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Encyclopedia of Bridge Terms |
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Go to Part 1: Sack - Slow Pass
Part 2: Slow Play - Systems On/Off
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Laws |
Slow Play - Duplicate tournament play requires attention to the speed
of play (typically 7 1/2 minutes per board), including violations of the
Proprieties of Bridge. See Details
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Bidding
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Slow Shows, Fast (Direct) Denies -
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. Some players incorporate the approach in
conventions for consistency, such as Reverse Drury, and Lebensohl.
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Play
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Sluff - To discard an inconsequential card on a trick. Sluffs
include a card of another suit when the player is void in the suit lead, or
cards with few pips when following to the suit led. See
Details
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Jargon |
Slush - A hand whose strength is primarily focused in lower honor
cards, including Queens and Jacks. These are jokingly referred to as "Quackers".
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General |
Small Card - The four lowest ranking cards in each suit, referring to
the cards with 5, 4, 3, and 2 pips. See Example
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General |
Small Slam - To bid at the 6 level and make 12 tricks.
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Jargon
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Smith Convention - A tongue-in-cheek illegal pre-arranged partnership ploy in Rubber
Bridge. One player, holding a Yarborough, erroneously announces
holding 14 cards as a signal for partner to check for a similar worthless
holding; if so, the two scheming partners quickly throw their hand together
and require a redeal. Holding a good hand, partner simply asks for a
recount, secretly indicating a desire to play the hand.
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Bidding
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Smith Echo - See Conventions.
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Bidding
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Smolen Transfer - An extension to the Stayman and Jacoby Transfer
conventions, where responder bids the complementary major to ensure the
stronger 1 or 2 Notrump opener plays the hand when the responder has 6-4 or
5-4 in the majors. See Details.
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Play
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Smother Play (Devil's Coup, Strip and Endplay)- 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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Bidding
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Snapdragon Double - See
Conventions. |
Play
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Snare - To make a deceptive play in order to either trick or trap an
opponent into making an undesirable play.
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Jargon |
Sneak - A Singleton |
Jargon |
Snowman- The colloquial term referring either to the
8 (eight-spot) card.
See Card Names
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General |
SO - Abbreviation for Sponsoring Organization |
Jargon |
Sock - To make a penalty double |
General |
Soft
Cheating - Both irregularities articulated in Laws
72 -
73 -
74 -
75 and other incidents. See
Cheating
|
General |
Soft Values - Referring to a hand with smaller honors, typically
Queens and Jacks.
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General |
Solid Suit - A suit containing all the top honors and enough length
that opponents not expected to take a trick in the suit, assuming normal
distribution.
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Jargon |
Sore Spot - The colloquial term referring to the
4 (four-spot) card.
See Card Names
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General |
Sorting The Hand - The process a player makes of arranging cards in
their hand. Most players arrange their cards by suits; some sort their
cards in rank order within each suit. See
Details
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Bidding
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SOS Redouble - See Conventions. |
Bidding
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Sound Bidding - A bidding approach based on holdings anticipated to
achieve the auction level in most circumstances, as opposed to speculative
bidding. See Environmental
Factors
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Bidding
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Sound Values - A hand with substantive "working" tricks, typically
Aces and Kings and other useful sources of tricks.
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General |
Sound Player - A talented Bridge player that regularly demonstrates
competent bidding and play.
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General |
South - In a standard Bridge Diagram, the player at the top of the
table. See Example
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Bidding
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South African Texas - See
Conventions.
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General |
Spades - The highest ranking suit, using the
symbol.
See Example
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Bidding
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Special Doubles - See
Conventions |
Bidding
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Specific Kings - See
Conventions.
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Laws |
Specified Suit - Referring to the requirement that a player be
required or forbidden to lead a certain suit, based on an irregularity of an
opponent. See Law
26
and Law 51
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Bidding
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Specific Suit Ask - See
Conventions.
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Duplicate |
Spectator - A person who observes one or more tables in a Bridge
tournament, in contrast to a Kibitzer who is restricted to viewing a
particular table. See Law
11
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Duplicate
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Speedball - In the Fast Pairs game the speed of play is increased by
a major factor. Instead of the usual seven to eight minutes allowed to play
each board, the game is set up so that boards must be completed in five
minutes. Sometimes this permits more boards to be played. More often this
type of game results in a game finishing at an earlier time. Such a game
often is called a Speedball Pairs.
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Duplicate |
Spingold Trophy - The Spingold Trophy was donated in 1934 by Nathan
Spingold and is awarded for the NABC Master Knockout Teams Championship
played annually at the summer NABC. This event ranks with the Vanderbilt Cup
as the most highly prized trophy on the ACBL calendar.
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Bidding
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Spiral - See Conventions.
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Play
General
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Split -
1. |
To play one of multiple
connected, sequential honor tricks, often referred to as "splitting
honors" |
2. |
The balance of the
adversely held cards by opponents in a suit, also called the "break" of
the cards. See
Probabilities |
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Play
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Split Menace - A threat card squeezing both opponents. See Example |
Duplicate |
Split Regional - A tournament with regional rating held at two widely
separated sites within an ACBL district is called a split regional. Scores
are compared between the two sites to determine the first- and second-place
winners of regionally rated pair games. Swiss teams and knockout teams are
separate events with different winners at each site.
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Play
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Split Tenaces - A broken honor holding held in opposite hands, such
as an Ace in declarer's hand with the Queen in dummy.
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Bidding
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Splinter Bid - See Conventions. |
Play
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Splitting Honors - To play one of multiple connected, sequential
honor tricks.
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Bidding
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Split Notrump - See Conventions. |
Duplicate |
Sponsor -
1. |
A company or individual
employing a partner or team |
2. |
The coordinating
organization of a Bridge tournament |
|
Laws |
Sponsoring Organization -
- Scoring method - See Law
78
Powers in general - See Law
80
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Jargon |
Spot Cards - Useful non-face card holdings, as the ten, nine, and
perhaps the eight of a longer suit; also called intermediate cards.
See Card Names
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General
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Spread -
1. |
To place one's cards face
up as the dummy hand |
2. |
To face one's cards during
a claim or concession |
3. |
The range of values
indicated by a player's bid |
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Duplicate |
Spring North American Bridge Championship - The first of three ACBL
tournaments held each year, including the premier Vanderbilt Knockout Team
tournament.
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Bidding
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Sputnik - See
Negative Double. |
Jargon |
Square Hand - Referring to a Bridge hand with a 4-3-3-3 distribution.
See Shape
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Play
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Squeeze - To make a play that forces the opponent to discard a card
which might otherwise become a winner; in preparation for the squeeze, the
declarer typically must "rectify the count"
and hold threat (menace) cards. See
Details
Also see Bridge Books on
Squeezes
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Bidding
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Squeeze Bid (Last Train Cuebid) - A method suggesting mild slam interest
(game-plus values) after agreeing on a trump suit. See
Example
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Duplicate |
STaC - This is an abbreviation for a special kind of sectional
tournament known as a Sectional Tournament at Clubs. ACBL Silver
points are awarded at STaC events, with additional masterpoints awarded to
players receiving high overall scores across many Clubs. See Director
Tech File -
STaC Conditions
of Contest
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Jargon
General |
Stack -
1. |
A powerful sequence of
cards in a suit, particularly trump |
2. |
To pre-arrange the deck so
players will be dealt certain holdings, typically associated with
cheating |
3. |
An opponent with unusually
strong holdings that are "stacked" against the declarer. |
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Duplicate |
Stagger Movement - A Duplicate Bridge movement used for an even
number of pairs, allowing interim scoring to proceed half way through a
session. The movement follows that of American Whist, where boards
are moved up one table while sharing with the adjacent table (Tables 1 and
5, Table 2 and 6).
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Duplicate |
Stakes - The entry fee, wager, or risk equity associated with a game
of Bridge.
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Jargon
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Stand -
1. |
To pass a double, be it a
takeout or penalty double by partner |
2. |
An improper form of "pass" |
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Bidding
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Standard American Yellow Card- The concept of following a uniform
system of bidding and leads/discards, with a fair number of cohorts in the
United States. See
Conventions.
Also see
Standard American Books
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Play
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Standard Attitude - Typically a
high-low signal showing a positive attitude, first
discarding a higher card and subsequently discarding a lower card encourages
continuation of the suit. See
Details
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Bidding
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Standard Bidding - The most common bidding treatment and methods used
by the majority of Bridge players within a given segment.
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Duplicate
Rubber
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Stand off -
1. |
A board in a team game
resulting in a "push", where both teams obtain the same result; thus,
neither team receives a score for that board |
2. |
A Rubber Bridge hand which
results in a positive score for honors and an identical offsetting
penalty for undertricks, resulting in a net score of zero. |
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Jargon |
Stand up - A winning defensive card, until the declarer trumps the
trick. |
Duplicate |
Stanza Movement - A movement used in multi-section tournaments, where
the Director combines sections to allow interim scoring after the first half
of the session is completed.
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Duplicate |
Stationary - Players who remained seated at the same table during the
entire tournament session (typically N/S players in a Mitchell movement).
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Bidding
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Stayman Convention - One of the most popular conventions used by
Bridge players, using a 2C response to partner's 1 Notrump or 2 Notrump
opening bid to locate a major suit fit and show an invitational or better
hand. See
Stayman Conventions.
Also see Books on
Stayman
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Jargon
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Steal -
1. |
During bidding, to win the contract at a
surprisingly low level where opponents should have competed |
2. |
During play, to win a trick with a
surprisingly low card or technique that catches the opponents off guard. |
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Jargon |
Stenographer - The tongue-in-cheek colloquial term referring to the
Q (Queen). See Card Names
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Bidding
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Step - A player making a bid:
1. |
To bid one denomination
higher than the previous bid,
as 1C - (P) - 1D |
2. |
To make a conventional bid
response showing attributes of responder's hand. See
Controls |
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Play
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Stepping Stone Squeeze - A variation of the Secondary Squeeze, where
an opponent is either thrown into lead or declarer's suit is established.
See
Example
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Jargon |
Stiff - A colloquial term referring to a player holding a singleton
in a suit. See Shape
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Bidding
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Stolen Bid Double (Shadow Double) - See
Conventions
Also see Books on
Doubles
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Laws
General
Bidding
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Stop -
1. |
The exclamation "Stop",
typically referring to a Skip Bid Warning pre-announcing to opponents of
a players intention to make an unusual bid. The purpose of the
pre-announcement warning is to help prevent the Left Hand Opponent from
making an unanticipated hesitation, showing "extra" values - the Stop
pre-announcement provides a mechanism for the Left Hand Opponent to take
a constant time regardless of their call. See Example |
2. |
Holding a stopper in
opponent's bid suit. |
3. |
A "drop dead" bid that sets
to final contract, warning partner to pass. Under rare
circumstances, partner may make another call to further describe their
as-yet unspecified holding. |
|
General |
Stopper - Holding a stopper in the opponent's suit. |
Jargon |
Stopping On A Dime - To curtail bidding one level below game or slam,
placing the partnership in the unenviable situation that requires them to
make exactly the number of tricks bid.
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General |
Strain - Referring to the four suits and Notrump in the context
of a bid, auction, or play. See
Example
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Duplicate |
Stratified - This is a type of game movement where all players are
assigned to a group (strat) based on their current masterpoint holdings.
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Duplicate |
Stratified Pairs - A duplicate tournament pair event where players of
different levels (typically masterpoint achievement) compete together, but
are ranked in different levels thus generating more than one set of winners. The field is
divided into two or three strata, each strata level based on a masterpoint
cap. The Director
usually "seeds" the field
to ensure players of equal ability from each
strata are playing in the same direction (N/S or E/W). The players with the
highest masterpoint attainment are ranked in the top stratum, with lower
stratum/s determined by the size and masterpoints held by the remainder of
the field.
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Duplicate |
Stratified Teams - A Swiss Team tournament generating multiple sets of winners,
where the strata is based on the aggregate masterpoint ranking of the team.
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Duplicate |
Stratiflighted - An event that is a combination of flighted and
stratified. |
Duplicate |
Stratum - Pertaining to Stratified Pairs or Stratified Team events,
the division assigned by the Director based on the masterpoint ranking of
the field. Players with the highest masterpoints are assigned to
the top stratification.
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General |
Strength - An assessment of a player's holdings based, typically
based on honor and associated length holding; a player's hand strength is
ultimately a function of the partnership's assets and ability to make
winning. Many players perform a cursory High Card Point evaluation of
their hand, perhaps including alternative approaches as the "Rule of 15" (Pearson
or Cassino Points), "Rule of 20", etc. Upon finding a suit fit, newer
techniques include the "Law of Total Tricks" and "Losing Trick Count".
See Environmental Factors,
Distribution Points.
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Play
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Strip Play - The playing tactic where the declarer
discards cards in a suit
in both the declarer's hand as well as the dummy with the intention of
establishing a ruff and sluff situation to reduce losers. See Example
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Play
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Strip and Endplay - A playing tactic where the declarer
eliminates losers in two suits (usually running trumps and a side suit with
an even number of cards), then throwing the opponent's in the lead in the
third suit allowing them to win one trick. However, the winning
opponent now finds their side either endplayed in the fourth suit or
allowing declarer to ruff and sluff if the opponent stubbornly continues
another suit. This maneuver avoids the downfall of mis-guessing a
finesse. See
Example
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Bidding
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Striped-Tail Ape Double - An attempt to have the opposition settle for Doubled
contract and miss slam, where the opponent will "run like a "Strip-tailed
Ape" to their long suit if opponent's redouble! Obviously,
this tactic only works with favorable vulnerability. Example:
(1D) - 1S - (2S) - 4S;
(4N) - P - (5D) - X;
Also see Books on
Doubles
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Bidding
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Strong Jump Shift -
1. |
Responder: A skip bid
response in a new suit. Example: 1D - 2S
Note: partners should discuss Jump Shift bids since the two popular
methods have opposite meanings (Strong Jump Shifts show 17-19 points,
Weak Jump Shifts show less than 6 points). Further, some partner's
play Strong Jump Shifts with a major suit call but not a minor suit call. |
2. |
Opener: A skip bid response
in a new suit. Example: 1H - 1S; 3C
Opener's Strong Jump Shift (Jump Shift) typically show 19-22 points,
thus game forcing when responder freebid shows 6+ points. See
Details |
Also
see books on
Slam and other slam conventions:
1430,
Baby Blackwood,
Blackwood, Controls,
Exclusion Blackwood/Voidwood,
Gerber,
Grand Slam Force,
Jacoby 2 Notrump,
Key Card Blackwood,
Kickback,
Last Train, NAMYATS,
Pick a Slam,
Quantitative Notrump Bid,
Rolling Blackwood,
Serious 3 Notrump,
Slam Try - Stayman,
Splinters,
Opener
Jump Shift,
Strong Jump Shift, and legacy treatments as
Roman Asking Bids,
Roman Blackwood,
Roman Gerber. Slam
treatments
also include interference of
an overcall by opponents, as
Negative Slam Double,
DOPI,
DEPO, ROPI.
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Bidding
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Strong Notrump - Historically, the range for a 1 Notrump opening bid
was 16-18 High Card Points in North America. See
Details.
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Bidding
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Strong Pass - See Conventions
|
General |
Strong Suit - A suit holding of 4+ cards with at least 2 of the top 3
honors (A Q x x).
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Bidding
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Strong 2 Bid - See Conventions |
Jargon |
Stub - A colloquial phrase in Rubber Bridge indicating a part-score
(below the line).
|
Jargon |
Submarine - A colloquial term meaning to underplay a winner,
typically to rectify the count before attempting a squeeze play.
|
Duplicate |
Substitute -
1. |
To replace a defective
board (cards within it) due to an external problem |
2. |
To replace a player |
3. |
In accordance with the
Laws, to replace an illegal call made by a player. |
|
Laws |
Substitution Of Call -
- After opponent's infraction - See Law
16
After disclosure of opponent's misinformation - See Law
16
21
Bid out of rotation as - See Law
31
Correction of inadvertent or illegal call - See Law
25
Immediate - See Law
25
Information resulting from - See Law
16
Lead penalty for - See Law26
Pass out of rotation as - See Law30
Penalty in auction - See Law
25
27
30
31
Remedy for opponent's infraction - See Law
16
|
Laws |
Substitution Of Play -
- Adjusted score - See Law
47
After correction of error in explanation of conventional call - See Law
47
After correction of revoke - See Law
62
After declarer's lead out of turn - See Law
55
After declarer's withdrawal of visible card - See Law
58
After disclosure of prior misinformation - See Law
47
After failure to play major penalty card - See Law
52
After opening lead out of turn - See Law
54
After opponent's change of play - See Law
47
After opponent's infraction - See Law
16
By defender - See Law
56
Change of inadvertent designation of card - See Law
45
47
Compliance with penalty - See Law
47
Correction of illegal play - See Law
47
Correction of simultaneous play - See Law
47
Immediate correction of inadvertent designation of card - See Law
45
Information resulting from - See Law
16
Lead out of turn induced by opponent - See Law
47
Penalty card - See Law
47
56
Penalty card not played as required - See Law
52
Remedy for infraction - See Law
16
To correct defective trick containing too many cards - See Law
67
|
Laws |
- Substitution Of Player -
- Authorized by director in his discretion - See Law
4
Temporary, as remedy for possession of unauthorized information - See
Law
16
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Bidding
|
Sucker Double - An impulsive, illogical attempt to penalize opponents
based upon insufficient values. For instance, holding honors in a long
strong suit may be valuable for offensive tricks but are worthless when
opponents are void in the suit. Similarly, opponents may generate extra
tricks through cross-ruffing opportunities, catching onside tenaces, etc.
Also see Books on
Doubles
|
Play
|
Sucker Play - The tactic of making a seemingly innocent play that
requires a careless misplay by a hapless opponent to succeed.
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Bidding
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Suction - A defensive bidding system against opponents 1 Notrump
opening bid. See Conventions
|
Laws |
Suits - Referring to the four suits (not Notrump) in the context
of a bid, auction, or play. See
Example
- Rank of - See Law
1
18
44
Sorting of dummy's hand - See Law
41
|
Bidding
|
Suit Asking Bid (SAB) - See
Conventions.
|
Play
|
Suit Combinations - The best percentage play to win tricks based on
the combination of partnership holdings in a given suit, including tactics
as finesses. See
Suit Combinations
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)
Expected Controls (based on HCP)
Also see books on
Probabilities
|
General
|
Suit Distribution -
1. |
The balance of cards held
by each player in a suit, also called the "break" or "split" of the
cards. |
2. |
The number of cards held in each
suit. |
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.
|
|
General |
Suit Pips - The number of suit designators on non-face cards.
The spot cards have an equal number of pips for the rank of the card.
Pips vary based on the country of origin. See
Example and Card Names
|
Play
|
Suit Preference (Signal) - See
Conventions
|
Jargon |
Suicide King - The colloquial term referring to the
K (King of Hearts).
See Card Names
|
Play
|
Suicide (Cannibal) Squeeze - An unfortunate defense, where one
defender actually squeezes their partner. See
Example
|
Laws
|
-
Summoning Director -
- Failure to summon as affecting rights after irregularity - See Law
9
10
11
Limitation on dummy's right to summon - See Law
43
Manner - See Law
74
Properties - See Law
72
|
Bidding
|
Super Acceptance - See Conventions
|
Laws |
Super Chart Conventions - See
ACBL Super Chart
|
Jargon |
Superblitz - To win by such a significant degree the winner not only
gets the maximum score but the loser actually receives a net negative score.
|
Bidding
|
Super Gerber - See Conventions |
Bidding
|
Super Precision - An adaptation of the Precision "Big Club" system
originally developed by Benito Garozzo and Georgio Belladonna of the Italian
Blue Team. See
Conventions
|
Bidding
|
Support - To raise or otherwise show interest in partner's suit |
Bidding
|
Support
Asking Bid (Alpha Cuebid) - See
Conventions
|
Bidding
|
Support Double - See Conventions |
Bidding
|
Support Redouble - See Conventions |
Laws |
Suspension Of Player - See Law
91
|
General |
Swan - A
hand with a 7-4-1-1 distribution. See Shape |
General |
Swan Games - See Bridge Service Providers
|
Duplicate
General
Jargon |
Swing -
1. |
The difference between team scores |
2. |
The difference between the actual score and
one attainable |
3. |
To make a calculated bid or play in an
attempt to receive a favorable result, especially when trying to create
an "action" to move up in the field |
4. |
To play a low card across to partner's hand |
|
Play
|
Swindle - To make a deceptive play in order to either trick or trap
an opponent into making an undesirable play.
|
Jargon |
Swish - A player's call followed by three passes, as:
3S - (P) - P - (P);
|
Duplicate
Bidding
|
Swiss -
1. |
Typically a stratified
"team of four" tournament format where players of different levels
(brackets) compete, producing multiple winners. See Director Tech
File:
Swiss Teams Conditions of Contest |
2. |
A conventional response to
a major opening bid to show extra strong support (several variations
exist) |
|
Jargon
Duplicate |
Switch -
1. |
To change from the current
suit lead by the partnership to another suit |
2. |
Referring to the
directional arrows indicating the movement of players from table to
table between rounds |
|
Jargon |
Swords - The colloquial term referring to the Spade suit. See
Card Names |
Bidding |
System - The high-level collection of partnership bidding agreements,
such as:
2/1, Bridge
World Standard,
ACOL,
Eastern Scientific,
Goren,
Italian Blue Club,
Kaplan-Sheinwold (KS),
Precision,
Roman,
Moscito,
Standard American Yellow Card (SAYC). See
System Bidding Index
|
General |
System
Fix - A situation where the players derive a bad result not through
judgment errors, but due to the design of system agreements.
|
Bidding
|
System
"On-off" - Special circumstances which determine whether the
partnership agreements should still be in place (systems on) or not (systems
off). The circumstances include: opponent suit bids, opponent doubles,
opponent Notrump bids, and bidding after partner is a passed hand.
|
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