LAWS OF DUPLICATE CONTRACT BRIDGE 1997
Definitions Preliminaries Preparation General Laws The Auction The Play Proprieties The Score Sponsorship Tournament Director Appeals


CONTENTS INDEX
LAWS
1 2 3 4 5
6 7 8 9 10
11 12 13 14 15
16 17 18 19 20
21 22 23 24 25
26 27 28 29 30
31 32 33 34 35
36 37 38 39 40
41 42 43 44 45
46 47 48 49 50
51 52 53 54 55
56 57 58 59 60
61 62 63 64 65
66 67 68 69 70
71 72 73 74 75
76 77 78 79 80
81 82 83 84 85
86 87 88 89 90
91 92 93
_DEFINITIONS_
Adjusted Score An arbitrary score awarded by the Director (see Law 12). It is either "artificial" or "assigned".
1. An artificial adjusted score is one awarded in lieu of a result because no result can be obtained or estimated for a particular deal (e.g., when an irregularity prevents play of a deal).
2. An assigned adjusted score is awarded to one side, or to both sides, to be the result of the deal in place of the result actually obtained after an irregularity.

Alert A notification, whose form may be specified by a sponsoring organisation, to the effect that opponents may be in need of an explanation.

Auction 1. The process of determining the contract by means of successive calls.
2. The aggregate of calls made (see Law 17E).

Bid An undertaking to win at least a specified number of odd tricks in a specified denomination.

Board 1. A duplicate board as described in Law 2.
2. The four hands as originally dealt and placed in a duplicate board for play during that session.

Call Any bid, double, redouble or pass.

Contestant In an individual event, a player; in a pair event, two players playing as partners throughout the event; in a team event, four or more players playing as team-mates.

Contract The undertaking by declarer’s side to win, at the denomination named, the number of odd tricks specified in the final bid, whether undoubled, doubled or redoubled.

Convention 1. A call that, by partnership agreement, conveys a meaning other than willingness to play in the denomination named (or in the last denomination named), or high-card strength or length (three cards or more) there. However, an agreement as to overall strength does not make a call a convention.
2. Defender’s play that serves to convey a meaning by agreement rather than inference.

Deal 1. The distribution of the pack to form the hands of the four players.
2. The cards so distributed considered 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 the final bid. He becomes declarer when the opening lead is faced (but see Law 54A when the opening lead is made out of turn).

Defender An opponent of (presumed) declarer.

Denomination The suit or no trump specified in a bid.

Director A person designated to supervise a duplicate bridge contest and to apply these Laws.

Double A call over an opponent’s bid increasing the scoring value of fulfilled or defeated contracts (see Laws 19 and 77).

Dummy 1. Declarer’s partner. He becomes dummy when the opening lead is faced.
2. Declarer’s partner’s cards, once they are spread on the table after the opening lead.

Event A contest of one or more sessions.

Follow Suit Play a card of the suit that has been led.

Game 100 or more trick points scored on one deal
Hand The cards originally dealt to a player, or the remaining portion thereof.

Honour Any Ace, King, Queen, Jack or 10.

(IMP) A unit of scoring awarded according to a schedule established in Law 78B.

Irregularity A deviation from the correct procedures set forth in the Laws.

Lead The first card played to a trick.

LHO Left-hand opponent.

Matchpoint A unit of scoring awarded to a contestant as a result of comparison with one or more other scores.

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 player of the other side; 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 scored on one deal.

Pass A call specifying that a player does not, at that turn, elect to bid, double or redouble.

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.
4. The aggregate of the calls and plays on a board.

Premium Points Any points earned other than trick points (see Law 77).

Psychic Call A deliberate and gross misstatement of honour strength or suit length.

Rectification Adjustment made to permit the auction or play to proceed as normally as possible after an irregularity has occurred.

Redouble A call over an opponent’s double, increasing the scoring value of fulfilled or defeated contracts (see Laws 19 and 77).

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.

RHO Right-hand opponent.

Rotation The clockwise order in which the deal and the right to call or play progress.

Round A part of a session played without progression of players.

Session An extended period of play during which a number of boards, specified by the sponsoring organisation, is scheduled to be played.

Side Two players who constitute a partnership against the other two players.

Slam A contract to win six odd tricks (called Small Slam), or to win seven odd tricks (called Grand Slam).

Suit One of four groups of cards in the pack, each group comprising thirteen cards and having a characteristic symbol: spades (?), hearts (?), diamonds (?), clubs (?).

Team Two or more pairs playing in different directions at different tables, but for a common score (applicable regulations may permit teams of more than four members).

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.

Trick Points Points scored by declarer’s side for fulfilling the contract (see Law 77).

Trump Each card of the suit, if any, named in the contract.

Turn The correct time at which a player may call or play.

Undertrick Each trick by which declarer’s side falls short of fulfilling the contract (see Law 77).

Vulnerability The conditions for assigning premiums and undertrick penalties (see Law 77).




Return to Top of page To Contents