Duplicate |
299er Pairs - An ACBL tourney where all pairs consist of players who
have fewer than 300 masterpoints.
|
Bidding
|
TAB (Trump Asking Bid) - See
Conventions
|
General
Laws
|
Table -
1. |
A Bridge game, referring to
four players seat for play |
2. |
To put down the dummy's
cards |
3. |
To put down a card.
According to the Laws, a card is played when:
- as defender, the card is played in a manner the card
could have been seen by player's partner
- as declarer, the card touches or nearly touches the table,
or played in a manner to indicate the card is played |
- Arrangement of playing - See Law
3
Scoring table - See Law
77
|
Jargon |
Table Feel - A player's cunning ability to draw inferences from the
aggregate factors of bidding and play. For instance, drawing an
inference from the opponent's behavior is both legal and useful, while
it is not lawful to do so based on partner's mannerism (such as a tempo,
hesitation, body language, etc). Table feel also includes:
- knowledge of opponent's bidding and playing style
- knowledge of player's likely bidding and play ay at other tables
- consideration of Environmental
Factors
- careful consideration of inferences during bidding, play,
opening lead, dummy, line of play, etc.
|
Duplicate |
Table Guide Card - A prominent card in the center of the table
(placed under the duplicate boards) providing orientation instructions for
players, providing compass orientation, table numbers, player and board
movements, and other useful information such as a scoring references.
See Example
|
Duplicate |
Table Numbers - A prominent card in the center of the table (placed
under the duplicate boards) providing players movement information
between tables and in the case of large tourneys, identification of
tourney section (colors and associated alpha letters can vary).
See Example
|
Duplicate |
Table Spacing - The distance between tables at a duplicate event.
A buffer space zone between each table provides a more comforable
environment for the players and others as the Director, Caddy, and Kibitzers
to enjoy the game. The distance between the tables is ideally based on
a 9 foot centers from each table - a 7 foot center is a minimum. Many
tournament committees compromise on 8 feet, providing 64 square feet per
table.
|
General |
Tactics - Referring to successive steps carefully administered during
bidding or the play of the hand. Good tactics take all factors into
consideration, including analysis of all competitor actions and the optimum
plan to ensure the most desirable result.
|
Bidding
|
Takeout Double - A double demanding partner to make a call in a new
strain, made as a competitive bid to either win the auction or make it more
difficult for opponents to make a higher level contract. See
Details
Also see Books on
Doubles
|
Rubber |
Tally - A Rubber Bridge scoring paper designed to track scores during
each round of play (often 4 deals) and provide the player table movement
directions between rounds. Bridge Hands has
free downloadable 2, 3, and 4 table Tallies
|
Jargon |
Tank - A players long hesitation or "huddle" before making a bid or
play.
|
Jargon
Duplicate |
Tap -
1. |
A cliche involving the play of a winner in a side suit, forcing opponent to
ruff (also knowing as "pumping" trump)
|
2. |
Referring to the ACBL
Education Department "Teacher Accreditation Program" which certifies
Bridge teachers |
|
Laws |
Tardiness - See Law
90
|
General |
Tax - An extra fee, akin to a "sin tax" assessed to a pack of cards
used to raise money for the government. At one point in time, card
manufacturers were prohibited from manufacturing the Ace of Spades; only the
government would produce a distinctive face on the Ace of Spades to insure
the appropriate tax was paid. See
History of Cards
|
Jargon |
Tax Card
- The colloquial term referring to the
A (Spade
Ace) See
Card Names.
|
General |
TBW - Abbreviation for The Bridge World [magazine]
|
Duplicate |
TD - Abbreviation for Tournament Director
|
Duplicate |
TDic - Abbreviation for Tournament Director in charge
|
Duplicate |
Team - Four (or more) players competing against other teams in
Duplicate Bridge event formats such as a Swiss or Knockout event. At
any given session, two players are assigned one direction at a given table
while their partners are assigned complementary seats at the mate table; the
four player team competes against another team for the session. In
some situation, a "Round Robin" movement is necessary when an odd number of
teams are in play during the initial sessions.
|
Laws |
- Team Events -
- Adjusted score - See Law
86
Partnerships - See Law
4
Substitute board - See Law
86
|
Duplicate |
Teammate - Either a partner at the table or another player on the
team, sitting at the other table or on the sidelines if the team has more
than 4 players.
|
Laws |
Tech Files - A comprehensive set body of supplemental
information for ACBL Directors.
Tech Files Index (for Directors)
Laws Interpretation
Laws Commission Rulings
Masterpoint Award Rules & Regs
Masterpoint Reqs for Ranks
Alerts
Bid Box
Convention Chart
General Contest Conditions
Event Guidelines
Forms
Duplication Guidelines, etc
Intermediate-Novice Guide
Knockout Participation Guide
NAP Conditions of Contest
Board-A-Match
(BAM) General
BAM Conditions of
Contest
Pairs
Conditions of Contest
STaC
Conditions of Contest
Swiss Conditions of Contest
Code - Disciplinary Regulations
Conduct Procedures
Psyches
|
General |
Technical
Position - The side holding a strategic and psychological advantage of a
player relative to the other players
|
Jargon |
Telephone Number - To receive a very big penalty score for
undertricks, indicating a four digit penalty (1000 points or more) -
referring to the last four digits of a telephone number.
|
Jargon |
Tell - The colloquial term for a player that unwittingly provides
opponents information about one's holding and thought processes, open based
on observation of prior habits.
|
General
Laws |
Tempo - the interval of time during bidding or play, as compared to
other intervals by the same player. Tempo should not be confused with
hesitations; for instance, a player who normally bids or plays in 5-10
seconds but makes a bid or play after only 1 second has broken tempo.
Changes in tempo may be both fast or slow.
-
Accidentally received information -
16
Action by partner -
16
Inadvertent variation in manner or tempo -
73
Intentional variation in manner or tempo -
73
|
Bidding
|
Temporize - A player who deliberately makes a waiting action (bid or
play), waiting for further developments before committing to a specific
action.
|
General |
Ten - Represented by 10 pips. See
Example
|
General |
Tenace - A player holding a broken honor sequence as: See
Example
A Q [x...] Major Tenace
K J [x...] Minor Tenace
|
Play
|
Ten Implies - Referring to a defender's conventional lead, where the
lead of a 10 typically indicates the leader has two (or zero) honors above
the 10. See Conventions
|
Bidding
|
Texas Transfer - See
Conventions
|
General |
The Bridge World - Founded
in 1929 by Ely Culbertson, The Bridge World is the world's oldest
continuously-published bridge magazine. See
website
|
Bidding
|
The Law (of Total Tricks) - See
Conventions
|
Jargon |
3 of House - The colloquial term referring to a 3 Notrump bid.
|
General |
Their Hand - Indicating the contract belongs to the opponents, based
on their combined assets (High Card Points and/or suit length) or favorable
vulnerability to take a sacrifice.
|
Jargon |
Thin - A bid or contract with marginal strength (High Card Points
and/or suit length)
|
Play
|
Third and Fifth - See
Conventions
|
Play
|
Third From Even, Low From Odd - See
Conventions
|
General |
Third Hand - After an opening call or play, the third player in
sequence of bidding or play. The success or failure of the defense to
a contract is usually determined at the first trick. Since the defender's
success often hinges on the play of the first card, correct play by the
leader's partner may provide critical momentum to the defenders.
Often, the correct play is the highest (lowest equal) card. Also,
third hand signals include encouraging, discouraging, attitude and
preference.
|
Play
|
Third Hand High - The concept advocating playing one's high card (lowest
equal first, relative to dummy) in third seat as opposed to playing a
low card in second seat. Like most concepts, there are exceptions to
this simple rule. See Details
|
Bidding
|
Third Suit Bid - A bid of the third suit at the 1 level is
technically non forcing, nor is it if the opener bid a second suit at the 2
in a lower suit. However, if two suits were bid at the 1 level and the
opener's rebid is a reverse (in a higher ranking suit), that bid is
typically forcing for one round.
|
Bidding
|
Threat Card or Menace - Referring to a potential winning trick,
typically associated with a squeeze play in three suits. See
Examples
|
Bidding
|
3 Level Response To 1 No Trump - See
Conventions
|
Bidding
|
3 Notrump Opening - See
Conventions
|
Bidding
|
3 Notrump Overcall - See
Conventions
|
Bidding
|
3 Notrump Response - See
Conventions
|
General |
Three- Represented by 3 pips. See Example |
Bidding
|
Three Quarter Notrump - See
Conventions
|
Jargon |
Thirteener - Bridge jargon (slang) indicating no other players hold
cards in a suit held by the fourth player. For instance, if one side
plays the Ace, King, Queen, and all players follow to the tricks, the
remaining player holds the thirteener.
|
Jargon |
Three Suiter - Referring to a players holdings with length in 3 suits
with a shortage in one suit, distributed 4-4-4-1 or 5-4-4-0. Three
suited hands are sometimes referred to as a "Mini Roman" associated with a
convention designed to handle these problematic bidding hands (also known as
a "rattlesnake". See Shape
|
Bidding
|
Through Strength - To play a card through the strength of the player
in second, anticipating the player in the third seat will hold a card to
trap the card played by the player in the second seat.
|
Bidding
|
Throw - To discard an insignificant card not intended to take a
trick.
|
Jargon |
Throw Away - Making a costly error, misplaying a card.
|
Jargon |
Throw-in - A pass in fourth seat, literally throwing one's cards in
the center of the table for a redeal (lawful in Rubber Bridge but not
Duplicate)
|
Bidding
|
Throw-in Play - An endplay maneuver during the play of the last few
cards, where the player on lead plays a low card to their left hand opponent
guarding one or more suits. With the opponent now on lead, one of the
cards previously held over their right hand opponent now becomes a loser.
See
Examples
Also see Books on
Throw-In Play
|
Bidding
|
Throw-in Squeeze - The tactic of allowing an opponent to gain the
lead, thereby squeezing the leader into forfeiting one or more tricks. See
Examples
|
Bidding
|
Thrump Double - See
Conventions
|
Jargon |
Tickets - A colloquial term referring to winning cards, typically
honors. See Card Names
|
Jargon |
Tight -
1. |
An unprotected holding
lacking other cards in a suit, such as singleton King or perhaps a
doubleton Queen-Jack |
2. |
A player to takes
conservative bidding or play actions |
|
Jargon |
Tile - The colloquial term referring to the Diamond suit.
See Card Names
|
Play
|
Timing - The sequence of cards played, influencing the ending
arrangement of trump, honors, side suits, and player on lead.
Throw-in, elimination, endplays, and squeezes are examples where timing is
critical.
|
Jargon |
T.I.T. - The tongue in cheek acronym, "Texas Idiot Transfer"
referring to partner's excessive bid over opponent's game. For
instance, a reflexive bid as:
(1H) - P - (4H) - 4S
|
Duplicate |
Top - Obtaining the maximum possible matchpoint score on a specific
hand, above that of all others playing the hand.
|
General |
Topbridge - See
Bridge Service Providers
|
Bidding
|
Top of Nothing - The lead of a relatively high spot card to signal
one's partner that the leader does not hold honors in the led suit.
Thus, the partner is given notice not to return the led suit.
Conversely, leading "Bottom of Something" indicates encouragement for the
led suit. See BOSTON
|
Duplicate |
Total Point Scoring - See
Duplicate Scoring
Also see Law
78
|
Bidding
|
Tops and Bottom Cuebids - See
Conventions
|
Bidding
|
Total Trumps - The aggregate sum of trumps held by each side.
The concept of total tricks is a fundamental precept of "The
Law of Total Tricks."
|
General
Laws |
Touching -
1. |
Referring to cards in
adjacent suits:
- Clubs and Diamonds
- Diamonds and Hearts
- Hearts and Spades
- Spades and Clubs |
2. |
Indicating sequential cards
in a suit, often referring to powerful holdings like "touching honors" |
3. |
The act of touching another
player's cards - in breach of Law
7.B.2. (except the
declarer may
arrange the dummy cards) |
-
Touching another's card - See Law
90
|
Duplicate |
Tournament - A competitive event organized by a sponsoring
organization, often consisting of multiple sessions. See
ACBL Tourneys, Tech
Files For Directors
|
Duplicate |
Tournament Director - The designated official responsible for
tournament administration, including organization, play, player movement,
administration of Laws, scoring, and result postings. The tournament
director is charged with restoring equity at a table when an irregularity
has occurred. See
Tech Files For Directors
|
Jargon |
Track - The dummy laying down or tabling the dummy cards, such as the
expressing "the dummy tracked, tabling 100 honors in Spades."
|
Jargon |
Tram Tickets - A colloquial term for a player holding worthless cards
(pips). See Card Names
|
Jargon |
Trance - To take an excessive amount of time to make a bid or play,
as to "tank" or "huddle"
|
Bidding
|
Transfer - See Conventions
|
Bidding
|
Transfer Escape - See
Conventions
|
Bidding
|
Transfer Lebensohl - See
Conventions
|
Bidding
|
Transfer Overcalls Of 1 Notrump - See
Conventions
|
Bidding
|
Transfer Squeeze - The technique of transferring the lead to the side
holding the menace card to initiate the squeeze. See
Example
|
General |
Transferable Values - The strength of a player's cards, both
offensively and defensively. For instance, High Card Points,
particularly not in long suits have transferable strength as either a
declarer or defender.
|
Laws |
Transferred Trick - In accordance with Law
64, the term
indicating the non-offending side is awarded a trick after opponent's revoke
has been established.
|
Bidding
|
Trap Pass - In lieu of making a fair overcall bid, the would be
overcaller may make a cunning tactic of passing the bid, anticipating the
opportunity to obtain an even better result. For instance, the
bidding may be:
(1C) - P - (P) - X;
(P) - P
it is often better to Pass with a strong hand and more trump then
opponents, anticipating a positive net score. Trap passes are also
effective when opponents have suit misfits, often bidding beyond their
attainable contract.
|
Duplicate |
Traveler - The small scoring sheet that accompanies the a duplicate
board during play. Typically the North player at each table is
responsible for posting the results on the traveler after each board is
player, recording player numbers, the contract bid and tricks won, and the
score. Bridge Hands has
free downloadable Traveler
for you to print copies
|
Duplicate |
Traveling Pair - In some events, the Director assigns a traveling
pair to occupy different seats in the session (normally, players maintain
the same relative seat orientation regardless of table movement).
|
Duplicate |
Tray - Another name for the board which holds duplicate cards. See
Example
|
Bidding
|
Treatment - A natural bid based on a prior partnership agreement
designed to handle a particular bidding scenario, providing partner
pertinent information about the denomination (suit or Notrump) quality or
length. This is unlike a conventional call, which provides information
not related to the denomination but instead uses artificial bids based on
prior partnership agreements.
|
Jargon |
Trey - The colloquial term referring to the
3 (three-spot) card.
See Example
|
Duplicate |
Trial - An elimination-style tournament event, where the
winning contestants qualify for successive events.
|
Bidding
|
Trial Bid - A game or slam try bid, asking partner for a further
explanation of their length and strength. Game try and
quantitative bids are common examples of trial bids. See
Help Suit Game Try
|
Laws |
Trick - The sequence of four cards played successively by each
player. In duplicate bridge, each player maintains their own
individual accounting of tricks won and lost. In rubber bridge, one
side of the trick winners typically gathers each players played to a trick.
At the end of the hand, each side counts the number of tricks won, using the
result to determine the correct score.
-
Agreement
on number won and lost - See Law
79
Arrangement in order - See Law
65
Claim - See Law
68
Completed - See Law
65
Concession - See Law
68
69
71
Correction of error in scoring - See Law
79
Defective - See Law
45
67
Disagreement on number won and lost - See Law
79
Dummy's right to keep track of tricks won - See Law
42
Fifth card to trick - See Law
45
Inspection of - See Law
66
Keeping track of number won and lost - See Law
65
Lead to - See Law
44
Orderliness - See Law
65
Play to - See Law
44
Quitted - See Law
61
62
66
Turning of - See Law
45
|
Laws |
Trick Appropriated In Error - The erroneous act of scoring a trick
for one's side, while technically the trick belongs to the other side.
If the players discover the error within the time specified by Law
67 and
68, the trick is rightfully restored
to the winning side.
|
Rubber |
Trick Score - The numeric award representing the aggregate number of
tricks attributable to the declarer. See
Scoring
|
Laws |
Tricks Won - In Duplicate Bridge, each players card played
cards are kept separate from other players. Each player may keep track
of tricks won or lost by orienting the cards vertically (lengthwise)
pointing to the side that has won the trick. See
Arranging Duplicate Tricks.
In Rubber Bridge, the cards constituting each completed trick are collected
by a member of the side that won the trick and are then turned face down on
the table. Each trick shall be identifiable as such, and all tricks taken by
a side shall be arranged in sequence in front of declarer or of one
defender, as the case may be, in such manner that each side can determine
the number of tricks it has won and the order in which they were taken.
See Arranging Rubber
Bridge Tricks
|
Bidding
|
Triple - A jump bid 3 levels above the current level, skipping 2
levels of bidding as 1H - 4H.
|
Play
|
Triple Squeeze - A squeeze play against one opponent in 3 of their
suits. See
Example
|
Jargon |
Triple 4 by 1 - A 4-4-4-1 hand pattern, also referred to as a three
suiter or "Mini Roman" hand based on a convention used by some players to
describe this distributional hand patterns. See
Shape
|
Bidding
|
Triple Raise - A jump bid 3 levels above the current level, skipping
2 levels of bidding as 1H - 4H.
|
General |
Tripleton - A 3 card holding in a given suit.
|
General |
Trump -
1. |
The denomination (suits and
Notrump) named by the
declarer, ranking above suit denomination of other suits bid |
2. |
To ruff or play a card in
the contract suit when a player no longer has cards in the suit led |
|
Bidding
|
Trump Asking Bid (TAB)- See Conventions
|
General |
Trump Control - A player holding trumps sufficient to prevent
opponents from promoting a suit suit.
|
Play
|
Trump Coup - An unusual declarer play tactic requiring declarer to
reduce the number of trumps in hand to that of the threatening opponent
holding the same number of trump. The declarer cleverly plays winning
tricks in a side suit and if the declarer's Right Hand Opponent ruffs, the
declarer over ruffs; otherwise the declarer sluffs losers in side suits.
If the declarer sluffed losers on the side suit before reducing trump and
the RHO refused to ruff, the declarer would have to ruff a card in dummy;
then the declarer would become endplayed, having to lead a trump to one of
RHO's higher trump cards.
See Example
|
Play
|
Trump Echo - A defensive count signaling agreement when declarer
plays trump, typically playing the natural low-high with 2 (or 4) trump but
playing middle-low (if middle is an affordable card) when holding 3 trump.
This carding can be helpful to partner, indicating an opportunity to ruff a
side suit when their side can regain lead before declarer exhausts all the
remaining trumps.
|
Play
|
Trump Lead - While leading trump is often
overrated, serious consideration of trump leads include when:
1. |
The dummy holding could
trump declarer's side suit |
2. |
The declarer will likely
setup a side suit to pitch losers |
3. |
The defenders may profit
from misleading declarer regarding trump holdings |
4. |
The declarer's contract is
in a secondary suit (3 suits bid before settling in a contract) |
5. |
The declarer rebid Notrump,
pulled by the responder to another suit (including declarer's first
suit) |
6. |
The declarer has a good
trump fit, with misfits in the side suits (particularly when 4-4-4-1
holdings are indicated by the bidding) |
7. |
The bidding indicated dummy
has 3 trump |
8. |
Partner passed a takeout
double, thus promising a superior trump suit |
9. |
The opponents' have made a
sacrifice bid with fewer honors (likely doubled by your side), and are
likely to gain if they are allowed to cross-ruff losers |
10. |
Your contract was doubled
by one opponent but the other opponent pulled the double with a
balancing bid |
Also
See Opening Leads,
Passive Lead,
Journalist Leads,
Active Defense
Also see books on
Leads
|
Laws |
-
Trump, Play Of -
-
When
penalty card present - See Law
50
When permitted - See Law
44
|
Play
|
Trump Promotion - The act of overruffing or uppercutting an opponent
to setup additional tricks in the trump suit.
|
Play
|
Trump Signal - See Conventions
|
Play
|
Trumps Suit Preference - See
Conventions
|
Play
|
Trump Squeeze - The tactic forcing an opponent to shorten a long side
suit holding, allowing declarer to later ruff a losing trick in the suit and
later promote a trick. The declarer play employs trump to force opponents to
discard potential winners in side suits. Technically, elements of the trump
squeeze include: a split menace, a ruffing menace - two small cards that
would otherwise become losers if not for opponent needing to discard the
guard cards in the suit, two dummy entries. Unlike many other squeeze
plays, the trump squeeze requires the declarer to maintain trump cards for
ruffing value. See
Example
|
General |
Trump Suit - The suit denomination selected by the declarer, thus
ranking above other suits when a player is exhausted of the led side suit.
|
Play
|
Truscott - See Conventions
|
General |
TYP - The Internet term, "Thank You, Partner" typically as a typed
abbreviation by the declarer to partner as the dummy hand is revealed.
|
Jargon |
Turkey - A derogatory term referring to a substandard player.
|
General |
Turn - The rotational sequence of bidding or play, addressing the
current player.
|
Play
|
TWERB: Two Way Exclusion Relay Bidding - An adoption of the
Suction
convention, primarily used as a defensive countermeasure against opponents 1 Notrump
opening bid. See details
|
Bidding
|
2 Club System - Referring to the conventional 2C strong
artificial bid, implying preemptive "weak 2" preemptive bids in other suits.
See Conventions
|
Bidding
|
2 Diamond Opener - See
Conventions
|
Bidding
|
2 Level Suit Opening - See
Conventions
|
Bidding
|
2 Notrump Opener - Playing preemptive Weak 2's, opener's
2N shows 20-21 HCP; alternatively, playing all Strong 2 level bids,
the opener's 2N bid shows 22-24 HCP. A minority of player (and
their systems) open 2N to show a weak minor two suited hand, akin to
the Unusual Notrump.
|
Bidding
|
2/1 (Two-Over-One) System -
See Conventions
|
General |
Two- Represented by 2 pips. See Example. |
Jargon |
Two Suiter - Referencing a players non-balanced hand
distribution, usually more distributional than a 4-4-3-2 shape. A hand
with 2 five+ card suits are definitely two suited hands, although a 5-4
shape also qualifies as a two suiter. See
Shape
|
Bidding
|
Two Way - A call potentially having multiple meanings, subject to
further clarification after responder's bid.
|
Play
|
Two Way Finesse - The opportunity to finesse either opponent for the
missing card, usually a Queen. See
Example
|
Bidding
|
Two Way Game Try - See
Conventions
|
Bidding
|
Two Way New Minor Forcing - See
Conventions
|
Bidding
|
Two Way Reverse Drury - See
Conventions
|
Bidding
|
Two Way Stayman - See
Conventions
|
|
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|