Coup (bridge)

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In contract bridge, coup is a generic name for various techniques in play, denoting a specific pattern in the lie and the play of cards; it is a special play maneuver by declarer. [1]

Contents

There are various types of coup which can be effected.

Pure coups

There are many coups which the opponents can do little to prevent.

Bath coup

The original coup was referred to as the Bath Coup, whereby a player holding the Ace, Jack and small card(s) plays small against the lead of a King-Queen sequence, so as to get two tricks (if the suit is continued) or gain tempo.

Belladonna coup

The declarer's act of playing low card below king from Kx-Jxx combination in a suit contract, in order to tangle defender's communications for trumping, ensuring either a trick in the suit or a third-round ruff.

Crocodile coup

The crocodile coup is a technique used by the defense. It is executed by second hand, following suit with a higher card than apparently necessary, to keep fourth hand from winning and thereby being endplayed.

Deschapelles coup

The act of sacrificing a card that would ordinarily be an eventual winner (such as an offside King) to establish an entry into partner's hand.

Devil's coup

The Devil's coup is the act of stopping defenders getting a trump trick from Qx opposite Jxx - surely the work of the Devil?

Coup en passant

The act of ruffing through the player who has bigger trump(s), so that the trump is taken either by ruffing or by making it master trump if the other player ruffs.

Galileo coup

The Galileo coup is so named because Galileo Galilei is usually credited with the invention of the telescope; this coup arises when the contract is in a suit in which the declaring side is missing both the Ace and King; if successful, the defenders end up being forced to play the Ace and King of trumps to the same trick, thus "telescoping" their two trump tricks into one.

Grand coup

A trump coup where the cards ruffed in order to execute a trump reduction are winners.

Merrimac coup

The Merrimac coup is the act of sacrificing an honour (usually a King) in order to remove an entry from an opponent's hand.

Morton's fork coup

The forcing of an opponent to choose between establishing one or more extra tricks in the suit led and losing the opportunity to win a trick in the suit led.

Scissors coup

The Scissors coup is so named because it cuts communications between defenders, most commonly by discarding a key card from either the declarer's own hand or dummy. This enables declarer to prevent the defenders transferring the lead; usually for a defensive ruff.

Trump coup

The Trump coup happens in the end-game when declarer needs to finesse in trumps but doesn't have one to lead up. It is often associated with a Trump Reduction.

Vienna coup

The Vienna coup is the act of cashing an ace opposite the queen (or, more generically, an immediate winner opposite a menace) in order to enable a squeeze to work on either opponent.

Deceptive coups

Some coups rely on the opponents making a mistake.

Grosvenor gambit

The act of deliberately misplaying a hand in order to induce a mistake by an opponent which results in either the same or a superior result. Even when the gambit does not yield a material gain, it usually induces a big psychological impact on the opponents who were offered a trick for free but couldn't have believed it were possible.

Idiot coup

The act of only losing one trick when missing AKx of trumps. Declarer leads through one of the defenders hoping they will play the king from Kx which then falls under their partner's stiff ace. Obviously going up with the king is foolish because if declarer holds the ace, he has a legitimate line whereby he can escape a loser (play the ace and hope for stiff king or take a finesse), hence the name.

An Idiot coup can also refer to a play that appears to present an alternative (losing) option to an opponent, but upon closer inspection could not possibly be the right one. For example, suppose declarer holds xx opposite KT in dummy. During the play of another suit LHO, who is holding AJx, discards the jack, knowing that he is only entitled to one trick in the suit in any case. Now when declarer leads the small card toward dummy and LHO follows low, he might think he has a "guess" in the suit, when in fact LHO would have no reason to discard the jack if he also had the queen. (That is, unless LHO is trying to Grosvenor him.)

Illegal coups

There are also a number of illegal coups:

Alcatraz coup

The Alcatraz coup is performed by purposely revoking when declarer is uncertain which defender to finesse. After the trick is over, declarer knows which defender to finesse, "notices" and corrects his misplay, and finesses the correct defender.

Superglue coup

The Superglue Coup is where a defender pulls out two cards together (as if they were superglued together). Declarer sees the cards and assumes they are adjacent in rank in the defender's hand. For example, if declarer is missing K103 and one defender pulls the K and 3 out together declarer can assume that the defender does not have the 10.

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<span class="mw-page-title-main">Trick-taking game</span> Type of card game

A trick-taking game is a card or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks, which are each evaluated to determine a winner or taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as contract bridge, whist, and spades, or to the value of the cards contained in taken tricks, as in point-trick games such as pinochle, the tarot family, briscola, and most evasion games like hearts. Trick-and-draw games are trick-taking games in which the players can fill up their hands after each trick. In most variants, players are free to play any card into a trick in the first phase of the game, but must follow suit as soon as the stock is depleted. Trick-avoidance games like reversis or polignac are those in which the aim is to avoid taking some or all tricks.

In contract bridge and similar games, a finesse is a type of card play technique which will enable a player to win an additional trick or tricks should there be a favorable position of one or more cards in the hands of the opponents.

In the card game of contract bridge, to hold up means to play low to a trick led by the opponents, losing it intentionally in order to sever their communication. The primary purpose is to give as many tricks to opponents as needed to exhaust all the cards in the suit from one of their hands. If that hand regains the lead, it will not be able to put the partner on lead to cash its tricks. Hold up is one of basic techniques in play.

A (bridge) signal is a move in the card game of contract bridge in which partners defending against a contract play particular cards in a manner which gives a coded meaning or signal to guide their subsequent card play. This may also be referred to as carding. Signals are usually given with the cards from the two-spot to the nine-spot. There are three types of signals:

In trick-taking games, to ruff means to play a trump card to a trick. According to the rules of most games, a player must have no cards left in the suit led in order to ruff. Since the other players are constrained to follow suit if they can, even a low trump can win a trick. In some games, like Pinochle and Preferans, the player who cannot follow suit is required to ruff. In others, like Bridge and Whist, he may instead discard. Normally, ruffing will win a trick. But it is also possible that a subsequent player will overruff. Historically, ruff meant to "rob" i.e. exchange a card with the stock.

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In contract bridge, the trump squeeze is a variant of the simple squeeze in which one threat is a suit that if unguarded can be established by ruffing.

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The trump coup is a contract bridge coup used when the hand on lead has no trumps remaining, while the next hand in rotation has only trumps, including a high one that would have been onside for a direct finesse if a trump could have been led. The play involves forcing that hand to ruff, only to be overruffed. A similar motive is met in coup en passant, where indirect finesse is used instead of direct.

Coup en passant is a type of coup in contract bridge where trump trick(s) are "stolen" by trying to ruff a card after the player who has the master trump(s).

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The Merrimac coup is a contract bridge coup where a player sacrifices a high card in order to eliminate a vital entry from an opponent's hand. It was named after American steam ship Merrimac, which was sunk during the Spanish–American War in 1898 in Santiago de Cuba in an attempt to bottle up the Spanish fleet.

In the card game contract bridge, a suit combination is a specific subset of the cards of one suit held respectively in declarer's and dummy's hands at the onset of play. While the ranks of the remaining cards held by the defenders can be deduced precisely, their location is unknown. Optimum suit combination play allows for all possible lies of the cards held by the defenders.

A bridge maxim is a rule of thumb in contract bridge acting as a memory aid to best practice gained from experience rather than theory.

In the card game of bridge, tempo is the timing advantage of being on lead, thus being first to initiate one's play strategy to develop tricks for one's side. Tempo also refers to the speed of play and more generally the rhythm of play over several tricks.

The Belladonna coup is the play of a low card away from an accompanying high card, giving the opponents the impossible choice between setting up a winner for declarer and abandoning an attack on another suit.

In bridge, a knockout squeeze is a squeeze in three suits, one of which is the trump suit. The defender's trump holding is needed to prevent declarer from making a successful play involving trumps, including one as prosaic as ruffing a loser. Because the knockout squeeze does not threaten to promote declarer's trumps to winners it is termed a non-material squeeze. Other non-material squeezes include entry squeezes, single-suit squeezes and winkles.

<span class="mw-page-title-main">Triomphe</span>

Triomphe, once known as French Ruff, is a card game dating from the late 15th century. It most likely originated in France or Spain and later spread to the rest of Europe. When the game arrived in Italy, it shared a similar name with the pre-existing game and deck known as trionfi; probably resulting in the latter becoming renamed as Tarocchi (tarot). While trionfi has a fifth suit that acts as permanent trumps, triomphe randomly selects one of the existing four suits as trumps. Another common feature of this game is the robbing of the stock. Triomphe became so popular that during the 16th century the earlier game of trionfi was gradually renamed tarocchi, tarot, or tarock. This game is the origin of the English word "trump" and is the ancestor of many trick-taking games like Euchre and Whist.

References

  1. Francis, Henry G.; Truscott, Alan F.; Francis, Dorthy A., eds. (2001). The Official Encyclopedia of Bridge (6th ed.). Memphis, TN: American Contract Bridge League. p. 91. ISBN   0-943855-44-6. OCLC   49606900.