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 [1] and 12 is used if the lead is the third best. [2] The Rule of 11 applies when the lead is the 4th best.
When following the Rule of 10-12, the lead is the third card from a three or four-card suit and the fifth card from a five-card or longer suit. Leading the third best is also applied to interior sequences (K J 10 x x) which is less ambiguous than the top of interior sequence. The third best lead from an interior sequence is called a coded 9 & 10 lead.
Sometimes opening leader may choose to lead the fourth best card from a four-card suit against a notrump contract if the third card is a spot card. The spot-card lead may give declarer a trick that he can't get if the fourth best is led.
Q 6 5 4 | ||
K 9 7 3 | W N↑ S↓ E | A 10 2 |
J 8 |
If the opening lead is the 7, the suit will be blocked and defense is unable to set up the 3rd winner in the suit.
Possible variation that helps giving count from 5+ cards suit is leading the third best from even number of cards and the lowest from odd number.
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.
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.
Acol is the bridge bidding system that, according to The Official Encyclopedia of Bridge, is "standard in British tournament play and widely used in other parts of the world". It is a natural system using four-card majors and, most commonly, a weak no trump.
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.
In the card game of contract bridge, to duck means to play low to a trick to which one has led, losing it intentionally in order to set up a suit or to preserve a control or entry. While mechanically identical, a duck is a manoeuver in one's own suit, while a hold up is in a suit played by the opponents. Nevertheless, the terms are used interchangeably with duck or ducking more common.
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.
Belote is a 32-card, trick-taking, Ace-Ten game played primarily in France and certain European countries, namely Armenia, Bulgaria, Croatia, Cyprus, Greece, Luxembourg, Moldova, North Macedonia, Bosnia and Herzegovina and also in Saudi Arabia. It is one of the most popular card games in those countries, and the national card game of France, both casually and in gambling. It was invented around 1920 in France, and is a close relative of both Klaberjass and Klaverjas. Closely related games are played throughout the world. Definitive rules of the game were first published in 1921.
Preempt is a bid in contract bridge whose primary objectives are (1) to thwart opponents' ability to bid to their best contract, with some safety, and (2) to fully describe one's hand to one's partner in a single bid. A preemptive bid is usually made by jumping, i.e. skipping one or more bidding levels. Since it deprives the opponents of the bidding space, it is expected that they will either find a wrong contract of their own, or fail to find any. A preemptive bid often has the aim of a save, where a partnership bids a contract knowing it cannot be made, but assumes that, the penalty will still be smaller than the value of opponents' bid and made contract.
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 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.
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.
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.
In contract bridge, the Rule of 11 is applied when the opening lead is the fourth best from the defender's suit. By subtracting the rank of the card led from 11, the partner of the opening leader can determine how many cards higher than the card led are held by declarer, dummy and himself; by deduction of those in dummy and in his own hand, he can determine the number in declarer's hand.
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.
In the card game bridge, the law or principle of vacant places is a simple method for estimating the probable location of any particular card in the four hands. It can be used both to aid in a decision at the table and to derive the entire suit division probability table.
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.