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    Help
 
 | Encyclopedia  of Bridge Terms
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    |   | 
      
    | Bidding 
  | 
    DAB - An acronym for a
    Directional Asking Bid
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    | Laws
 | 
    Damaged Card - A card damaged or marked, making it unusable for play.  The card (or 
    pack) must be replaced. See Law
    7
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    | Play
 
  | 
    Danger Hand 
    - Referring to the cards held by an opponent which threaten the declarer.  
    The declarer must often pay special attention to avoid the dangerous 
    opponent from gaining the lead.
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    | Play 
  | 
    Dangerous Opponent - An opponent which, if allowed to get on lead, 
    will threaten the declarer's contract.  See
    Details of an Avoidance Play
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    | Jargon | 
    David - King of Spades - The
    
         K, referring to the King of Israel (the Psalmist, 
      standing by a Harp) See 
    History of Cards 
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    | Duplicate | 
    Datum - The average score or scores used to determine players ranking, usually in IMP competition.
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    | Duplicate | 
    DBF - Abbreviation for the Danish Bridge Federation
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    | 
    Jargon | 
    Dead - 
 
      
        | 1. | A hand lacking transportation 
        to partner's 
        values. |  
        | 2. | The player in the passout seat. |    | 
      
    | 
 
    Laws | 
    Deal -
    
 
      
        | 1. | The disbursement of the 
    cards. |  
        | 2. | The complete cycle of 
    bidding and play. |  
        Presence of contestants - See Law
        6Procedure - See Law 
        6
 Redeal - See Law 
        6 
        86
 Rotation of dealer - See Law 
        2
 Shuffle -  See Law 
        6
 
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    |   
    General   Laws
 | 
    Dealer - The 
    player responsible to 
    disburse the cards and make the first call.  In Rubber Bridge, players 
    cut high cards for deal, with subsequent deals rotating clockwise.  In 
    Duplicate, the designated dealer is:
 
      
        | North | 1 | 5 | 9 | 13 | 17 | 21 | 25 | 29 | 33 |  
        | East | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 |  
        | South | 3 | 7 | 11 | 15 | 19 | 23 | 27 | 31 | 35 |  
        | West | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 |  
        First to call - See Law 
        17Rotation - See Law 
        2
   | 
      
    | General
 | 
    Dealmaster 
    Pro - An interactive Bridge hand generator software program coupled with
    Deep Finesse to simulate various generalized or 
    specific deal and hand analysis.   See
    Dealmaster website
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    | Jargon | 
    Death Holding 
    - A suit holding which greatly hinders the ability to play a successful defense.
 | 
      
    | Laws | Deception - See Law 40 
        73 
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    | 
    Play
  | 
    Deceptive Play - Playing a card which 
    misleads an opponents to erroneously evaluate cards concealing weakness for 
    strength.  See Bridge book on 
    Psychology 
    and Defender 
    Play - 
    Leads  and  
    Signals
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    | Laws
 | 
    Deck- The pack of 52 cards, consisting of four suit of 13 card. 
      
      
    Deck - See Law 1  | 
      
    | 
    General | 
    Declaration - 
 
      
        | 1. | The final contract |  
        | 2. | A claim made by the declarer indicating the sequence
        of tricks won and lost with special attention to trump play. |    | 
      
    |         
    Laws | 
    Declarer - 
    The criteria for declarer is determined during the bidding phase:
 
      
        | 1. | The player first calling the 
        strain (suit or Notrump), and, |  
        | 2. | The side making the highest ranking call of that 
        strain (final contract suit or Notrump). |        The declarer's rights during the 
    play phase:
 
      
        | 1. | The player that controls 
        the play of the Dummy and one's own holdings. |  Becomes dummy by facing hand after opening lead out of turn - See 
        Law
        54Facing of hand after opening lead out of turn - See Law
        54
 Play of dummy's hand - See Law 
        41 
        42  
        45
 Right after irregularity - See Law
        9
 
 | 
      
    | Play | 
    Declarer Play - Sometimes referred to as 
    Dummy Play, the phase of play where the Dummy hand is exposed after the 
    opponents' opening lead.  Techniques 
    include: Avoidance,
    Backward Finesse,
    Coup, Crossruffing,
    Deceptive play, Discovery,
    Drawing Trump,
    Elopment (En passant),
    Elimination,
    Endplay, 
    Entry management, Environmental Factors,
    Finesse, 
    Gambit, Loser on loser,
    Promotion,
    Restricted Choice,
    Ruffing,
    Rule of ...,
    Safety play,
    Shooting, 
    Smother play, Squeezes,
    Strip and endplay,
    Suit Combinations,
    Throw in play,
    Unblocking.  Other factors include 
    evaluation of odds and Probabilities:
    Card Distribution in 
    remaining two hands,
    Hand Distribution of 
    suits within a hand,
    High Card Point Count in one hand,
    Miscellaneous Probabilities,
    Number of Cards - 
    quantity in a suit,
    Posteriori Probability when 
    additional information is known,
    Expected Controls based on HCP.
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    | Play 
  | Deep_Finesse - When missing three or more higher ranking cards in a 
    suit, an attempt to win or develop tricks by leading a card lower than the 
    player in the second seat. 
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    | General
 | 
    Deep Finesse - An interactive Bridge hand 
    analyzer software program that performs "double dummy" hand analysis to 
    determine the maximum number of attainable tricks as well as correct or 
    incorrect leads and plays.  See
    Deep Finesse website
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    | Play | 
    Defeat 
    the Contract - A 
    contract is defeated when the opponents take more tricks than those needed 
    by  declarer.
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    | 
    Laws | 
    Defective Trick 
    - A trick not containing one legally played card by each of the four 
    players. 
        Too few cards - See Law 
        67Too many cards - See Law 
        45 
        67
 
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    | Play | 
    Defend - To guard against 
    declarer's 
    tactics during play.
 | 
      
    |   
    Laws | 
    Defender - The side opposite the 
    declarer (opponents). 
        Prohibition on inquiry re partner's failure to follow suit - See Law
        61Right after irregularity - See Law
        9
 
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    | 
    Play | 
    Defense -
    
 
      
        | 1. | Proactive 
    or reactive bids used against opponent's calls during bidding. |  
        | 2. | The tactics used to guard against 
        declarer's play. |    | 
      
    | Play 
  | 
    Defense to a Squeeze 
    - Tactics used to discard when an opponent is running a long suit, with 
    particular attention to management of one's possible winning tricks in side 
    suits.  See Details
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    | Bidding 
  | Defense vs. Notrump - See 
    DONT, Cappelletti 
    (Hamilton), Brozel,
    Landy, etc | 
      
    | Play | 
    Defensive Bid -  A bid that prevents or 
    interferes with the opponents finding their optimum contract.
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    | Play 
  | 
    Defensive Carding - Partnership 
    defensive agreements including Leads, Attitude,
    Count, and 
    Suit Preference.  
    See 
    Details and
    
    Convention Card Instructions.
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    | Play 
  | 
    Defensive Play - Leads, plays, signals, and discarding tactics used 
    to minimize the tricks won by the declarer.  See Attitude, 
    Suit Preference,
    Opening Leads,
    Passive Lead,
Trump Lead,
Active Defense,
    Carding, and
    Conventions
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    | 
    Laws | 
    Defensive Signals/Carding - Explanation of - See Law 
    20
 Disclosure required - See Law 
    40
 
    See Attitude, 
    Suit Preference,
    Opening Leads,
    Passive Lead,
Trump Lead,
Active Defense,
    Carding, and
    Conventions
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    | Play | 
    Defensive Tricks - During the bidding phase, an evaluation of the ability to win tricks in 
    opponents' strain (suit or Notrump).
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    | 
    Laws   | 
    Delay - 
 
      
        | 1. | 
    A break in the normal cadence of bidding or play of the 
    cards. |  
        | 2. | 
    To temporarily deny suit holdings or strength during bidding or play. |    | 
      
    | Bidding 
  | 
    Delta 
    - A system based on weak opening bids.
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    | Bidding 
  | Delta Asking Bid - See 
    Conventions | 
      
    | Bidding 
  | 
    Demand Bid - To make a forcing bid.
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    | Jargon | 
    Dentist's Coup 
    - To extract an opponent's otherwise safe exit card.
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    | General | 
    Denial - To 
    indicate non-support for partner's call or play.
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    | General
   Laws
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    Denomination 
    - The strains, including:
 Denominations, rank of - See Law 
    1 
        18 
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    | Bidding 
  | 
    
DEPO - An 
    acronym 
    Double Even, Pass Odd, used to indicate Aces or 
    keycards when an opponent has interfered with a slam-asking sequence as 
    Gerber or Blackwood. See Conventions
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    | 
    General | Descending Order - 
 
      
        | 1. | The rank order the strains: Notrump, Spades, Hearts, Diamonds, Clubs. |  
        | 2. | The rank within a suit: Ace,
    King, Queen,
    Jack, 10,
    9, 8,
    7, 6,
    5, 4,
    3, 2
 |    | 
      
    | Play 
  | 
    Deschapelles Coup - Leading an unsupported honor to 
    either provide an entry into partner's hand or drive out opponent's A x 
    doubleton.
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    | 
    Laws | 
        Designation Of Card - See Law 
        45 Erroneous - See Law 
        46Inadvertent - See Law 
        45
 Incomplete - See Law 
        46
 Proper form - See Law 
        46
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    | Jargon | 
    Desperate - A risky lead made by the defender, hoping to quickly win 
    tricks before declarer can promote a suit and discard losers.
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    | Jargon | 
    Deuce - The  2 (two-spot) of a given suit.
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    | Jargon | 
    Devils Bedpost - The colloquial term referring to the
    
         4
        (Four of Clubs).  
    See Card Names 
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    | Play 
  | 
    Devils Coup - A tactic of leading a non-trump suit to prevent losing a 
    trump 
    trick through an end play or ruffing finesse. See
    Example
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    | Jargon
 | 
    Devils Pictures - An historic Christian view that playing cards is 
    sinful, especially those with pictures relating to fortune-telling, false icons, or games of 
    chance.  See History of Bridge
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    | Play | 
    Develop - To promote or establish a 
    suit.
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    | General
 | 
    Diagram - A graphical layout showing an overhead view of the cards 
    each player holds. Players are referred to by their compass orientation; 
    clockwise from the top, the players are: North, East, South, West.  See
    
    Example
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    | General | 
    Diamonds - The second-lowest ranking suit, using the 
         symbol.  See Example 
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    |     Duplicate
 | 
    Diamond 
    Life Master - An ACBL rating for a Life Master exceeding 5,000 Masterpoints.
 
 
      
        | Masterpoints | Achievement |  
        | 300, w/other tournament 
        requirements | Life Master |  
        | 500 | Bronze Life Master |  
        | 1000 | Silver Life Master |  
        | 2500 | Gold Life Master |  
        | 5000 | Diamond Life Master |  
        | 10000 w/other tournament 
        requirements | Grand Life Master |    | 
      
    | Duplicate | 
    DIC - Abbreviation for Director In Charge
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    | Jargon | Dime - The colloquial term referring to the 
    10 (ten spot).  
    See Card Names 
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    | Jargon | 
    Dink - To force the declarer to ruff a side suit, in an attempt to 
    exhaust opponent's trump.
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    | General | 
    Direct Competition 
    - In duplicate play, one's competitors sitting in the same direction 
    (North/South or East/West) at other tables.
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    | 
    Laws | Direct 
    Cuebid - A bid of the suit opened by your RHO (right hand 
    opponent). Check the appropriate box or boxes opposite Natural, 
    Strong T/O (takeout) andMichaels under the 
    headings Minor, Major and Artif. Bid 
    (artificial bid). See Convention Card instruction on
        
    Direct Cuebid
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    | Bidding | 
    Direct Seat - The player sitting clockwise to the left of an opponent 
    making a bid, as opposed to the player in the "passout seat".
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    | General | 
    Direction - The position of the players at the table: North, East, South and West. 
    See
    Example
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    | Bidding | 
    Directional Asking Bid - A bid in 
    opponent's suit, soliciting partner 
    to bid Notrump with a stopper in opponent's suit.  See
    Western Cuebid
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    | Duplicate
 | 
    Director - The person in 
    charge of a Bridge event, responsible for determining the movement, 
    interpreting and enforcing Bridge Laws, scoring the event, and awarding 
    applicable masterpoints to participants.  See Director Tech File 
    - 
    
    Conduct Procedures for Directors
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    | Laws
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        Director_ -Discretionary powers in general - See Law
        12Duties in general - See Law 
        81 
        90
 Notice to contestant of right to appeal - See Law
        83
 Powers in general - See Law 
        81 
        90
 Rectification of error in procedure - See Law
        82
 Ruling on agreed facts - See Law 
        84
 Ruling on disputed facts - See Law 
        85
 
          Director, discretion ofTo adjust score -  See Law
        12; see also
        Adjusted scoreTo penalize notwithstanding forfeiture of right to penalize - See Law
        11
 To predeal - See Law 
        6
 To require redeal - See Law 
        6 
        86
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    | 
    Play | 
    Discard - 
 
      
        | 1. | To play an inconsequential 
        card other than the suit led. |  
        | 2. | To play a specific card, signaling information to 
        partner. |    | 
      
    | General | 
    Discipline - To follow an orderly system of bidding and play, according to partnership agreements.  
    See Example
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    | Laws
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    Disciplinary Regulations - The set of requirements to ensure orderly 
    behavior to ensure everyone's enjoyment of the game.  See
    
    
    Tech File -  Disciplinary Regulations  
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    | Bidding 
  | 
    Discouraging Bid 
    - A bid denying supportive values anticipated by a partner, who might otherwise be 
    inviting game or slam.
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    | Play
 
  | 
    Discouraging Card - A defender's card signaling partner to switch to another 
    suit. Typically, low cards are considered discouraging unless the partners are playing Upside Down Attitude.
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    | Play
 
  | 
    Discovery - 
    The tactic of controlling the order of play to determine opponent's 
    holdings.  One common method is an opening lead of a winning card, 
    allowing leader to observe dummy and receive discard signals from the 
    partner.
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    | Laws | 
    Disqualification - The process of removing a 
    player, pair, or team by a Director in accordance.  See Law
        91
    
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    |     
    General | 
    Distribution -
 
      
        | 1. | The balance of cards held 
        by each player in a suit, also called the "break" or "split" of the 
        cards.  See  
        Card Distribution |  
        | 2.   | The number of cards held in 
        each suit.  See  
        Hand Distribution |  Two common methods to illustrate distribution are:
 
      
        | 1. | 4=5=3=1 | Shows exactly 4 Spades, 
        5 Hearts, 3 Diamonds, 1 Club. Using equal signs, only suit length is 
        given from highest (Spades) to lowest (Clubs). |  
        | 2. | 5-4-3-1 | Shows a 
    distribution of 5 cards in one suit, 4 cards in the second suit, 3 cards in 
    the third suit, and 1 card in the fourth suit. Using dash symbols, suits are listed from 
    longest to shortest suits. |    | 
      
    | 
    Bidding
  | 
    Distribution of Opponents Cards - The priori probability of two 
    hidden hands holding a certain number of cards is based on mathematical 
    odds.  Aspiring Bridge players make mental references the distribution 
    when determining the best line of play.  See
    Probability of Card 
    Distribution. 
    Card Distribution 
    (remaining two hands)Hand Distribution 
    (suits within a hand)
 High Card Point Count (HCPs in one hand)
 Miscellaneous Probabilities 
    (assorted interesting odds)
 Number of Cards (card quantity in 
    a suit)
 Posteriori Probability (example 
    when additional information is known)
 Suit Combinations (best lead and 
    plays)
 | 
      
    |   Bidding
 
 
 | 
    Distribution Points - Additive points based on one of 
    the following (but not both):
 
      
        | 1. | Length | A suit with 
        more than 4 cards, ideally with several honors. This method anticipates the 
        suit becoming 
        declarer's trump, thus promoting low cards into winners. |  
        | 2. | Shortage | A suit with less than 3 cards, ideally 
    opponent's suit.  This method anticipates allowing partner to eliminate losers by ruffing the 
    suit -- assuming adequate holdings in 
    partner's planned trump suit. |  
    See Details and Cover 
Cards associated with Losing 
Trick Count
 | 
      
    | Duplicate
 | 
    District - The American Contract Bridge League is 
    divided into 25 sectors, or Districts.  Each geographical District contains 
    Units which are comprised of Bridge Clubs.
 | 
      
    | Jargon | 
    Ditch - To discard a losing card.
 | 
      
    | Jargon | 
    Dog - 
    A colloquial term referring to a poor hand without values or 
    features such as shape (long or short suits).  See
    Shape
 | 
      
    | Bidding | 
    Dominant - An obstructive bidding systems which may cause opponents 
    to take defensive tactics.
 | 
      
    | Jargon | 
    Donation 
    - A derogatory colloquial term referring to a player making a very poor bid 
    or play
 | 
      
    | Bidding 
  | 
    DONT - Acronym for Disturbing Openers No Trump.   See
    Conventions
 | 
      
    | Bidding 
  | 
    DOPI - An acronym for Double Zero, Pass One, 
    used to indicate Aces or Key Cards when an opponent has interfered with a 
    slam-asking sequence as Gerber or Blackwood.  See 
    Details
 | 
      
    | 
    Bidding
                      Laws
 | 
    Double - A call whose original purpose was to maximize the score when 
    an opponent overbid a contract.  However, over time the double became 
    the most widely used convention to serve a large number of purposes. See 
    Details. Following 
    a double, an opponent may redouble.  Assuming the double is passed by 
    all three players (see
    Law 77):
 
      
        | Contract Made | Trick score is doubled |  
        |  | Overtricks are 100 
        points each
        if Non-Vulnerable,200 points  if Vulnerable
 |  
        |  | 50 points for fulfilling contract 
        (insult) |  
        | Contract Not Made | For first undertrick,
        100 point penalty if Non-Vulnerable |  
        |  | For first undertrick,
        200 point Penalty each, if Vulnerable |  
        |  | For second and third 
        undertrick,
        200 point penalty each, if Non-Vulnerable |  
        |  | For second and above undertrick,
        300 point Penalty each, if Vulnerable |  
        |  | For fourth and above 
        undertrick,
        300 point penalty each, if Non-Vulnerable |  
    Error in stating bid doubled - See Law 
        19Form - See Law 19
 Inadmissible -  See Law 
        19 
        32 
        35 
        36 
        39
 Increase in scoring values - See Law 
        77
 Legal - See Law 
        19
 Out of rotation - See Law 
        32
 Proper form - See Law 
        19
 When pass was required - See Law 
        37
 
 Also see Books on 
    Doubles
 
 | 
      
    | Laws | 
    Double Action - An unethical pause or gesture, 
    providing Unauthorized Information to one's partner showing values of a 
    hand.  See Law
    
    16
 | 
      
    | Bidding 
  | 
    Double Barreled Stayman - See
    Convention | 
      
    | Bidding 
  | 
    Double Counting - A misevaluation when a player 
    counts  wasted values.  A common error is to count shortage points when 
    partner has counted length points.  Another trap is to double count 
    one's own hand. See 
    Example
 | 
      
    | Play 
  | 
    Double Coup - A variation of the Trump Coup requiring two ruffs to obtain the proper end position.  
    See Details
 | 
      
    | 
    General | 
    Double Dummy - 
 
      
        | 1. | To expose all four hands to 
        evaluate bidding or play. |  
        | 2. | A complement to a player, indicating perfect play as 
        if the player could see all four hands. |  
      | 
      
    | 
    General | 
    Double Dummy Problems - A form of a Bridge "puzzle" found 
    in newspaper articles and books.  The Double Dummy problem format 
    includes:
 - all hands 
    are exposed
 - the bidding and final contract is provided
 - the opening lead has been played
 
    The problem is for the player is to find the correct line of play to make 
    a challenging contract.
 | 
      
    | Play 
  | 
    Double Finesse - A tactic involving multiple finesse 
    attempts when missing two honors (tenaces) or key cards.
 | 
      
    | Play 
  | 
    Double For Sacrifice - A double of 
    opponent's slam 
    used to indicate either a willingness to continue bidding or penalize the 
    opponents (various treatments are available, including the negative and 
    positive slam double).
 | 
      
    | Play 
  | 
    Double Grand Coup - A tactic involving two ruffs of 
    winning cards (often in dummy) by declarer, in order to establish a Coup.  
    See Details
 | 
      
    | Play 
  | 
    Double Into Game - A double of 
    opponent's contract 
    which boosts them into game, where an undoubled contract would leave 
    opponent's in a part-score.
 | 
      
    | 
    Bidding
  | 
    Double Jump - A raise skipping two levels of the 
    auction.  One example is a triple-raise, as: 1H - 4H.  
    Another example is the Double Jump may also be a Jump-shift, as:
 1S - 4C         See
    Splinter Bids
 
 | 
      
    | Bidding 
  | 
    Double Jump Overcall -  
    Typically played as a preemptive jump bid 
    over an opponent's bid, as:
 (1D) - 3S
 
 | 
      
    | Bidding 
  | 
    Double Key Card - A variation of Key Card Blackwood where Kings of 
    two suits are counted towards the keycard response.
 | 
      
    | Duplicate | 
    Double Knockout - A variation of 
    knockout elimination 
    where teams are  continue to compete until they loose two match 
    sessions.
 | 
      
    | Play 
  | Double 
    Menace - A tactic involving a Double Squeeze, with a threat card in the 
    suit guarded by the opponents.  See 
    Example
 | 
      
    | Duplicate
 | 
    Double Mitchell - A duplicate tournament movement where the 
    contestants are subdivided in two sections using a Mitchell rotation (N/S 
    player remain stationary, E/W players move up each Round and E/W boards move 
    down each round.
 | 
      
    | Bidding 
  | Double Negative - See
    Conventions
 | 
      
    | Bidding 
  | Double of a Cuebid - See
    Conventions
 | 
      
    | Bidding
 
 
 | 
    Double Raise - A Skip or Jump bid in 
    partner's suit, two levels higher than partner bid as:     
    1H - 3H  Typically, Double 
    Raises are played as an invitational limit raise (historically a game 
    forcing raise), while some treat it as a weak preemptive bid showing 4 card 
    support (see Bergen Raise)
 | 
      
    | Laws
 | 
    Double/Redouble 
    Out of Rotation - 
    A legal call is made after one's right hand opponent bids; out of rotation 
    calls, including doubles, are improper (see Law 
    32):
 | 
      
    | Play 
  | 
    Double Squeeze - A squeeze where both 
    opponent's are 
    squeezed in two suits.  See 
    Details
 | 
      
    | Play 
  | Doubled Notrump 
    Game - When opponents bid a 3 Notrump game contract or above, 
    partnership doubles have various lead directing possibilities depending on 
    bidding and conventional agreements.  See
    details
 | 
      
    | General | 
    Doubler - The player who makes a call of Double.
 | 
      
    | Jargon | 
    Doubleton - A two-card holding in the named suit.
 | 
      
    | Jargon | 
    Double Tenace 
    - A broken suit holding in two locations, as A Q 10 [x].
 | 
      
    | Laws
 | 
    Doubly Improper Call - A 
    call not in accordance with 
    the Laws on two counts, as:      1H - (  P) - 2H - X(XX)
 
 The redouble is out of rotation and also an Inadmissible Call.  See 
    Law 36
 
 | 
      
    | Jargon | 
    Down - To Set the 
    opponent's contract, resulting in a 
    penalty score.
 | 
      
    | 
    Bidding
  Play
 | 
    Down the Line - 
 
      
        | 1. | Referring to bidding 
        the higher of two equivalent suits before bidding the lower suit, as in a two-level response to 
        partner's double.  
        In many other circumstances, such as a normal responder's bid or Stayman 
        response, bid are typically made "Up the Line". |  
        | 2. | To play the highest 
    ranking card, usually from a 
    series. |  
      | 
      
    | Laws | 
    DP - Abbreviation for Disciplinary Penalty
 | 
      
    | Jargon | 
    Draw - To force 
    opponents to play a card, such as 
    trump.
 | 
      
    |   
    Rubber | 
    Draw for Partner - In 
    contract Bridge, players select 
    a card from a shuffled pack (deck). Once all players have drawn cards, the 
    two players drawing the highest cards are partners.  When two cards 
    cards of the same denomination rank are drawn, the higher ranking suit is 
    used to determine the winner.
 | 
      
    | Play 
  | 
    Drawing Trumps - The general tactic of leading trump to eliminate 
    opponents' opportunity to ruff.
 | 
      
    | Jargon | 
    Drive Out - To force 
    opponent's to play a 
    high-ranking card, usually in anticipation to establish the given suit.
 | 
      
    | Jargon
 | 
    Drop - 
 
      
        | 1. | To catch an opponent's 
        possible winning but unprotected card by leading a higher card in that suit. |  
        | 2. | To lose a trick or 
    contract through poor play. |  
      | 
      
    | Bidding
 
  | 
    Drop Dead Stayman - An artificial treatment by responder after opener bids 
    1 Notrump.  The responder bids 2C, planning to pass any 
    bid by opener. See  Details
 | 
      
    | Laws | 
    Dropped Card - See Laws: declarer:
    48  
    defender:
    50
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    | Bidding 
  | 
    Drury - See
    Conventions
 | 
      
    | Jargon | 
    Dub - A Bridge player with a lower ability than the 
    one's peers.
 | 
      
    |     
    Jargon | 
    Duck - To refuse taking a trick offered by an 
    opponent by playing small card from one's holdings.  While ducking 
    causes the loss of the immediate trick, its purposes include:
 
      
        | 1. | Prevent establishment of 
        a long suit in the dummy |  
        | 2. | Prevent transportation from to the 
    dummy |  
        | 3. | Exhaust opponent's trump |  
        | 4. | Anticipate a ruff by one's 
    partner |  
    See Rule of 7 
    Duck - The colloquial term referring to the  
    2 (two-spot).
 | 
      
    | JargonD | 
    (Ugly) Duckling - A colloquial term 
    referring to a hand with a 5-3-3-2 distribution.  See
    Shape
 | 
      
    | Jargon | Duece - The colloquial term referring to the 2 (two-spot). 
 | 
      
    | Jargon | 
    Duffer - A Bridge player with poor ability.
 | 
      
    | Jargon | 
    Duke - A very strong hand.
 | 
      
    | General
 | 
    Duke of Cumberland Hand - A purportedly rigged hand dealt the son of 
    George III, the King of England, resulting in the loss of a £20,000 wager.  
    The  hand was was used in the James Bond movie, "Moonraker" against 
    the villain Drax. See 
    Example
 | 
      
    | General
 | 
    Dumb Bidder - A special board used to facilitate silent bidding.  
    The Dumb Bidder permits players to select all calls, including numbers 1-7, 
    Clubs, Diamonds, Hearts, Spades, and calls (pass, double, and redouble).  
    At each player's turn, they tap the appropriate location to indicate their 
    call.  The Dumb Bidder's purpose is to prevent players from passing 
    Unauthorized Information inadvertently made by the players voice tone, 
    loudness, or inflection.  This device has given way to the Bidding Box.
 | 
      
    |           
    Laws | 
    Dummy - 
 
      
        | 1. | The declarer's partner |  
        | 2. | The cards of of the declarer's 
    partner, exposed after the opening lead.  The partner of the declarer shall arrange the cards 
    vertically in suits from highest to lowest, with the trump suit on the dummy's right. See 
    
    Example |  
        Arrangement of cards in - See Law 
        41As agent of declarer - See Law 
        42
 Hand of - See Law 41
 Hand played by declarer - See Law 
        41 
        42  
        45
 Limitations on actions by - See Law 
        43
 Penalty for infraction by - See Law 
        43
 Rights of - See Law 
        42 
        61
 Sorting of cards in - See Law 
        41
 
   Dummy, play ofAttempt to play card not in dummy - See Law
        
        46By declarer - See Law 
        
        41 -
        
        42 -
        
        45
 Card not designated by declarer - See Law
        
        45
 Designation of card not in dummy - See Law
        
        46
 Incomplete designation of card - See Law
        
        46
 Misplay by dummy of card not named by declarer - See Law
        
        45
 Partial designation of card - See Law
        
        46
 Premature play by defender - See Law
        
        57
 Proper method - See Law
        
        45 -
        
        46
 Singleton not deemed automatically designated - See Law
        
        57
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    | Play 
 | 
    Dummy Play - Referring to declarer play, 
    where the Dummy hand is exposed after the opponents' opening lead.   Techniques 
    include: Avoidance,
    Backward Finesse,
    Coup, Crossruffing,
    Deceptive play, Discovery,
    Drawing Trump,
    Elopment (En passant),
    Elimination,
    Endplay, 
    Entry management, Environmental Factors,
    Finesse, 
    Gambit, Loser on loser,
    Promotion,
    Restricted Choice,
    Ruffing,
    Rule of ...,
    Safety play,
    Shooting, 
    Smother play, Squeezes,
    Strip and endplay,
    Suit Combinations,
    Throw in play,
    Unblocking.  Other factors include 
    evaluation of odds and Probabilities:
    Card Distribution in 
    remaining two hands,
    Hand Distribution of 
    suits within a hand,
    High Card Point Count in one hand,
    Miscellaneous Probabilities,
    Number of Cards - 
    quantity in a suit,
    Posteriori Probability when 
    additional information is known,
    Expected Controls based on HCP.
 | 
      
    |       
    Laws | 
    Dummy's Limitations - The dummy is 
    required to remain silent during the play of the hand and act as the 
    declarer's agent.  The dummy should not: 
      
        | 1. | Participate in play 
        decision, such as touching anything, gestures including looks or 
        glances, mannerisms, or the like |  
        | 2. | Comment on bidding, play, 
        scoring |  
        | 3. | Call the Director during 
        play unless 
        another player has called attention to an irregularity |  
        | 4. | Call attention to an 
        irregularity (as revokes) until after the play is completed |  
        | 5. | Look at declarer's hand or 
        take actions of dummy's own initiative to look at opponents' cards.  
        Doing so causes declarer to lose these rights: |  
        | 6. | Warn if declarer may be 
        committing a revoke |  
        | 7. | Try to prevent an 
        irregularity by the declarer (as playing from the wrong side to a trick) |  
        | 8. | After completion of play, 
        inform the Director of an irregularity by the opponents |  See Law
    43,  
    Duplicate Decisions,  
      
    Director Tech File
 | 
      
    |       
    Laws | 
    Dummy's Rights - As declarer's agent, the 
    dummy is entitled to certain privileges including: 
      
        | 1. | Provide information, both 
        fact and Law, to the Director when present |  
        | 2. | Keep track of tricks won or 
        lost |  
        | 3. | Play cards specifically 
        designated by declarer |  
        | 4. | Provided dummy does not 
        look at declarer's hand or take actions of dummy's own initiative to 
        look at opponent's cards, the dummy also has the following qualified 
        rights: |  
        | 5. | Warn if declarer may be 
        committing a revoke |  
        | 6. | Try to prevent an 
        irregularity by the declarer (as playing from the wrong side to a trick) |  
        | 7. | After completion of play, 
        inform the Director of an irregularity by the opponents |  
    See Law 42, 
    Duplicate Decisions,  
    
    Director Tech File
 | 
      
    | Play
 
 
 | 
    Dummy Reversal 
    - The typical declarer play involves ruffing declarer's losers using the 
    dummy's short suit.  However, when the dummy has features such as a 
    long side suit worthy of promotion, the declarer may find a better strategy 
    is to rethink the play of the hand from the dummy's perspective.  
    Another Dummy Reversal opportunity occurs when holding a large 
    number of winning trumps; the declarer may find it advantageous to ruff the 
    partnerships longer trump holding until the opposite hand is holding more 
    trumps.  See 
    Example
 | 
      
    | Laws
 | 
    Dummy's Forfeiture 
    of Rights - The dummy loses the right to ensure 
    declarer does not lead from the wrong hand or establish a revoke when the 
    dummy intentionally looks at the hand of the declarer or an opponent.  
    See Laws 42 and
    43.
 | 
      
    | Laws
 | 
    Dummy's Hand - 
    A common misconception is that all players equally share the responsibility that the 
    Dummy's Hand is proper, including exactly 13 cards can be seen.  In 
    reality, the player facing the dummy is responsible to ensure all 13 cards 
    are clearly visible.  See Law
    
    14, 41,
    
    Duplicate Decisions,
    
    Director Tech File
 | 
      
    | Duplicate
 | 
    Duplicate - A method of reusing players cards from one set of 
    contestants to another.  When not in play, the cards are kept separated 
    in a board until the cards are ready for play at another table.
 | 
      
    | Duplicate
 | 
    Duplicate 
    Bridge - Referring to Bridge using the Duplicate scoring format, where 
    contestants at different tables play the identical cards in an effort reduce 
    the element of luck.  See
    Law 77.
 Also see  
    Duplicate 
    Bridge books
 
 | 
      
    | Laws | 
    Duplicate 
    Decisions - A compilation of stipulations interpreting the Laws of 
    Duplicate Bridge.  See 
    Duplicate Decision
 | 
      
    | Duplicate | 
    Duplicate Whist - The predecessor to Duplicate Bridge began with 
    Mitchell and the Howell movements, dating back to the 1880's.
 | 
      
    | Duplicate | 
    
    Duplication Of Boards - See Law
        
        6 , See
    
    Director Tech Files - Duplication 
    Guidelines
 | 
      
    | Bidding 
  | Duplication of Distribution 
    - The undesirable situation when both partners have identical suit lengths 
    (mirrored values) as a "trump poor" dummy" hand.  See
    
    Example
 | 
      
    | Bidding 
  | 
    Duplication Of Values - The 
    undesirable situation when both partners have controls in the same suit.  
    See
    
    Example
 | 
      
    | General | 
    
    Duplimate - A computerized device that rapidly deals bar-coded 
    cards, automatically placing the cards into the a duplicate board. See
    website
 | 
      
    | Bidding 
  | 
    Dutch Spade - See Conventions | 
      
    | Bidding 
  | 
    Dynamic One Notrump - See
    Conventions | 
      
    |  | 
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