auction. Defensive Value High cards and long suits that are likely to take tricks if your side loses the auction.

Delay Drawing Trump Although drawing the defenders' trumps is usually a priority, there are several reasons why declarer may delay drawing trumps. Denomination The suit, or notrump, specified in a bid. Direct Position A player in a position to make a call immediately following an opponent's bid.

Discard Play a card to a trick that is from a different suit than the one led and is not a trump. Discovery Play A play designed to gain information about the unseen cards. Distribution The number of cards held in each suit by a particular player; the number of cards held in a particular suit by the partnership. Distribution Points Valuation points for the trick-taking potential of long suits, or short suits in a trump contract. D0P1 An acronym for D ouble 0 P ass 1 dd, a method for showing aces after interference over Blackwood.

Dormer 2NT The conventional use of a jump to 2NT by responder after opener's suit has been doubled for takeout to show a limit raise or better in opener's suit. Double A call that increases the bonus for making or defeating a contract. Double Dummy A bridge deal with all four hands face up. Double Game Swing A deal on which both sides can make a game contract. Double Partscore Swing A deal on which both sides can make a partscore contract.

Double Into Game A double of a partscore contract that will give the opponents enough points for a game bonus if the contract is made. Doubleton A holding of two cards in a suit. Draw Trump Playing the trump suit until the opponents have none left.

Dummy The hand of declarer's partner that is placed face up on the table after the opening lead. Dummy Points Points used in place of length points when valuing a hand in support of partner's suit: void, 5 points; singleton, 3 points; doubleton, 1 point. Dummy Reversal Ruffing dummy's losers in declarer's hand so that dummy ends up with more trumps than declarer.

Duplicate Board A holder, usually of metal or plastic, used to preserve the cards as originally dealt. Duplicate Bridge Format in which two or more partnerships play the same deals. Elopement A play technique for winning a trick with a low trump when an opponent has a higher trump. End Play The technique of losing a trick to an opponent to force a favorable lead in another suit. En Passant A play technique for winning a trick with a low trump when an opponent has a favorably located higher trump.

Entry A way to get from one hand to the opposite hand. Equals Two cards adjacent in rank and thus equivalent in trick-taking potential.

Establish Set up sure tricks by driving out winning cards in the opponents' hands. Flat Hand A hand with distribution. Float An expression meaning that a bid is followed by three passes, ending the auction.

FreeBid A bid in a situation where it is unnecessary to bid to give partner another chance to make a call. False Preference Showing preference for opener's first bid suit despite holding more cards in another suit shown by opener. Favorable Vulnerability When your side is non-vulnerable and the opponents are vulnerable. Finesse A method of building extra tricks by trapping an opponent's high card s. Fit Combined partnership holding in a suit.

Fit-Showing Jump A jump in a new suit to show both length in the bid suit and a fit for partner's suit. Follow Suit Play a card in the suit led. Forcing Bid A bid partner is not expected to pass. Forcing Defense Forcing declarer to repeatedly ruff so that declarer eventually runs out of trumps and loses control of the play. Forcing Pass A pass that requests partner take some action and not allow the opponents to play undoubled in their current contract.

Fourth Highest A lead of the fourth card down from the top in a suit. The fourth player to have the chance to make a call. Fourth Suit Forcing An agreement that a bid of the fourth suit is artificial and forcing; usually played as forcing to game. Fragment A suit too short to bid naturally, typically three cards in length. Free Bid A bid in a situation where it is unnecessary to bid to give partner another chance to make a call. Frozen Suit A suit in which the first side to lead the suit sacrifices a trick.

Game A total trick score of or more points. Game Contract A contract that has a trick score value of or more points. Game-Forcing Bid A bid that commits the partnership to at least a game contract, unless the opponents interfere and are doubled for penalty. Game-Forcing Hand A hand strong enough to commit the partnership to at least a game contract. Game Swing A result in a team match where a game contract is made by one team but no by the other team.

Game Try A bid that invites partner to bid to a game contract. Go for a number Go down in a doubled contract and suffer a large penalty.

Grand Slam A contract to take all thirteen tricks. Guide Card A printed card placed on the table that indicates the player directions and instructions for the movement in duplicate games. Guideline Rule of 7 When you are in 3NT and the defenders attack a suit in which you hold only one stopper, adding up the combined cards you hold in the suit and subtracting from 7 tells you how many times to hold up.

Guideline Rule of 15 In borderline cases in fourth position, high-card points are added to the number of spades in the hand. Guideline Rule of 20 In borderline cases in first or second position, the high-card points are added to the number of cards in the two longest suits.

Guideline Rule of 22 A modification of the Guideline of 20 that adds the requirement of having two defensive tricks. Sometimes used to refer to the full deal of all four hands. Hand Valuation The method to determine the value of a particular hand during the auction. HCPs An abbreviation for high-card points.

Help Suit A suit in which high cards in partner's hand would be useful. High Card One of the top four cards in a suit: ace, king, queen, or jack. High Card Points The value of high cards in a hand: ace, 4; king, 3; queen, 2; jack, 1. High Card from the Short Side When taking sure tricks or promoting winners in suits that are unevenly divided between the hands, it's usually a good idea to start by playing the high cards from the hand with the fewer cards Higher-Ranking Suit A suit that ranks higher on the Bidding Ladder than another suit.

Hold Up Letting the opponents win a trick that you could win. Honor Card An ace, king, queen, jack or ten. Honor-Tricks A hand valuation method in which honors and honor combinations are assigned point values. Honors Bonus A bonus score awarded in rubber bridge for holding four or more honors in the trump suit, or all four aces in a notrump contract. How High The level at which the contract should be played. A form scoring typically used in team games. Interior Sequence A holding in a suit that contains a sequence and a higher-ranking card that is not part of the sequence.

Intervenor The player who makes an overcall or takeout double after the opponents have opened the bidding. Inverted Minor Suit Raise Inverted Minors A conventional agreement that a single raise of opener's minor suit is forcing for one round, showing about 11 or more points, while a jump raise is non-forcing and shows a weaker hand, about points. Invisible Cuebid The cuebid of a suit inferrentially shown by the opponents.

Invitational Bid A bid that encourages partner to continue bidding while allowing partner to pass. Invitational Jump Shift A conventional agreement to play a jump response in a new suit as showing only an invitational hand with a good six-card or longer suit.

Jacoby Transfers A convention used in response to a notrump opening bid when holding a five-card or longer major suit. Jump Overcall An overcall at a higher level than necessary. Jordan 2NT The conventional use of a jump to 2NT by responder after opener's suit has been doubled for takeout to show a limit raise or better in opener's suit. Jump Raise A raise of partner's suit to more than the minimum level available. Jump Rebid A rebid of the same suit at more than the minimum level available.

Jump Shift A jump in a new suit one level higher than necessary. Keep Enough Trumps in Dummy When planning on trumping losers in dummy, declarer may have to delay drawing trumps to be sure to keep enough trumps in the dummy.

Key Cards The four aces and the trump king. Keycard Blackwood A variation of the Blackwood convention that includes the trump king and queen in the responses. Kibitzer A spectator.

Language of Bidding The exchange of information during the auction through bids consisting of a number and a denomination. Law of Total Tricks An observation that the total number of tricks that can be taken by both sides is usually equal to the combined length of each sides' best trump suit.

Lead The first card played to a trick. Leading Away from an Ace Leading a low card from a suit in which you hold the ace. Length The number of cards held in a suit. Length Points The valuation assigned to long suits in a hand: five-card suit, 1 point; six-card suit, 2 points; seven-card suit, 3 points; eight-card suit, 4 points. Level The number of tricks the partnership contracts to take when it makes a bid.

Lightner Slam Double A double, especially of a slam, to suggest an unusual opening lead. Limit Raise A raise of partner's suit from the one level to the three level that invites partner to continue to game.

Line The horizontal line on a rubber bridge score sheet that divides the bonuses from the trick scores. Link Card A card which can be led to a winner entry in the opposite hand.

Long est Suit The suit with the most cards in a player's hand. Loser A trick which might be lost to the opponents. Loser on Loser Discarding a card that must be lost on a losing trick in another suit. Major Suit Fit A combined partnership holding of eight or more cards in a major suit, making it playable as a trump suit. Make A Contract Succeed in taking enough tricks to fulfill a contract. Maximal Double The use of a double in a competitive auction as a game try when no other call is available.

Michaels Cuebid A direct cuebid over an opponent's opening bid to show a distributional takeout. Minor Suit Diamonds or clubs. Misfit When each member of the partnership has poor support for the long suits shown by partner and there is no eight-card or longer combined trump suit. Mixed Pairs A bridge event in which every partnership is composed of one player of each sex.

Mixed Raise A call which has both constructive and preemptive aspects, better than a preemptive raise but less than a limit raise.

Moose A slang term for an extremely strong hand in the context of the auction. Jump-shift -- to jump and change suits 1H- 3D. This always shows a very powerful hand. The Play Book -- the first six tricks taken by declarer. Only tricks in excess of book are counted for fulfilling the final contract.

To make a contract of 4S, you must take 10 tricks -- 6 for book plus the 4 named in the bid. Book also refers to the number of tricks the defenders must win before they can begin earning a score for defeating a contract. If the opponents' contract is 3D, book for defenders is 4 tricks -- if they take a fifth trick, they defeat declarer's contract and earn a plus score. Dummy -- declarer's partner. Dummy does not participate in the play.

After the bidding is completed and the opening lead is made, dummy places his cards face-up on the table, sorted into suits, and they are played by declarer. Defenders -- opponents of declarer. Trick -- four cards, one contributed by each player in turn clockwise around the table. The highest card of the suit led or the highest trump wins the trick. The player who wins the trick chooses the card to lead to the next trick. There are 13 tricks in each deal. Lead -- the first card played to a trick.

Each of the other three players must follow in clockwise order by playing a card of that suit if they have one. Opening lead -- the card that starts the first trick of a deal, after the bidding is over.

The opening leader is the player to the left of declarer. Trump suit -- the suit named in the final contract. Notrump -- a contract played without a trump suit. The highest card of the suit led wins the trick. Trumping or ruffing -- playing a trump on a non-trump-suit trick. A trump can be played only when the trump suit is led or when you cannot follow to the lead of another suit you have no cards remaining in the suit led.



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