Hold Up (bridge)
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Hold Up (bridge)
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. While mechanically identical, a hold up is in a suit played by the opponents while a duck (bridge), duck (or ducking) is a manoeuver in one's own suit. Nevertheless, the terms are used interchangeably with duck or ducking more common. Examples Denying an entry (declarer play) West leads the top of a doubleton against a suit contract, and East plays the queen. Suppose South wins the first trick with the ace and West gets in before trumps are drawn (with the ace of trumps, for example). Now West can lead his remaining card in the suit to East's king, and ...
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Card Game
A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules with international tournaments being held, but most are folk games whose rules vary by region, culture, and person. Traditional card games are played with a ''deck'' or ''pack'' of playing cards which are identical in size and shape. Each card has two sides, the ''face'' and the ''back''. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are shuffled together to form a single ''pack'' or ''shoe''. Modern card games usually have bespoke decks, often with a vast amount of cards, and can include number or action cards. This ...
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Contract Bridge
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. The game consists of a number of , each progressing through four phases. The cards are dealt to the players; then the players ''call'' (or ''bid'') in an auction seeking to take the , specifying how many tricks the partnership receiving the contract (the declaring side) needs to take to receive points for the deal. During the auction, partners use their bids to also exchange information about their hands, including o ...
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Duck (bridge)
In the card game of contract bridge 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 o ..., to duck (or ducking) 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 interchangeablyReese and Trézel (1978), p. 7. with duck or ducking more common. Example There are no side entries to the North hand. South is on lead and if he plays to the ace and then the king and another, East will win the third trick. The remaining two small cards are good, but there is no way to get to them. Proper procedure is to duck the first (or second) trick. Then, when the ...
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Ruff (cards)
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. Usage of the word "ruff" vs. "trump" "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 onl ...
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Signal (bridge)
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: * attitude signals – the most frequently used, to encourage or discourage continuation of the suit led by partner * count signals – showing either an even or odd number of cards held in the suit led and * suit preference signals – the least frequently used, indicating partiality for a specific side suit. The methods used for each type of signal have evolved over time and fall into two broad categories: * standard signals, where a high card or one followed by a lower card is encouraging when it is an attitude signal or shows an even number of cards when it is a count signal; and * reverse (upside down) ...
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Squeeze Play (bridge)
A squeeze play (or squeeze) is a technique used in contract bridge and other trick-taking games in which the play of a card (the '' squeeze card'') forces an opponent to discard a winner or the guard of a potential winner. The situation typically occurs in the end game, with only a few cards remaining. Although numerous types of squeezes have been analyzed and catalogued in contract bridge, they were first discovered and described in whist. Most squeezes operate on the principle that declarer's and dummy's hands can, between them, hold more cards with the potential to take extra tricks than a single defender's hand can protect or ''guard''. Infrequently, due to the difficulty of coordinating their holdings, two defenders can cooperate to squeeze declarer or dummy on the same principle. Context Complexity Squeeze plays are considered by many "to be the domain of the experts but many of the positions are straightforward once the basic principles are understood." And according to Ter ...
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Endplay
An endplay (also ''throw-in''), 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 (or to his own hand), the defender may also be endplayed into leading a suit which can be won in that hand. Example For example, South is declarer in 6 and West leads the diamond king. If the adverse spades are divided 2-1, there are 12 certain tricks (six spade tricks, two hearts, one diamond and three clubs) and the possibility of a 13th by correctly guessing the two-way finesse (or dropping the queen) in hearts. But if the spades are 3-0, declarer will need an endplay to avoid the heart guess. He should start by winning the diamond ace and ruffing a diamond in dummy, then cash the spade ace and spade king. If this reveals a 3-0 ...
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Card Reading (bridge)
In contract bridge, card reading (or counting the hand) 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 card holdings of each unseen ; 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. General tips Basic There are some basic tips: * The player could memorize the common patterns of the 13 cards, in a suit, as held by the four players: 4432, 4333, 4441, 5332, 5431, 5422, 6322, 6331, etc. If a player discovers that each opponent has three cards in a suit, and the player holds two cards, then no arithmetic is needed to know that the partner holds the remaining five cards of the suit, because the ...
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Avoidance Play
In contract bridge, avoidance play is a play technique whereby declarer prevents a particular defender from winning the trick, so as to eschew a dangerous lead from that hand. The dangerous hand is usually the one who is able to finesse through declarer's honors, to give a ruff to the partner or to cash one or more established winners. Avoidance play can be regarded as one type of safety play. Example South plays 4 and West leads K (indicating the ace), East playing the 3 (signalling the odd number of hearts and discouraging the continuation). West continues with a club, increasing the probability of defensive ruff in that suit. The declarer has plenty of tricks, but is missing the trump queen and two top hearts; giving up the third heart early would probably mean losing the contract. Since A is almost certainly with West, if East gets the trump queen, he could finesse declarer's Q. Thus, the declarer must not allow East to get the trick, and so must play a trump first and finesse ...
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