The opening lead is the first card played in the playing phase of a contract bridge deal. The defender sitting to the left (LHO) of the declarer is the one who makes the opening lead. Since it is the only card played while dummy's cards are still concealed, it can be critical for the outcome of the deal. Making the best opening lead is a combination of selecting the best suit and then the best card within that suit.
Considerations are:
♠ | 9 3 2 |
♥ | J 8 7 |
♦ | A Q J 6 5 |
♣ | 7 3 |
N | |
♠ | A 6 |
♥ | K Q 10 5 3 |
♦ | 8 3 2 |
♣ | A 9 8 5 |
North and South have reached a contract of 4♥, which has some possibilities. At first glance the declarer seems to be losing a spade, a heart, maybe a diamond if the finesse fails and a club or maybe more. However, if the opening lead is the ♥2 (a safe lead) Declarer will find it much easier to make the contract because he will have time to set up the diamond suit. The ♠4 lead (an aggressive lead) will make his job more difficult.
Partnerships may choose their own method of "carding". The following is considered fairly standard (mainly Klinger 1994 [1] ):
Ambiguities can arise from this standard method, thus:
To overcome these problems various conventions have been devised:
543 | ||
AK6 | W N↑ S↓ E | JT2 |
? |
When West leads the ♠K East may be confused as to the nature of his holding. If he is leading from ♠KQ East will want to encourage, but if leading from ♠AK East will want to discourage. Rusinow leads recommend leading the second of touching honours and the above confusion is largely eliminated. Rusinow leads are now considered a standard part of the Roman Club system.
The leader might have J1094 or KJ104. The convention proposes that the opening lead be the Jack from the first sequence and the 10 from the second in order to better inform his partner about the nature of his holding.
Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions of people play bridge worldwide in clubs, tournaments, online and with friends at home, making it one of the world's most popular card games, particularly among seniors. The World Bridge Federation (WBF) is the governing body for international competitive bridge, with numerous other bodies governing bridge at the regional level.
In the card game contract bridge, the Losing-Trick Count (LTC) is a method of hand evaluation that is generally only considered suitable to be used in situations where a trump suit has been established and when shape and fit are more significant than high card points (HCP) in determining the optimum level of the contract. The method is generally not considered suitable for no trump or misfit hands; also, the trump suit is generally considered to require at least eight cards in length with no partner holding fewer than three.
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. This is not always a bad thing—see uppercut below.
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.
A strip squeeze is a declarer technique at contract bridge combining elements of squeeze and endplay.
A bridge convention is an agreement about an artificial call or a set of related artificial calls. Calls made during the auction phase of a contract bridge game convey information about the player's card holdings. Calls may be "natural" or "artificial".
A bidding system in contract bridge is the set of agreements and understandings assigned to calls and sequences of calls used by a partnership, and includes a full description of the meaning of each treatment and convention. The purpose of bidding is for each partnership to ascertain which contract, whether made or defeated and whether bid by them or by their opponents, would give the partnership their best scoring result.
These terms are used in contract bridge, using duplicate or rubber scoring. Some of them are also used in whist, bid whist, the obsolete game auction bridge, and other trick-taking games. This glossary supplements the Glossary of card game terms.
In contract bridge, various bidding systems have been devised to enable partners to describe their hands to each other so that they may reach the optimum contract. Key to this process is that players evaluate and re-evaluate the trick-taking potential of their hands as the auction proceeds and additional information about partner's hand and the opponent's hands becomes available.
In contract bridge, an overcall is a bid made after an opening bid has been made by an opponent; the term refers only to the first such bid. A direct overcall is such a bid made by the player seated immediately to the left of the opener, i.e. next in the bidding rotation; an overcall in the 'last seat', i.e. by the player to the right of opener, which is made after two intervening passes, is referred to as a balancing or protective overcall.
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.
Rusinow leads is a bridge convention used as part of defensive carding. Rusinow leads are commonly used only on the opening lead against a suit contract; nevertheless, some experts use Rusinow leads only against notrump.
Journalist leads are an opening lead convention in the game of contract bridge. The method is designed to solve some problems with traditional agreements regarding opening leads. It bears some resemblance to Rusinow leads but differences exist. Journalist leads were advocated and publicized in 1964-65 by The Bridge Journal and were written under the name Journalist, which meant that they were a compilation of the opinions of the entire editorial staff of the magazine.
The Smith signal is an attitude carding signal in contract bridge showing additional values in the first suit led by the defence, while the signal itself is given in the first suit played by declarer.
In contract bridge, the Rule of 10-12 is applied when the opening lead is the third or the fifth best from the defender's suit. By subtracting the rank of the card led from 10 or 12 respectively, a defender can determine how many cards are higher than the card partner has led. Ten is used if the lead is fifth best and 12 is used if the lead is the third best. The Rule of 11 applies when the lead is the 4th best.
Astro is a contract bridge bidding convention used to intervene over an opponent's one notrump (1NT) opening bid. The name is derived from the initials of the surnames of its inventors - Paul Allinger, Roger Stern and Lawrence Rosler.