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Encyclopedia of Bridge Terms |
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Part 1: Sack - Slow Pass
Go to Part 2: Slow Play - Systems On/Off
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Bidding
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SAB -
Acronym for Support Asking Bid (Alpha Cuebid) - See
Conventions
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Jargon |
Sack - To make a sacrifice bid. |
Bidding
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Sacrifice - To make a high level bid that is expected to fail, yet
resulting in a lower level loss than allowing the opponents to make their
contract. See Example
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General |
Safety Level - The upper bidding level a partnership can bid with a
reasonable risk to make the contract.
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Play
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Safety Play - A line of play that minimizes the risk to make a
contract, as opposed to attempting to make the maximum attainable score.
Safety Plays more frequent in Rubber Bridge and Duplicate IMPS scoring,
while Duplicate matchpoint scoring encourages players to take greater risks.
See Details
Also see books on
Safety Plays
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Jargon |
Salmon - The colloquial term referring to the
7 (seven-spot) card.
See Card Names
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Jargon |
Sandbagger - Referring to a player making an irregular bid. See
Details
In other card games, like blackjack and poker, sandbagging refers to playing a strong hand passively (slow-playing).
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Play
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Sandwich Defense - A sequence of defensive suit combinational plays,
beginning with the lead of the second highest card from a broken suit.
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Bidding
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Sandwich Notrump - See Conventions. |
Bidding
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Sandwich Overcall - See
Conventions. |
General |
San Atout - French for Notrump |
Jargon |
Savannah - The colloquial term referring to the 7 (seven-spot) card.
See Card Names
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Jargon |
Save - To make a sacrifice bid. |
Duplicate |
Sanction - A sanction is the permission given by the ACBL to a club,
unit or district to hold a duplicate event and to award masterpoints.
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Bidding
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San Francisco Convention - See
Conventions |
Jargon |
Sax - The colloquial term referring to the
6 (six-spot) card.
See Card Names
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Bidding
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SAYC - See
Conventions |
Duplicate |
SBU - Abbreviation for Scottish Bridge Union |
Bidding
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Scanian Signals - See
Conventions
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Play
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Schroeder Squeeze - A triple squeeze lacking count in a three card
position, allowing declarer to either promote side suit winner or cross ruff
losers. See Example
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Bidding
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Scientific Bidding - Referring to a bidding style that relies on a
more complex style of bidding to quantify their holdings. See
Example |
Play
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Scissors Coup - An attempt to eliminate (cut) opponent's
transportation by playing a loser on a loser, intending to prevent a ruff.
See
Example
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Jargon
Laws |
Score - Duplicate table of Bridge
Scoring
1. |
Colloquial expression to
"score" a trick or tricks in named suits. |
2. |
The result earned after the
end of a hand or game, depending on the Bridge format: Rubber, Chicago,
or Duplicate. See
Duplicate Bridge Law 77,
Rubber Bridge Law 81. |
- Adjusted score - See Law
12
86
88
Calculation - See Law
77
Comparison during session prohibited - See Law
90
Correction of errors - See Law
79
Fouled board - See Law
87
IMPs - See Law
78
Indemnity points - See Law
88
Matchpoints - See Law
78
Methods - See Law
78
Scoring table - See Law
77
Total points - See Law
78
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General |
Scorecard - A sheet of paper used to track the result attained by a
player or players. In a Duplicate event, the scorecard is often the
reverse side of the Convention Card. In a Rubber Bridge game, the
scorecard is frequently referred to as the Tally. See Example
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Duplicate |
Score Sheet - A summary sheet, also called a Recapitulation sheet,
showing the individual results of for each board in a tournament. See
Example
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Play
Bidding
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Scramble -
1. |
An effort to win tricks
without controlling the trump suit, usually by ruffing with low
ranking cards that would otherwise become losers. |
2. |
To quickly change the
denomination of an auction, often in response to a penalty double by an
opponent. |
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Duplicate
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Scrambled Mitchell Movement - A Duplicate event where all players
compete, as opposed to a standard Mitchell where North-South players compare
their scores against themselves, as do East-West players. In the
Scrambled Mitchell, at various round changes the Director moves the
directional arrow from North to East. Since each pair plays both
directions, all pairs compete against one another, yielding only one winning
pair (as opposed to a winning pair for each direction).
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Jargon |
Scratch - To attain a score sufficiently high enough to earn an
award, typically masterpoints.
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Duplicate |
Screen - A divider used in high level Duplicate Bridge tournaments to
ensure partners cannot see one another to send improper signals. From
a more positive viewpoint, everyone benefits from Screen since players need
not be concerned that their mannerisms and gestures could be misconstrued by
their partner. See
Example
Director Tech File
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Duplicate |
Screenmate - The opponent seated on the same side of the diagonal
screen divider.
|
Laws |
Seat - The position of a Bridge player at the table. In a
Duplicate Bridge event and on a Bridge diagram, the seats are oriented
clockwise from top: North, East, South, West. See
Example
Seat - See Law
5
|
General |
Secondary -
1. |
A secondary call made at
the player's second opportunity |
2. |
A second round of control |
3. |
An intermediate holding
beneath the top honors |
4. |
A lesser support in a side
suit than shown in the primary suit |
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Jargon |
Second Guesser - Also known as a Result Player, a player or kibitzer
who suggests a bid or line of play after the hand has been
played, indicating they knew the failings of the player or players under
scrutiny. The inference is that Result Players is not able to indicate
a correct line before the hand is bid or played. As
Bridge professional and writer Marty Bergen aptly wrote, "Only Mom loves a Resultor"
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General |
Second Hand - The player who has the second opportunity to bid or
play to a trick.
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Play
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Second Hand Low - A generalized rule that suggest the player in the
second position play a low card on opponent's lead of a low card.
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Bidding
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Second Negative - A second unenthusiastic response after an
artificial strong opening bid by partner.
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General |
Secondary Honors or Values- Typically referring to Queens and Jacks,
although a King might be included when the hand is missing the Ace.
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Play
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Secondary Squeeze - A squeeze followed by a loss of a subsequent
trick or tricks. Also known as a Strip Squeeze or Squeeze without the Count,
since the declarer need not rectify the count. See
Example
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Duplicate |
Section - Contestants grouped into a unit to compete in one or more
Duplicate Bridge sessions.
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Duplicate |
Sectional - Sanctioned ACBL Units and Clubs may offer Sectional tournaments,
usually lasting two to
four days. Popular tournament formats include Pairs,
Intermediate-Novice, and Swiss Team games. Winners are awarded Silver
pigmented masterpoints.
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Duplicate |
Section Markers - A sign indicated the
Section segment, typically mounted to a pole among card tables in a
Duplicate event. After the session, the Director posts the results
(recap sheet). See
Example
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Duplicate |
Sectional Master - A player with 50 to 100 recorded masterpoints, at
least 5 of which are silver points, is known as a Sectional Master.
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Duplicate
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Seed -
1. |
The colloquial term
referring to the A (Ace). See Card
Names |
2. |
A decision by the Director
to assign high ranking contestants to certain seats to
minimize an imbalance due to strong pairs playing one another. In
pair events, the seeding tables are typically number 3 and 9. ACBL
National tournaments usually assign seeded players to tables 3, 6, and
9. In Board-a-Match events, the seeded tables are often adjacent,
such as table 1 and 2, 7 and 8. |
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Duplicate
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Seeding - The ranked arrangement for each set of contestants assigned
by the Director based on their anticipated playing strength. Seeding
constitutes the assignment of certain tables to particularly strong
contestants to assure there will be no preponderance of strong pairs in
direct competition within any one section. In pair events, tables 3 and 9
are usually reserved for seeded players. For instance, for a 15 table
movement, the top 4 pairs may be seated at tables 3, 9, 13, and 7,
respectively. For a two flight Club game, the stratas may be seeded by
table/strata as: 1-A, 2-B, 3-B, 4-A, 5-B, 6-B, 7-A, 8-B, 9-B, 10-A, 11-B,
12-B, 13-A, 14-B, 15B. Some team events are also seeded.
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General |
Semi Balanced Hand - A hand distribution where the suit pattern
is either a 5-4-2-2 or 6-3-2-2 (two 2 card suits).
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Duplicate
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Semifinal -
1. |
An intermediate round in an
elimination event, such as a Knockout. |
2. |
In an Individual, Team, or
Pair Game, the round after the qualification round and preceding the
final round. |
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Bidding
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Semi Forcing - A forward going bid requesting partner to keep the
bidding open with anything more than a minimum hand.
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Bidding
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Semi Psychic - A bid which departs from partnership agreements by
abnormally stretching the value of one's holdings, near a gross
misrepresentation of length and/or strength values.
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General |
Semi Solid - A broken suit containing a loser. |
Jargon |
Send it back - To make a redouble.
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Duplicate |
Senior - Referring to a Bridge player 55 or more years of age. |
Duplicate |
Senior Player Of The Year - The player, 55 years or older, who wins
the most ACBL masterpoints each year in senior tournaments and senior events
at all tournaments becomes the Senior Player of the Year. This player
receives the George Burns Trophy.
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Laws
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Sequence -
1. |
A series of adjacent
ranking cards |
2. |
The series of calls
associated with a given auction. |
- Of bidding - See Law
17
Of play - See Law
44
Simultaneous calls - See Law
33
Simultaneous leads - See Law
58
Simultaneous plays - See Law
58
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Play
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Sequence Discards - Depending on the carding system, the discard of
an honor usually signifies the top honor of a series. Therefore, a
discard of a Queen denies the King, yet promises the Jack (splitting
honors).
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Play
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Sequence Reentry - A suit preference signal against opponent's
Notrump game, based on the rank of the rank of the second lead in a series.
For instance, holding K Q J 10 2, after an opening lead of the King, a
high ranking return of a Queen asks for a Spade while a Ten asks for an
unspecified minor.
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Bidding
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Serious 3 Notrump - See
Conventions. |
Play
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Serpent's Coup - Referring to a lead by declarer which tempts to the
defenders to take a seemingly casual action, but subsequently turns out to
be a devilish ploy to take additional tricks.
|
Laws |
Session - A consecutive group of hand or boards in a sitting or
event.
Session, end of - See Law
8
|
General |
Set -
1. |
To defeat the declarer's
contract |
2. |
To establish a partnership |
|
Rubber |
Set Game - A partnership established for the duration of a round,
such as a Rubber.
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Play
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Set up - To position the play of the cards in a certain hand to
maximize the opportunity to win additional tricks.
|
General |
Seven - Represented by 7 pips. See
Example. |
Jargon |
Shaded - Referring to a bid that stretches the values of one's
holding. |
Bidding
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Shadow Double (Stolen Bid Double) - See
Conventions
Also see Books on
Doubles
|
Jargon |
Shake - To make a play that forces a player to
give up a certain card. |
General
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Shape -
1. |
The balance of cards held
by each player in a suit. |
2. |
The number of cards held in
each suit. |
Two common methods to illustrate distribution are:
1. |
4=5=3=1
Shows 4 Spades, 5 Hearts, 3 Diamonds, 1 Club. Using equal signs,
suits are listed 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
the dash symbol signs, suit length is given from the longest to
shortest. |
Some hands
have cute colloquial names associated with them to describe the shape, as:
Swan, Mini Roman,
Triple 4 by 1,
Two Suiter,
Three Suiter,
Rattlesnake,
Pancake, Dog,
Square,
Round,
(Ugly) Duckling, Freak,
Stiff
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Duplicate |
Sharing Boards - In some Duplicate events, the Director may call for
a movement involving shared boards between two or more tables. See
Relay
|
Jargon |
Sharp Top - The colloquial term referring either to the A
(Ace) or the
4 (four-spot) card.
See Card Names
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Jargon |
Shark - A skilled player or professional who plays Bridge for money.
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Bidding
Play
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Shift -
1. |
To bid a new suit not
disclosed by prior bidding |
2. |
During play, to change
leads from one suit to another |
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Bidding
Jargon |
Shooting - To make an risky bid or play that deviates from the norm,
hoping the standard odds will not prevail over the luck of the given hand.
Shooting is most frequently used when a pair or team have fallen behind,
requiring drastic measures to recover from past losses.
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Bidding
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Short Club - An opening 1 Club bid with potentially a 2-3 card suit.
Most 5 card major players bid 1 Club with 3-3 in the minors, however some
partners will bid 1 Club with a 4-4-3-2 hand (promising 4+ Diamonds with a 1
Diamond opening). Partnerships who agree to open 1 Club with fewer
than 3 Clubs in length are required by the ACBL to announce "may be short".
See Alert
procedures
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Bidding
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Short Diamond - An artificial "catch all" bid used by Strong Club
players for opening hands that do not conform to requirements for a strong
opening hand or contain a 5 card major. See
Precision
|
General |
Short Hand - The partner holding the fewer trumps. |
General |
Short Suit - A suit with 2 or fewer cards.
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Bidding
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Short Suit Points - A hand evaluation methodology attributing
additional playing points (typically by the responder) based upon a trump
fit and side suit shortages useful for the declarer to ruff losers.
Some players assign the values of 1, 3, or 5 for a doubleton, singleton, or
void. Others assign respective values of 1, 2, 3. Still others
use the first value with 4 trumps, but the second set of values holding 3
trumps. See
Distribution Count Methods
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Bidding
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Short Suit Game Try - See
Conventions.
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Play
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Short Suit Lead - The lead of a doubleton or singleton, anticipating
a ruff opportunity.
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Bidding
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Shortage Points - See Short Suit Points
|
General |
Shuffle - To intermix the cards, typically
using a riffle shuffle: the cards are divided into two stacks with the
dealer interleaving the cards in each stack into a common stack.
Unfortunately, Bridge players often do not shuffle hands enough to ensure
random distributional patterns. Mathematicians (Aldous and Diaconis) have
demonstrated that the dealer should make 7 good interleaved riffle shuffles
(also called the faro shuffle) to ensure the pack is randomized between
deals. Still, 4 good faro shuffles do a fairly good job to randomize the
pack. But in reality, bridge dealers often make fewer shuffles. Some human
dealers make few interleaves, less riffles, or worse yet, use sub-standard
methods such as an overhanded shuffle which does practically nothing to
shuffle the deck. You get the picture - poor shuffles generates in flatter
hands.
Also see
Computer Deals. See Law
6
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Bidding
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Shutout Bid - A preemptive bid intended to terminate the bidding.
|
Rubber |
Shuttle Dummy -
A two table Rubber or Chicago Bridge game of one 4 player table and
one 3 player table. One player serves as dummy for both tables, moving
from one board to the other. The role of the roving dummy rotates from
player to player; thus, each player keeps an individual score.
|
General |
Side - Referring to a partnership. In Rubber, Chicago, or
Duplicate Pair game, it refers to the two players seated opposite one
another, forming the partnership. In a Duplicate team event such as
Swiss Team or Knockout game, the Side refers to the entire team of four
contestants.
|
Duplicate |
Side Game - A single session event at a major Duplicate tournament.
The ACBL North American Bridge Championships award Red points at Side Games.
|
General
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Side Suit - The non-dominant suit:
1. |
A long suit other than
trump held by declarer or in the dummy |
2. |
A secondary suit that might
be promoted in a Notrump contract |
3. |
During bidding, a call
showing a secondary suit of 4+ cards |
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Play
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Signals - A defensive lead and discarding agreement used by defenders
to provide signals, including attitude, count, suit preference and useful
characteristics of one's holdings. See
Details and
Convention Card Instructions
Also see books on
Signals
|
Bidding
|
Signoff Bid -
1. |
A shutout bid intended to
terminate the auction |
2. |
A call denying additional
support, requesting partner to pass |
|
Duplicate |
Silver
Life Master - An ACBL Life Master who has received at least 1000
Masterpoints.
Masterpoints |
Achievement |
300, w/other tournament
requirements |
Life Master |
500 |
Bronze Life Master |
Silver Life Master: Replace
"A Life Master with 1000" with "A Life Master with (a) over 1000
masterpoints, including (b) no fewer than a combination of 200 silver,
red, gold, or platinum points" |
Silver Life Master |
Gold Life
Master: Replace "A Life Master with 2500" with "A Life Master with (a)
over 2500 masterpoints including (b) no fewer than a combination of 500
silver, red, gold, or platinum points" |
Gold Life Master |
Diamond Life Master: Replace
"A Life Master with 5000" with "A Life Master with (a) over 5000
masterpoints, including (b) no fewer than a combination of 250 gold or
platinum points and (c) no fewer than a combination of 1000 silver, red,
gold or platinum points." |
Diamond Life Master |
Emerald Life Master:
Replace "A Life Master with 7500" with "A Life Master with (a) over 7500
masterpoints, including (b) no fewer than a combination of 500 gold or
platinum points and (c) no fewer than a combination of 1500 silver, red,
gold or platinum points." |
Emerald Life Master |
10000 w/other tournament requirements |
Grand Life Master |
|
Duplicate
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Silver Points - Pertaining to ACBL masterpoints awarded in certain
tournaments, typically earned at Sectional events. In addition to
Black, Red, and Gold points, the ACBL requires an achievement of 50 Silver
Points to become a Life Master. Silver points are awarded for success
in events at sectional tournaments. Progressive sectionals and Sectional
Tournaments at Clubs (STaCs) also award silver points.
|
Duplicate |
Silver Ribbon Pairs - A special ACBL tournament offered to Seniors
55+ years of age, with qualification based on first or second place in a
Senior two session Regional event.
|
Jargon |
Simple - A minimum, non-jump response or overcall.
|
Play
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Simple Finesse - A lead towards an opponent's possible winning card,
anticipating an opportunity to trap the opponent's intervening card.
The simple finesse involves trapping a single card from opponent. See
Example
|
Bidding
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Simple Overcall - See
Conventions
|
Play
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Simple Squeeze - A two suited squeeze against one opponent. See
Example |
Bidding
|
Sims System - A strong 2 and 3 level opening bidding system, which
lost popularity after Ely Culbertson's victory against Hal Sims in the well
publicized "Match of the Century."
|
Laws |
Simultaneous Calls, Leads, and Plays - When two opponents make a
concurrent call, lead, or play at the same moment, the actions are
considered legal provided the players are the player authorized and their
Left Hand Opponent.
-
Calls - See Law
33
Leads - See Law
58
Play of more than one card by one player - See Law
58
Plays by two players - See Law
58
|
Duplicate |
Simultaneous Pairs - A coordinated Bridge event where 2 or more
locations bid and play the same boards..
|
General |
Simulator - A computer program designed to deal hands in textual
format based on a criteria established by the user. Modern simulators
allow both manual entry of one or more hands as well as dealing random hands
that meet distribution, point, and other criteria.
|
Play
|
Single Coup - Making a skilled, non-intuitive play where declarer
ruffs a card from the dummy, intending to reduce the holding to the same
number of cards as the declarer's Right Hand Opponent. See Example
|
Play
|
Single Grand Coup - Similar to the Single Coup, the declarer reduces
the holdings to that of the Right Hand Opponent. However, the Grand
Coup also involves ruffing one of the dummy's winners with
declarer's long trump suit to provide transportation to declarer's hand.
|
Play
|
Single Raise - A increase of the bid from one level to the next
level. Assuming a one level opening call, a response of the suit to
the two level indicates 6-9 points of support. Assuming partners
agree to 5 card majors, a raise in a major requires 2-3+ card support; a
raise of partner's minor generally denies a 4 card major but promises 4-5
card minor suit.
|
General |
Singleton - A one card holding in a suit. |
General |
Sion Cokin
Affair - In 1979, the ACBL found Steve Sion and Alan Coken of improper
pre-arranged communication (Law
73.b.2) using
illegal signals based on the placement of the scoring pencil after writing
down the contract. See
Cheating
|
Jargon |
Sit for - To leave in a penalty double, including partner's takeout
doubles.
|
Duplicate
Rubber
|
Sit out -
1. |
A Director's instruction to
require alternating pairs miss a round of play to ensure none of the
pairs replay a prior board. |
2. |
In Rubber or Chicago
Bridge, the Sit Out requires alternating players to miss a round
of hands based on pre-determined agreements. |
|
General
Duplicate |
Sitting -
1. |
Referring to the seat at a
table or hand diagram. See Example |
2. |
The duration of time to
play a Session. |
|
General |
Six- Represented by 6 pips. See Example. |
Bidding
|
6 Notrump, Opening - A six level Notrump opening bid, showing a
balanced hand with only one loser.
|
Bidding
|
6 of Suit Opening - A six level opening bid, showing a long
suit with only one loser.
|
Duplicate |
Skip Mitchell - A Duplicate movement called by the Director with an
even number of tables, where East/West players skip one table midway through
the round.
|
Duplicate
|
Skip Bid Warning - A caution made before making a bid that skips one
or more levels, requesting one's Left Hand Opponent to pause approximately
10 seconds. The purpose of the Skip Bid Warning is to prevent
potential bidding delays by the Left Hand Opponent from giving the
appearance of passing unauthorized information. Otherwise, such delays
could give the Right Hand Opponent the impression that the Left Hand
Opponent has more values than may actually exist. See Law
73
|
Bidding
|
Slam - To bid at the 6 level and make 12 tricks (a Slam), or bid at
the 7 level and make 13 tricks (a Grand Slam).
|
Bidding
|
Slam Bidding - A series of investigatory bids, typically involving
Ace/King control showing responses by partners to explore the ability to
make 12 or 13 tricks.
|
Bidding |
Slam Conventions - See
Conventions |
Play
|
Slam Leads - Depending on various factors, the determination of
either an active or passive defense and associated lead in an attempt to
defeat opponent's Slam slam contract. See
Opening Leads
|
Bidding
|
Slam Try - A call inviting partner to bid Slam when holding extra
values. |
Bidding
|
Slam Try, Stayman - See
Conventions. |
Bidding
|
Sliding Blackwood - See
Rolling Blackwood
and Rolling Gerber.
|
Bidding
|
Sliver Bid - See Conventions.
|
Bidding
|
Slow Arrival - A series of small incremental yet forcing bids by
opener and responder designed to show extra values. Slow arrival
allows the partners to paint a more complete picture of the features (length
and strength) associated with both hands.
|
Laws |
Slow Pass - Referring to a player who makes a pass in a slower tempo
than normal circumstances. Doing so may be construed by one's partner as
having extra values. See Hesitation and
Unauthorized Information
|
Go to Part 2: Slow Play - Systems On/Off
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