Auction – The process of determining the contract by means of successive calls and the aggregate of calls made.
Bid – A declaration to win at least a specified number of odd tricks in a specified denomination.
Call – Any bid, double, redouble or pass.
Contract – The undertaking by declarer’s side to win, at the denomination named, the number odd tricks specified in the final bid, whether undoubled, doubled or redoubled.
Deal – 1. The distribution of the pack to form the hands of the four players. 2. The cards so distributed as a unit, including the auction and play thereof.
Declarer – The player who, for the side that makes the final bid, first bid the denomination named in that final bid. He becomes declarer when a legal opening lead is made and the dummy is faced.
Defender – An opponent of declarer.
Denomination – The suit or no trump specified in a bid. Double — A call over an opponent’s bid increasing the scoring value of fulfilled or defeated contracts (see Law 19).
Dummy – 1. Declarer’s partner. 2. Declarer’s partner’s cards, once they are spread on the table after the opening lead.
Follow suit – Play a card of the suit that has been led.
Game – A unit in scoring denoting 100 or more trick points scored on one deal, or accumulated over two or more deals (see Laws 72 and 73).
Group – A number of players who have agreed to follow the same procedures.
Hand – The cards originally dealt to a player, or the remaining portion thereof.
Honor – Any ace, king, queen, jack or ten.
Irregularity – A deviation from the correct procedures set forth in these Laws.
LHO – Left-hand opponent.
Lead – The first card played to a trick.
Odd trick – Each trick to be won by declarer’s side in excess of six.
Opening lead – The card led to the first trick.
Opponent – A member of the partnership to which one is opposed.
Overtrick – Each trick won by declarer’s side in excess of the contract.
Pack – The 52 playing cards with which the game of contract bridge is played.
Partner – The player with whom one plays as a side against the other two players.
Partscore – 90 or fewer trick points.
Pass – A call specifying that a player does not, at that turn, elect to bid, double or redouble.
Penalty – An obligation or restriction imposed upon a side for violations of these Laws.
Penalty card – A card prematurely exposed by a defender. It may be a major or a minor penalty card (see Law 50).
Play – 1. The contribution of a card from one’s hand to a trick, including the first card, which is the lead. 2. The aggregate of plays made. 3. The period during which the cards are played, starting immediately after the final pass.
RHO – Right-hand opponent.
Redeal – A second or subsequent deal to replace a faulty deal.
Redouble – A call over an opponent’s double increasing the scoring value of fulfilled or defeated contracts (see Law 19).
Revoke – The play of a card of another suit by a player who is able to follow suit or to comply with a lead penalty.
Rotation – The clockwise order in which the right to deal, to call or to play progresses.
Rubber – The scoring period that ends when one side has scored two games.
Side – Two players who constitute a partnership against the other two players.
Slam – A contract to win 12 tricks (called small slam) or 13 tricks (called grand slam).
Suit – One of four groups of cards in the pack, each group comprising 13 cards and having a characteristic symbol: spades, hearts, diamonds, clubs.
Trick – The unit by which the outcome of the contract is determined, regularly consisting of four cards, one contributed by each player in rotation, beginning with the lead.
Trump – Each card of the suit, if any, named in the contract.
Undertrick – Each trick by which declarer’s side falls short of fulfilling the contract.
Vulnerable – The status of a side that has won a game and is therefore exposed to greater under trick penalties.