| Alert | Telling the opponents that partner’s bid has a conventional (not natural) meaning. |
| Balanced hand | A hand with no void, no singleton and at most one doubleton (4-3-3-3, 4-4-3-2, 5-3-3-2). |
| Board | The numbered holder that keeps the four hands of a deal so it can be replayed at other tables. |
| Bridgemate | The table-top device on which the result of each board is entered. |
| Butler scoring | A way of scoring a pairs event in IMPs against a datum score. |
| Carry-over | Points brought forward from an earlier stage (qualifying) into the final. |
| Contract | The final bid of the auction: the number of tricks promised and the trump suit (or no trumps). |
| Convention card | The form that describes a partnership’s bidding system and signals. |
| Cross-IMPs | IMP scoring where each result is compared with every other result on the board. |
| Declarer | The player who plays both their own hand and dummy after winning the auction. |
| Double | A call that increases the penalties (and bonuses) of the last bid; also used as a takeout request. |
| Doubleton | A holding of exactly two cards in a suit. |
| Dummy | Declarer’s partner, whose cards are placed face up on the table. |
| Entry | A card that lets you win a trick in a particular hand so as to play from it. |
| Finesse | Trying to win a trick with a card lower than one the opponents hold, by leading towards it. |
| Fit | Eight or more cards in one suit between the two partners’ hands. |
| Game | A contract whose trick score is 100 or more (3NT, 4♥, 4♠, 5♣, 5♦) — it earns the game bonus. |
| HCP | High-card points: A = 4, K = 3, Q = 2, J = 1. |
| IMP | International Match Point: the scale that turns a score difference into a small number for team scoring. |
| Knock-out | A teams format where the loser of each match is eliminated. |
| Lead | The first card of a trick. The opening lead is the first card of the play. |
| Major / minor | Spades and hearts are the majors (30 a trick); diamonds and clubs the minors (20 a trick). |
| Masterpoints | Points awarded by BFI for finishing positions; they decide a player’s category. |
| Matchpoints | Pairs scoring where each board is scored by how many other pairs you beat. |
| Overcall | A bid made after the opponents have opened the auction. |
| Part-score | A contract below game. |
| Pass | Declining to bid. Four passes in a row end the auction (the deal is passed out if nobody bids). |
| Ruff | To play a trump on a trick when you cannot follow suit. |
| Rubber bridge | The home version of the game, scored over rubbers; championships use duplicate instead. |
| Sacrifice | Deliberately bidding a contract you expect to go down because the penalty is less than the opponents’ game. |
| Singleton | A holding of exactly one card in a suit. |
| Slam | A contract of 12 tricks (small slam) or 13 tricks (grand slam). |
| Stopper | A holding that will win a trick in a suit the opponents attack (e.g. an ace, or K-x). |
| Swiss | A teams format where in each round you meet a team with a similar score. |
| Trick | Four cards, one from each player; won by the highest card of the suit led or the highest trump. |
| Vulnerable | A state (shown on the board) in which bonuses and penalties are larger. |
| VP | Victory points: the match result converted to a scale (usually out of 20) for team standings. |
| Void | Having no cards in a suit. |