In trick-taking games, to ruff means to play a trump card to a trick (other than when trumps were led). 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 (play any card in any other suit). Normally, ruffing will win a trick. But it is also possible that a subsequent player will overruff (play a higher trump). Historically, ruff meant to "rob" i.e. exchange a card with the stock.
"Ruff" is normally a verb, meaning "to play a trump card when a non-trump suit was led". "To trump" can be used as a synonym of "to ruff", but "ruff" is normally preferred, for clarity. As a noun, "ruff" and "trump" are completely different – "a ruff" means only "an instance of ruffing", while "(a) trump" means only "the suit that outranks all other suits", or "a card in this suit". Hence:
♠ | AJ8543 | W E | ♠ | Q109762 |
♥ | - | ♥ | - | |
♦ | - | ♦ | 9876543 | |
♣ | 9876543 | ♣ | - |
West plays the grand slam of 7♠ despite having only 7 high card points. The declarer can draw the outstanding trump king, ruff the diamonds in dummy, going back to the hand by club ruffs. Unless both minor suits are divided 6-0, one of the minor suits will ultimately become high and provide the missing two tricks. In summary, the declarer took one trick by leading a high card (the ace of trumps) and 10 tricks by cross-ruffing; the remaining two tricks came as result of long suit establishment.
♠ | 7 | ||||
♥ | — | ||||
♦ | — | ||||
♣ | 3 | ||||
♠ | — | N | ♠ | — | |
♥ | Q 9 | ♥ | — | ||
♦ | — | ♦ | — | ||
♣ | — | ♣ | Q J | ||
♠ | 6 | ||||
♥ | — | ||||
♦ | — | ||||
♣ | 7 |
A ruff and discard (also known as ruff and slough or ruff and sluff) occurs when a player leads a suit that neither opponent has – typically in a suit contract, a defender leads a suit in which dummy and declarer are both void and dummy and declarer have at least one trump each. This gives declarer the option of discarding a losing card from one hand while playing a trump from the other, usually garnering an additional trick in the process. Thus, the ruff and discard is generally to be avoided by the defenders, except in rare cases where declarer has no side suit loser to discard. It is often inflicted upon the defence via an endplay.
In the position shown, West is on lead and spades are trumps: When West leads a heart, declarer can ruff in one hand and throw a club loser from the other, making both the remaining tricks. With any other player on lead, declarer would only make one trick.
However, if one of N-S hands had a diamond instead of a club, then West's lead would make no difference: the declarer can always take the remaining two tricks by crossruffing clubs and diamonds.
Similar events can occur in other trick taking games where partnerships exist (e.g. whist) and occasionally for the defending side in bridge.
Dummy reversal (also known as reverse dummy) is a technique in contract bridge whereby declarer uses trump cards to ruff from the hand with more (longer) trumps, and retains the trumps in the other (shorter) hand to draw the opponents' remaining trumps. Normally in play technique, ruffs are taken from the hand with shorter trumps, retaining trumps in the longer hand for control. Declarer, being the first to have bid the suit, usually has more trumps than his partner (the eventual dummy) and so the term "dummy reversal" is used to describe the case where during the play, dummy is made to have more.
The purpose of dummy reversal is to yield more tricks than the normal technique; the technique can be adapted for use in other trick-taking games.
Some indicators that a hand may lend itself to dummy reversal are:
♠ | AKJ | W E | ♠ | Q10853 |
♥ | A854 | ♥ | 6 | |
♦ | AK2 | ♦ | 954 | |
♣ | A64 | ♣ | J853 |
East is in 4♠ and receives a trump lead. There are five trump tricks, three aces and king of diamonds off the top, but there is no tempo to ruff a club in dummy, as the defenders will deprive it of the trumps after they regain the lead in clubs. The solution is to ruff hearts in hand instead – in trick two, East plays ♥A, ruffs a heart, enters the dummy with ♣A, ruffs a heart, enters the dummy with ♦A and ruffs a heart. In this way, the declarer took three ruffs in hand, and still has two trumps in dummy to take care of opponents' trumps (assuming that they are divided 3-2, which is the most common division of five cards).
A finesse is an attempt to take a trick with a card, not the highest in the suit, by taking advantage of the lie of the cards. At its simplest a ruffing finesse involves a high sequence (e.g. KQJ) opposite a void in the same suit. The K is led and partner is prepared to ruff if the intervening player plays the ace, or discard if the ace is not played. Repetition of this will avoid the loss of a trick to the ace, but it only works when the ace is on the right side (i.e. 50%)
A technique where one side creates an otherwise non-existing trump trick by ruffing high knowing it will be over-ruffed or, in other situations, by refusing to over-ruff.
A play that involves one player ruffing high in the hope that an overruff by an opponent will result in the promotion of a trump card in partner's hand into a winner. This is a type of trump promotion.
A play that substitutes for a direct finesse in the trump suit because the hand required to lead has no trumps. At the point of execution it is important that the hand being finessed and the next hand have only trumps so that the hand being finessed is forced to trump, allowing the next hand to over-ruff. A trump reduction play is sometimes a necessary precursor to a trump coup.
A play where a trump trick is "stolen" by taking the opportunity to ruff after the player who has the master trump. This is a type of indirect finesse.
A play involving a simple squeeze where a side suit presents a menace which can be established by ruffing.
Normal suit play in bridge (as opposed to the play at no trumps) revolves around the trump suit. Usually the declarer and dummy together will have the majority of trumps, as they chose the suit in which to play. Declarer will attempt to draw the opponents' trumps, leaving them with none. Declarer's remaining trumps ensure that the opponents cannot establish long cards, as they will just be trumped.
Although drawing the opponent's trumps is usually to be recommended, there are occasions when other strategies yield more tricks. One is crossruffing – drawing the opponents trumps in this case reduces the number of trumps (and hence tricks) for the crossruff. Another case is when after drawing one or two rounds of trumps the opponents are left with one master trump. In this case drawing it will use two of declarer's trumps for one of the opponents'. Unless entry problems are feared, it is usually better to let the opponents take their trump when they will.
It is important to realize that trumping in the hand with more trumps does not add tricks, as these are long cards that will win anyway. In order to gain tricks by trumping, the ruff has to be taken in the short hand, or enough ruffs must be made in the hand that was originally longer in trumps to make it shorter than the other hand (dummy reversal, described above).
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 it at the regional level.
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 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.
An endplay, in bridge and similar games, is a tactical play where a defender is put on lead at a strategic moment, and then has to make a play that loses one or more tricks. Most commonly the losing play either constitutes a free finesse, or else it gives declarer a ruff and discard. In a case where declarer has no entries to dummy, the defender may also be endplayed into leading a suit which can be won in that hand.
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.
In contract bridge, an uppercut is a defensive play that involves one of the defenders ruffing high in the knowledge that an overruff by the declarer will result in the promotion of a trump card in their partner's hand into a winner. Thus, the technique presents a type of trump promotion.
The Devil's Coup is a declarer play in contract bridge that prevents the defense from taking an apparently natural trump trick – often called "the disappearing trump trick".
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).
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.
Loser on loser play is a type of declarer's play in contract bridge, usually in trump contracts, where the declarer discards a loser card on an opponent's winner, instead of ruffing.
In trick-taking card games such as bridge, the beer card is a name informally given to the seven of diamonds. Players may agree that if a player wins the last trick of a hand with the 7♦, their partner must buy them a beer. This is not considered as part of the rules of these games, but is an optional and informal side-bet between players. This practice likely originates from Danish Tarok or Skat in the middle of the 20th century.
Backwash squeeze is a rare squeeze which involves squeezing an opponent which lies behind declarer's menace. A variation of this, known as the "Sydney Squeeze" or "Seres Squeeze", was discovered in play at a rubber bridge game in Sydney, Australia in 1965, by the Australian great Tim Seres; it was later attested by famous bridge theorist Géza Ottlik in an article in The Bridge World in 1974, as well as in his famous book Adventures in Card Play, co-authored with Hugh Kelsey.
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.
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.
The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.