Void (cards)

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A hand void of hearts Hand holding playing cards-4530227761.jpg
A hand void of hearts

In card games, to be void in a suit of cards is to not have cards of that suit in one's hand. [1] This is useful in games such as bridge. For instance, one player can lead with the suit in which his partner is void so as to give a ruff.

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Contract bridge Card game

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 partnership card game contract bridge, the Blackwood convention is a bidding convention developed by Easley Blackwood in 1933 and still widely used in the modern game. Its purpose is to enable the partnership to explore its possession of aces, kings and in some variants, the queen of trumps to judge whether a slam would be a feasible contract. The essence of the convention is the use of an artificial 4NT bid made under certain conditions to ask partner how many aces he has; responses by partner are made in step-wise fashion to indicate the number held.

Trick-taking game 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.

The diagram is typical of that used to illustrate a deal of 52 cards in four hands in the game of contract bridge. Each hand is designated by a point on the compass and so North–South are partners against East–West.

Playing card suit Categories into which the cards of a deck are divided

In playing cards, a suit is one of the categories into which the cards of a deck are divided. Most often, each card bears one of several pips (symbols) showing to which suit it belongs; the suit may alternatively or additionally be indicated by the color printed on the card. The rank for each card is determined by the number of pips on it, except on face cards. Ranking indicates which cards within a suit are better, higher or more valuable than others, whereas there is no order between the suits unless defined in the rules of a specific card game. In a single deck, there is exactly one card of any given rank in any given suit. A deck may include special cards that belong to no suit, often called jokers.

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.

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 trick-taking card games, a revoke is a violation of the rules regarding the play of tricks serious enough to render the round invalid. A revoke is a violation ranked in seriousness somewhat below overt cheating, and is considered a minor offense when unintentional.

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.

<i>The Official Encyclopedia of Bridge</i> Encyclopedia

The Official Encyclopedia of Bridge (OEB) presents comprehensive information on the card game contract bridge with limited information on related games and on playing cards. It is "official" in reference to the American Contract Bridge League (ACBL) which authorized its production and whose staff prepared and/or supervised its various editions.

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.

Slam-seeking conventions are codified artificial bids used in the card game contract bridge. Bidding and making a small slam or grand slam yields high bonuses ranging from 500 to 1500 points. However, the risk is also high as failure to fulfill the slam contract also means failure to score the bonus points for a game (300-500). Conventions have been devised to maximise the opportunity for success whilst minimising the risk of failure.

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.

In bridge and similar trick-taking games, the term pin refers to the lead of a higher card from one hand to capture a singleton of lower rank in an opponent's hand.

A balanced hand or balanced distribution in card games is a hand with an even distribution of suits. In the game of contract bridge, it denotes a hand of thirteen cards which contains no singleton or void and at most one doubleton. Three hand patterns are classified as truly balanced: 4-3-3-3, 4-4-3-2 and 5-3-3-2. The hand patterns 5-4-2-2 and 6-3-2-2 are generally referred to as semi-balanced.

In contract bridge, card reading is the process of inferring which remaining cards are held by each opponent. The reading is based on information gained in the bidding and the play to previous tricks. The technique is used by the declarer and defenders primarily to determine the probable suit distribution and honor card holdings of each unseen hand; determination of the location of specific spot-cards may be critical as well. Card reading is based on the fact that there are thirteen cards in each of four suits and thirteen cards in each of four hands.

Glossary of card game terms List of definitions of terms and jargon used in card games

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.

Triomphe

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., Editor-in-Chief; Truscott, Alan F., Executive Editor; Francis, Dorthy A., Editor, Sixth Edition (2001). Official Encyclopedia of Bridge, 6th Edition. American Contract Bridge League (Memphis, TN). ISBN   0-943855-44-6.{{cite book}}: |first1= has generic name (help) page 566.