Help
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Encyclopedia of Bridge Terms |
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Bidding
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DAB - An acronym for a
Directional Asking Bid
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Laws |
Damaged Card - A card damaged or marked, making it unusable for play. The card (or
pack) must be replaced. See Law
7
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Play
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Danger Hand
- Referring to the cards held by an opponent which threaten the declarer.
The declarer must often pay special attention to avoid the dangerous
opponent from gaining the lead.
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Play
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Dangerous Opponent - An opponent which, if allowed to get on lead,
will threaten the declarer's contract. See
Details of an Avoidance Play
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Jargon |
David - King of Spades - The
K, referring to the King of Israel (the Psalmist,
standing by a Harp) See
History of Cards
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Duplicate |
Datum - The average score or scores used to determine players ranking, usually in IMP competition.
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Duplicate |
DBF - Abbreviation for the Danish Bridge Federation
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Jargon |
Dead -
1. |
A hand lacking transportation
to partner's
values. |
2. |
The player in the passout seat. |
|
Laws |
Deal -
1. |
The disbursement of the
cards. |
2. |
The complete cycle of
bidding and play. |
- Presence of contestants - See Law
6
Procedure - See Law
6
Redeal - See Law
6
86
Rotation of dealer - See Law
2
Shuffle - See Law
6
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General
Laws
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Dealer - The
player responsible to
disburse the cards and make the first call. In Rubber Bridge, players
cut high cards for deal, with subsequent deals rotating clockwise. In
Duplicate, the designated dealer is:
North |
1 |
5 |
9 |
13 |
17 |
21 |
25 |
29 |
33 |
East |
2 |
6 |
10 |
14 |
18 |
22 |
26 |
30 |
34 |
South |
3 |
7 |
11 |
15 |
19 |
23 |
27 |
31 |
35 |
West |
4 |
8 |
12 |
16 |
20 |
24 |
28 |
32 |
36 |
- First to call - See Law
17
Rotation - See Law
2
|
General |
Dealmaster
Pro - An interactive Bridge hand generator software program coupled with
Deep Finesse to simulate various generalized or
specific deal and hand analysis. See
Dealmaster website
|
Jargon |
Death Holding
- A suit holding which greatly hinders the ability to play a successful defense.
|
Laws |
Deception - See Law 40
73
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Play
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Deceptive Play - Playing a card which
misleads an opponents to erroneously evaluate cards concealing weakness for
strength. See Bridge book on
Psychology
and Defender
Play -
Leads and
Signals
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Laws
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Deck- The pack of 52 cards, consisting of four suit of 13 card.
-
Deck - See Law 1
|
General |
Declaration -
1. |
The final contract |
2. |
A claim made by the declarer indicating the sequence
of tricks won and lost with special attention to trump play. |
|
Laws |
Declarer -
The criteria for declarer is determined during the bidding phase:
1. |
The player first calling the
strain (suit or Notrump), and, |
2. |
The side making the highest ranking call of that
strain (final contract suit or Notrump). |
The declarer's rights during the
play phase:
1. |
The player that controls
the play of the Dummy and one's own holdings. |
Becomes dummy by facing hand after opening lead out of turn - See
Law
54
Facing of hand after opening lead out of turn - See Law
54
Play of dummy's hand - See Law
41
42
45
Right after irregularity - See Law
9
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Play |
Declarer Play - Sometimes referred to as
Dummy Play, the phase of play where the Dummy hand is exposed after the
opponents' opening lead.
Techniques
include: Avoidance,
Backward Finesse,
Coup, Crossruffing,
Deceptive play, Discovery,
Drawing Trump,
Elopment (En passant),
Elimination,
Endplay,
Entry management, Environmental Factors,
Finesse,
Gambit, Loser on loser,
Promotion,
Restricted Choice,
Ruffing,
Rule of ...,
Safety play,
Shooting,
Smother play, Squeezes,
Strip and endplay,
Suit Combinations,
Throw in play,
Unblocking. Other factors include
evaluation of odds and Probabilities:
Card Distribution in
remaining two hands,
Hand Distribution of
suits within a hand,
High Card Point Count in one hand,
Miscellaneous Probabilities,
Number of Cards -
quantity in a suit,
Posteriori Probability when
additional information is known,
Expected Controls based on HCP.
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Play
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Deep_Finesse - When missing three or more higher ranking cards in a
suit, an attempt to win or develop tricks by leading a card lower than the
player in the second seat.
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General
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Deep Finesse - An interactive Bridge hand
analyzer software program that performs "double dummy" hand analysis to
determine the maximum number of attainable tricks as well as correct or
incorrect leads and plays. See
Deep Finesse website
|
Play |
Defeat
the Contract - A
contract is defeated when the opponents take more tricks than those needed
by declarer.
|
Laws |
Defective Trick
- A trick not containing one legally played card by each of the four
players.
- Too few cards - See Law
67
Too many cards - See Law
45
67
|
Play |
Defend - To guard against
declarer's
tactics during play.
|
Laws |
Defender - The side opposite the
declarer (opponents).
- Prohibition on inquiry re partner's failure to follow suit - See Law
61
Right after irregularity - See Law
9
|
Play |
Defense -
1. |
Proactive
or reactive bids used against opponent's calls during bidding. |
2. |
The tactics used to guard against
declarer's play. |
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Play
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Defense to a Squeeze
- Tactics used to discard when an opponent is running a long suit, with
particular attention to management of one's possible winning tricks in side
suits. See Details
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Bidding
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Defense vs. Notrump - See
DONT, Cappelletti
(Hamilton), Brozel,
Landy, etc |
Play |
Defensive Bid - A bid that prevents or
interferes with the opponents finding their optimum contract.
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Play
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Defensive Carding - Partnership
defensive agreements including Leads, Attitude,
Count, and
Suit Preference.
See
Details and
Convention Card Instructions.
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Play
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Defensive Play - Leads, plays, signals, and discarding tactics used
to minimize the tricks won by the declarer. See Attitude,
Suit Preference,
Opening Leads,
Passive Lead,
Trump Lead,
Active Defense,
Carding, and
Conventions
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Laws |
Defensive Signals/Carding -
Explanation of - See Law
20
Disclosure required - See Law
40
See Attitude,
Suit Preference,
Opening Leads,
Passive Lead,
Trump Lead,
Active Defense,
Carding, and
Conventions
|
Play |
Defensive Tricks - During the bidding phase, an evaluation of the ability to win tricks in
opponents' strain (suit or Notrump).
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Laws
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Delay -
1. |
A break in the normal cadence of bidding or play of the
cards. |
2. |
To temporarily deny suit holdings or strength during bidding or play. |
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Bidding
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Delta
- A system based on weak opening bids.
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Bidding
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Delta Asking Bid - See
Conventions |
Bidding
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Demand Bid - To make a forcing bid.
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Jargon |
Dentist's Coup
- To extract an opponent's otherwise safe exit card.
|
General |
Denial - To
indicate non-support for partner's call or play.
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General
Laws
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Denomination
- The strains, including:
Denominations, rank of - See Law
1
18
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Bidding
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DEPO - An
acronym
Double Even, Pass Odd, used to indicate Aces or
keycards when an opponent has interfered with a slam-asking sequence as
Gerber or Blackwood. See Conventions
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General |
Descending Order -
1. |
The rank order the strains: Notrump, Spades, Hearts, Diamonds, Clubs. |
2. |
The rank within a suit:
Ace,
King, Queen,
Jack, 10,
9, 8,
7, 6,
5, 4,
3, 2 |
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Play
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Deschapelles Coup - Leading an unsupported honor to
either provide an entry into partner's hand or drive out opponent's A x
doubleton.
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Laws |
- Designation Of Card - See Law
45
- Erroneous - See Law
46
Inadvertent - See Law
45
Incomplete - See Law
46
Proper form - See Law
46
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Jargon |
Desperate - A risky lead made by the defender, hoping to quickly win
tricks before declarer can promote a suit and discard losers.
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Jargon |
Deuce - The 2 (two-spot) of a given suit.
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Jargon |
Devils Bedpost - The colloquial term referring to the
4
(Four of Clubs).
See Card Names
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Play
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Devils Coup - A tactic of leading a non-trump suit to prevent losing a
trump
trick through an end play or ruffing finesse. See
Example
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Jargon |
Devils Pictures - An historic Christian view that playing cards is
sinful, especially those with pictures relating to fortune-telling, false icons, or games of
chance. See History of Bridge
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Play |
Develop - To promote or establish a
suit.
|
General |
Diagram - A graphical layout showing an overhead view of the cards
each player holds. Players are referred to by their compass orientation;
clockwise from the top, the players are: North, East, South, West. See
Example
|
General |
Diamonds - The second-lowest ranking suit, using the
symbol. See Example
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Duplicate
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Diamond
Life Master - An ACBL rating for a Life Master exceeding 5,000 Masterpoints.
Masterpoints |
Achievement |
300, w/other tournament
requirements |
Life Master |
500 |
Bronze Life Master |
1000 |
Silver Life Master |
2500 |
Gold Life Master |
5000 |
Diamond Life Master |
10000 w/other tournament
requirements |
Grand Life Master |
|
Duplicate |
DIC - Abbreviation for Director In Charge
|
Jargon |
Dime - The colloquial term referring to the
10 (ten spot).
See Card Names
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Jargon |
Dink - To force the declarer to ruff a side suit, in an attempt to
exhaust opponent's trump.
|
General |
Direct Competition
- In duplicate play, one's competitors sitting in the same direction
(North/South or East/West) at other tables.
|
Laws |
Direct
Cuebid - A bid of the suit opened by your RHO (right hand
opponent). Check the appropriate box or boxes opposite Natural,
Strong T/O (takeout) andMichaels under the
headings Minor, Major and Artif. Bid
(artificial bid). See Convention Card instruction on
Direct Cuebid
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Bidding |
Direct Seat - The player sitting clockwise to the left of an opponent
making a bid, as opposed to the player in the "passout seat".
|
General |
Direction - The position of the players at the table: North, East, South and West.
See
Example
|
Bidding |
Directional Asking Bid - A bid in
opponent's suit, soliciting partner
to bid Notrump with a stopper in opponent's suit. See
Western Cuebid
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Duplicate |
Director - The person in
charge of a Bridge event, responsible for determining the movement,
interpreting and enforcing Bridge Laws, scoring the event, and awarding
applicable masterpoints to participants. See Director Tech File
-
Conduct Procedures for Directors
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Laws
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- Director_ -
- Discretionary powers in general - See Law
12
Duties in general - See Law
81
90
Notice to contestant of right to appeal - See Law
83
Powers in general - See Law
81
90
Rectification of error in procedure - See Law
82
Ruling on agreed facts - See Law
84
Ruling on disputed facts - See Law
85
- Director, discretion of
- To adjust score - See Law
12; see also
Adjusted score
To penalize notwithstanding forfeiture of right to penalize - See Law
11
To predeal - See Law
6
To require redeal - See Law
6
86
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Play |
Discard -
1. |
To play an inconsequential
card other than the suit led. |
2. |
To play a specific card, signaling information to
partner. |
|
General |
Discipline - To follow an orderly system of bidding and play, according to partnership agreements.
See Example
|
Laws |
Disciplinary Regulations - The set of requirements to ensure orderly
behavior to ensure everyone's enjoyment of the game. See
Tech File - Disciplinary Regulations
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Bidding
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Discouraging Bid
- A bid denying supportive values anticipated by a partner, who might otherwise be
inviting game or slam.
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Play
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Discouraging Card - A defender's card signaling partner to switch to another
suit. Typically, low cards are considered discouraging unless the partners are playing Upside Down Attitude.
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Play
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Discovery -
The tactic of controlling the order of play to determine opponent's
holdings. One common method is an opening lead of a winning card,
allowing leader to observe dummy and receive discard signals from the
partner.
|
Laws |
Disqualification - The process of removing a
player, pair, or team by a Director in accordance. See Law
91
|
General |
Distribution -
1. |
The balance of cards held
by each player in a suit, also called the "break" or "split" of the
cards. See
Card Distribution |
2. |
The number of cards held in
each suit. See
Hand Distribution |
Two common methods to illustrate distribution are:
1. |
4=5=3=1 |
Shows exactly 4 Spades,
5 Hearts, 3 Diamonds, 1 Club. Using equal signs, only suit length is
given from highest (Spades) to lowest (Clubs). |
2. |
5-4-3-1 |
Shows a
distribution of 5 cards in one suit, 4 cards in the second suit, 3 cards in
the third suit, and 1 card in the fourth suit. Using dash symbols, suits are listed from
longest to shortest suits.
|
|
Bidding
|
Distribution of Opponents Cards - The priori probability of two
hidden hands holding a certain number of cards is based on mathematical
odds. Aspiring Bridge players make mental references the distribution
when determining the best line of play. See
Probability of Card
Distribution.
Card Distribution
(remaining two hands)
Hand Distribution
(suits within a hand)
High Card Point Count (HCPs in one hand)
Miscellaneous Probabilities
(assorted interesting odds)
Number of Cards (card quantity in
a suit)
Posteriori Probability (example
when additional information is known)
Suit Combinations (best lead and
plays) |
Bidding
|
Distribution Points - Additive points based on one of
the following (but not both):
1. |
Length |
A suit with
more than 4 cards, ideally with several honors. This method anticipates the
suit becoming
declarer's trump, thus promoting low cards into winners. |
2. |
Shortage |
A suit with less than 3 cards, ideally
opponent's suit. This method anticipates allowing partner to eliminate losers by ruffing the
suit -- assuming adequate holdings in
partner's planned trump suit.
|
See Details and Cover
Cards associated with Losing
Trick Count
|
Duplicate |
District - The American Contract Bridge League is
divided into 25 sectors, or Districts. Each geographical District contains
Units which are comprised of Bridge Clubs.
|
Jargon |
Ditch - To discard a losing card.
|
Jargon |
Dog -
A colloquial term referring to a poor hand without values or
features such as shape (long or short suits). See
Shape
|
Bidding |
Dominant - An obstructive bidding systems which may cause opponents
to take defensive tactics.
|
Jargon |
Donation
- A derogatory colloquial term referring to a player making a very poor bid
or play
|
Bidding
|
DONT - Acronym for Disturbing Openers No Trump. See
Conventions
|
Bidding
|
DOPI - An acronym for Double Zero, Pass One,
used to indicate Aces or Key Cards when an opponent has interfered with a
slam-asking sequence as Gerber or Blackwood. See
Details
|
Bidding
Laws
|
Double - A call whose original purpose was to maximize the score when
an opponent overbid a contract. However, over time the double became
the most widely used convention to serve a large number of purposes. See
Details. Following
a double, an opponent may redouble. Assuming the double is passed by
all three players (see
Law 77):
Contract Made |
Trick score is doubled |
|
Overtricks are 100
points each
if Non-Vulnerable,
200 points if Vulnerable |
|
50 points for fulfilling contract
(insult) |
Contract Not Made |
For first undertrick,
100 point penalty if Non-Vulnerable |
|
For first undertrick,
200 point Penalty each, if Vulnerable |
|
For second and third
undertrick,
200 point penalty each, if Non-Vulnerable |
|
For second and above undertrick,
300 point Penalty each, if Vulnerable |
|
For fourth and above
undertrick,
300 point penalty each, if Non-Vulnerable |
Error in stating bid doubled - See Law
19
Form - See Law 19
Inadmissible - See Law
19
32
35
36
39
Increase in scoring values - See Law
77
Legal - See Law
19
Out of rotation - See Law
32
Proper form - See Law
19
When pass was required - See Law
37
Also see Books on
Doubles
|
Laws |
Double Action - An unethical pause or gesture,
providing Unauthorized Information to one's partner showing values of a
hand. See Law
16
|
Bidding
|
Double Barreled Stayman - See
Convention |
Bidding
|
Double Counting - A misevaluation when a player
counts wasted values. A common error is to count shortage points when
partner has counted length points. Another trap is to double count
one's own hand. See
Example
|
Play
|
Double Coup - A variation of the Trump Coup requiring two ruffs to obtain the proper end position.
See Details
|
General |
Double Dummy -
1. |
To expose all four hands to
evaluate bidding or play. |
2. |
A complement to a player, indicating perfect play as
if the player could see all four hands. |
|
General |
Double Dummy Problems - A form of a Bridge "puzzle" found
in newspaper articles and books. The Double Dummy problem format
includes:
- all hands
are exposed
- the bidding and final contract is provided
- the opening lead has been played
The problem is for the player is to find the correct line of play to make
a challenging contract.
|
Play
|
Double Finesse - A tactic involving multiple finesse
attempts when missing two honors (tenaces) or key cards.
|
Play
|
Double For Sacrifice - A double of
opponent's slam
used to indicate either a willingness to continue bidding or penalize the
opponents (various treatments are available, including the negative and
positive slam double).
|
Play
|
Double Grand Coup - A tactic involving two ruffs of
winning cards (often in dummy) by declarer, in order to establish a Coup.
See Details
|
Play
|
Double Into Game - A double of
opponent's contract
which boosts them into game, where an undoubled contract would leave
opponent's in a part-score.
|
Bidding
|
Double Jump - A raise skipping two levels of the
auction. One example is a triple-raise, as: 1H - 4H.
Another example is the Double Jump may also be a Jump-shift, as:
1S - 4C See
Splinter Bids
|
Bidding
|
Double Jump Overcall -
Typically played as a preemptive jump bid
over an opponent's bid, as:
(1D) - 3S
|
Bidding
|
Double Key Card - A variation of Key Card Blackwood where Kings of
two suits are counted towards the keycard response.
|
Duplicate |
Double Knockout - A variation of
knockout elimination
where teams are continue to compete until they loose two match
sessions.
|
Play
|
Double
Menace - A tactic involving a Double Squeeze, with a threat card in the
suit guarded by the opponents. See
Example
|
Duplicate |
Double Mitchell - A duplicate tournament movement where the
contestants are subdivided in two sections using a Mitchell rotation (N/S
player remain stationary, E/W players move up each Round and E/W boards move
down each round.
|
Bidding
|
Double Negative - See
Conventions
|
Bidding
|
Double of a Cuebid - See
Conventions
|
Bidding
|
Double Raise - A Skip or Jump bid in
partner's suit, two levels higher than partner bid as:
1H - 3H
Typically, Double
Raises are played as an invitational limit raise (historically a game
forcing raise), while some treat it as a weak preemptive bid showing 4 card
support (see Bergen Raise)
|
Laws |
Double/Redouble
Out of Rotation -
A legal call is made after one's right hand opponent bids; out of rotation
calls, including doubles, are improper (see Law
32):
|
Play
|
Double Squeeze - A squeeze where both
opponent's are
squeezed in two suits. See
Details
|
Play
|
Doubled Notrump
Game - When opponents bid a 3 Notrump game contract or above,
partnership doubles have various lead directing possibilities depending on
bidding and conventional agreements. See
details
|
General |
Doubler - The player who makes a call of Double.
|
Jargon |
Doubleton - A two-card holding in the named suit.
|
Jargon |
Double Tenace
- A broken suit holding in two locations, as A Q 10 [x].
|
Laws
|
Doubly Improper Call - A
call not in accordance with
the Laws on two counts, as:
1H - ( P) - 2H - X
(XX)
The redouble is out of rotation and also an Inadmissible Call. See
Law 36
|
Jargon |
Down - To Set the
opponent's contract, resulting in a
penalty score.
|
Bidding
Play
|
Down the Line -
1. |
Referring to bidding
the higher of two equivalent suits before bidding the lower suit, as in a two-level response to
partner's double.
In many other circumstances, such as a normal responder's bid or Stayman
response, bid are typically made "Up the Line". |
2. |
To play the highest
ranking card, usually from a
series.
|
|
Laws |
DP - Abbreviation for Disciplinary Penalty
|
Jargon |
Draw - To force
opponents to play a card, such as
trump.
|
Rubber |
Draw for Partner - In
contract Bridge, players select
a card from a shuffled pack (deck). Once all players have drawn cards, the
two players drawing the highest cards are partners. When two cards
cards of the same denomination rank are drawn, the higher ranking suit is
used to determine the winner.
|
Play
|
Drawing Trumps - The general tactic of leading trump to eliminate
opponents' opportunity to ruff.
|
Jargon |
Drive Out - To force
opponent's to play a
high-ranking card, usually in anticipation to establish the given suit.
|
Jargon
|
Drop -
1. |
To catch an opponent's
possible winning but unprotected card by leading a higher card in that suit. |
2. |
To lose a trick or
contract through poor play.
|
|
Bidding
|
Drop Dead Stayman - An artificial treatment by responder after opener bids
1 Notrump. The responder bids 2C, planning to pass any
bid by opener. See Details
|
Laws |
Dropped Card - See Laws: declarer:
48
defender:
50
|
Bidding
|
Drury - See
Conventions
|
Jargon |
Dub - A Bridge player with a lower ability than the
one's peers.
|
Jargon |
Duck - To refuse taking a trick offered by an
opponent by playing small card from one's holdings. While ducking
causes the loss of the immediate trick, its purposes include:
1. |
Prevent establishment of
a long suit in the dummy |
2. |
Prevent transportation from to the
dummy
|
3. |
Exhaust opponent's trump
|
4. |
Anticipate a ruff by one's
partner
|
See Rule of 7
Duck - The colloquial term referring to the
2 (two-spot).
|
JargonD |
(Ugly) Duckling - A colloquial term
referring to a hand with a 5-3-3-2 distribution. See
Shape
|
Jargon |
Duece - The colloquial term referring to the 2 (two-spot).
|
Jargon |
Duffer - A Bridge player with poor ability.
|
Jargon |
Duke - A very strong hand.
|
General |
Duke of Cumberland Hand - A purportedly rigged hand dealt the son of
George III, the King of England, resulting in the loss of a £20,000 wager.
The hand was was used in the James Bond movie, "Moonraker" against
the villain Drax. See
Example
|
General
|
Dumb Bidder - A special board used to facilitate silent bidding.
The Dumb Bidder permits players to select all calls, including numbers 1-7,
Clubs, Diamonds, Hearts, Spades, and calls (pass, double, and redouble).
At each player's turn, they tap the appropriate location to indicate their
call. The Dumb Bidder's purpose is to prevent players from passing
Unauthorized Information inadvertently made by the players voice tone,
loudness, or inflection. This device has given way to the Bidding Box.
|
Laws |
Dummy -
1. |
The declarer's partner |
2. |
The cards of of the declarer's
partner, exposed after the opening lead. The partner of the declarer shall arrange the cards
vertically in suits from highest to lowest, with the trump suit on the dummy's right. See
Example |
- Arrangement of cards in - See Law
41
As agent of declarer - See Law
42
Hand of - See Law 41
Hand played by declarer - See Law
41
42
45
Limitations on actions by - See Law
43
Penalty for infraction by - See Law
43
Rights of - See Law
42
61
Sorting of cards in - See Law
41
- Dummy, play of
- Attempt to play card not in dummy - See Law
46
By declarer - See Law
41 -
42 -
45
Card not designated by declarer - See Law
45
Designation of card not in dummy - See Law
46
Incomplete designation of card - See Law
46
Misplay by dummy of card not named by declarer - See Law
45
Partial designation of card - See Law
46
Premature play by defender - See Law
57
Proper method - See Law
45 -
46
Singleton not deemed automatically designated - See Law
57
|
Play
|
Dummy Play - Referring to declarer play,
where the Dummy hand is exposed after the opponents' opening lead.
Techniques
include: Avoidance,
Backward Finesse,
Coup, Crossruffing,
Deceptive play, Discovery,
Drawing Trump,
Elopment (En passant),
Elimination,
Endplay,
Entry management, Environmental Factors,
Finesse,
Gambit, Loser on loser,
Promotion,
Restricted Choice,
Ruffing,
Rule of ...,
Safety play,
Shooting,
Smother play, Squeezes,
Strip and endplay,
Suit Combinations,
Throw in play,
Unblocking. Other factors include
evaluation of odds and Probabilities:
Card Distribution in
remaining two hands,
Hand Distribution of
suits within a hand,
High Card Point Count in one hand,
Miscellaneous Probabilities,
Number of Cards -
quantity in a suit,
Posteriori Probability when
additional information is known,
Expected Controls based on HCP.
|
Laws |
Dummy's Limitations - The dummy is
required to remain silent during the play of the hand and act as the
declarer's agent. The dummy should not:
1. |
Participate in play
decision, such as touching anything, gestures including looks or
glances, mannerisms, or the like |
2. |
Comment on bidding, play,
scoring |
3. |
Call the Director during
play unless
another player has called attention to an irregularity |
4. |
Call attention to an
irregularity (as revokes) until after the play is completed |
5. |
Look at declarer's hand or
take actions of dummy's own initiative to look at opponents' cards.
Doing so causes declarer to lose these rights: |
6. |
Warn if declarer may be
committing a revoke |
7. |
Try to prevent an
irregularity by the declarer (as playing from the wrong side to a trick) |
8. |
After completion of play,
inform the Director of an irregularity by the opponents |
See Law
43,
Duplicate Decisions,
Director Tech File
|
Laws |
Dummy's Rights - As declarer's agent, the
dummy is entitled to certain privileges including:
1. |
Provide information, both
fact and Law, to the Director when present |
2. |
Keep track of tricks won or
lost |
3. |
Play cards specifically
designated by declarer |
4. |
Provided dummy does not
look at declarer's hand or take actions of dummy's own initiative to
look at opponent's cards, the dummy also has the following qualified
rights: |
5. |
Warn if declarer may be
committing a revoke |
6. |
Try to prevent an
irregularity by the declarer (as playing from the wrong side to a trick) |
7. |
After completion of play,
inform the Director of an irregularity by the opponents |
See Law 42,
Duplicate Decisions,
Director Tech File
|
Play
|
Dummy Reversal
- The typical declarer play involves ruffing declarer's losers using the
dummy's short suit. However, when the dummy has features such as a
long side suit worthy of promotion, the declarer may find a better strategy
is to rethink the play of the hand from the dummy's perspective.
Another Dummy Reversal opportunity occurs when holding a large
number of winning trumps; the declarer may find it advantageous to ruff the
partnerships longer trump holding until the opposite hand is holding more
trumps. See
Example
|
Laws |
Dummy's Forfeiture
of Rights - The dummy loses the right to ensure
declarer does not lead from the wrong hand or establish a revoke when the
dummy intentionally looks at the hand of the declarer or an opponent.
See Laws 42 and
43.
|
Laws |
Dummy's Hand -
A common misconception is that all players equally share the responsibility that the
Dummy's Hand is proper, including exactly 13 cards can be seen. In
reality, the player facing the dummy is responsible to ensure all 13 cards
are clearly visible. See Law
14, 41,
Duplicate Decisions,
Director Tech File
|
Duplicate |
Duplicate - A method of reusing players cards from one set of
contestants to another. When not in play, the cards are kept separated
in a board until the cards are ready for play at another table.
|
Duplicate |
Duplicate
Bridge - Referring to Bridge using the Duplicate scoring format, where
contestants at different tables play the identical cards in an effort reduce
the element of luck. See
Law 77.
Also see
Duplicate
Bridge books
|
Laws |
Duplicate
Decisions - A compilation of stipulations interpreting the Laws of
Duplicate Bridge. See
Duplicate Decision
|
Duplicate |
Duplicate Whist - The predecessor to Duplicate Bridge began with
Mitchell and the Howell movements, dating back to the 1880's.
|
Duplicate |
Duplication Of Boards - See Law
6 , See
Director Tech Files - Duplication
Guidelines
|
Bidding
|
Duplication of Distribution
- The undesirable situation when both partners have identical suit lengths
(mirrored values) as a "trump poor" dummy" hand. See
Example
|
Bidding
|
Duplication Of Values - The
undesirable situation when both partners have controls in the same suit.
See
Example
|
General |
Duplimate - A computerized device that rapidly deals bar-coded
cards, automatically placing the cards into the a duplicate board. See
website
|
Bidding
|
Dutch Spade - See Conventions |
Bidding
|
Dynamic One Notrump - See
Conventions |
|
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