|
Home
About
Archive
Ask Anything
Bridge Jargon
Bridge Links
Bridge School
Bookshelf
Discussion
Donate
Programs
Volunteers
Feedback
|
|
Home >> Bridge
Jargon >> T is for..
Bridge can be as bad as NASA for confusing acronyms and
lingo! Welcome to the Jargon Jungle - a glossary of bridge terms designed to
help you hack your way through to a better understanding of the game of
bridge. Just click on the first letter of the word you wish to find!
Each letter of the alphabet reloads the page.
Also, if you would like to suggest a term not presently
included on the list, or see a correction that needs to be made, please
drop us a note.
A B
C D
E F
G H
I J
K L
M N
O P
Q R
S T
U V
W Y
Z

Table Talk: Conveying illegal and unauthorized
information while the hand is going on. Strictly speaking no comment about
any facet of the hand is allowed while bidding or play is going on. Some
leeway is given during casual games and in the interest of humor, but
caution is best taken.
Tap: See Forcing Defense.
Tapped Out: Forced to ruff to the point that you lose trump control.
Team Game, or Team-of-Four: The second most common form of tournament
bridge play, after pairs. You enter the tournament as a team of four (or
more, but only four play at a time). You sit with one pair N-S at one table
and the other pair E-W at another table, playing against another team. A set
number of boards (hands) are played at both tables, and then the results at
the two tables are compared (usually by IMPs) to determine a match winner.
Texas Transfer: Similar to a Jacoby Transfer, but done at the 4-level
and showing 6+ card suits, and usually denying any interest in slam. (4D
transfers to hearts, 4H transfers to spades.) Often played over opponents
competition if the competing bid is less than 3C.
Throw-in: To deliberately lose a trick when it will cause the
opponent taking it to be endplayed.
Transfer: Any artificial bid which asks partner to bid a specific
suit so it can be played from partner's side of table. Examples see: Jacoby
Transfer, Texas Transfer.
Transportation: In declarer play, this is the means by which one gets
from the declarer's hand to the dummy and back. This is very important
because often one has to play a card (or cards) from one hand to maximize
the number of tricks to be taken. If one does not have sufficient entries (a
way to get from one hand to the other) - either to the dummy or to
declarer's hand - one is said to have transportation trouble.
Trump: A suit, which in the process of bidding has been established
as Trump, has the potential to take any other trick. For example, in a
contract where clubs have been established as Trump, a heart is led - but
you have no hearts (are void in hearts) - you can play a club (TRUMP) and
take the trick ... provided no player following you plays a higher club
(trump) than the one you played.
Trump Coup: The lead of a plain suit card from a hand without any
trumps, through a player with only trumps left, thus forcing a ruff, which
can then be over ruffed in the next hand. It achieves the same effect as a
finesse in the trump suit but without requiring there to be a trump to lead.
Entries are critical in planning this play.
Two-over-One (2/1): A two-level bid of a lower-ranking suit in
response to partner's opening one-level suit bid, or short for Two-over-One
Game Force.
Two-over-One Game Force (2/1 GF): 2/1 GF is a systemic variant of Eastern Scientific, which in turn is a
systemic variant of Standard American. 2/1 GF also borrows some ideas from
K-S. (Kaplan-Sheinwold). 2/1 GF simply means that 2 level responses to 1 of
a suit are natural, but also forcing to game. e.g. S-2C, 1S-2H, 1H- 2D, etc.
It is a matter of style whether 1D-2C is similarly forcing. There are also
two basic variations: one due to Hardy, the other to Lawrence. In one, a 2/1
bid is an absolute game force, in the other, it is only a game force most of
the time (there are exceptions).
Two Way Bid: A bid which could show two completely different types of
hands, and which will be clarified by the next round of bidding. These
treatments are only for advanced players. The most common (and currently
fashionable) example is the Multi-2D opener which shows either a weak 2 bid
in either major or a very strong balanced hand (20+ HCP). Generally, it will
be a weak 2H or 2S bid, but not always. Partner of the opener can generally
not pass until the hand is clarified.
Two-Way Finesse: A suit combination such as A J 2 opposite K 10 3,
which offers the opportunity to assume that either one of the opponents has
the a particular outstanding card and finesse accordingly. On some hands the
decision may be avoided by using another technique such as a throw-in or
squeeze.
|