;Sac: (Slang) Sacrifice. Also, "sack." ;
Sacrifice: • (Noun) A contract that was deliberately bid in the expectation of going
down, in the hope of a
penalty smaller than the opponents' expected score from
making a contract they had bid. • (Verb) To bid to such a contract. ;Safety level: A level at which the partnership can normally assume, on the basis of the previous bidding, that its contract will succeed. It is the point below which the partnership prefers to explore even higher contracts. Also, "security level." ;
Safety play: A play that maximizes the chances for fulfilling the contract (or for achieving a certain score) by avoiding a play which might result in a higher score. Contrast
Percentage play, the best play in a
suit, whereas a safety play is the best
line for the
contract. ;Sandbag: (Slang) To bid weakly or pass with good values, in the hope that the opponents will get
overboard. ;Sandwich: An overcall made after an opening bid and response by the opponents. The overcall is "sandwiched" between two hands that have each shown strength. ;Save: (Slang) Sacrifice. ;SAYC:
Standard American Yellow Card, a particular bidding system or the completed ACBL
convention card that represents it. ;Scientific: A style of bidding that attempts to narrowly limit the strength of a partnership's hands, so as to make its bidding more accurate. ;
Scissors coup: A
loser-on-loser play meant to break the opponents' communications. Formerly known as 'Coup without a name'. ;Score, or
bridge scoring: 1) The numeric result of a
deal,
session or
event. :2) (Verb) Of a card, to win a trick: "The scored." ;Score slip: A paper form used to record the result of each
deal in a duplicate bridge event when electronic scoring devices are not available. Depending upon the event format, the score slip may be either a
pick-up slip or a
traveller. ;Scramble: 1) To bid to a safer contract. :2) To score small trumps by ruffing, rather than as
long cards. Often used of the play of a contract based on a
Moysian fit. ;
Screen: A device which divides the table diagonally, visually separating partners from each other. Used in higher-level competition to reduce the possibility of
unauthorized information. ;Screenmates: Opponents who sit on the same side of the
screen. ;Seat: Position relative to the dealer: for example, dealer's
LHO is said to be in
second seat. ;Second guesser: See
result merchant. ;Second hand: The player to the left of the player who has led to a trick. ;Second hand low: A precept that advises
second hand to play a low card on
RHO's lead. See also
Third hand high. ;Section: A group of contestants in an
event. ;Seed: A ranking assigned to a contestant of relatively high rank. ;See-saw squeeze: See
Entry-shifting squeeze. ;Semi-balanced hand: A hand with 5–4–2–2 or 6–3–2–2 distribution. ;Semi-forcing bid: A bid which is conditionally
forcing: one which requests partner to rebid
unless his hand is minimal or sub-minimal for his previous bidding. Compare
invitation. ;Sequence: 1) The
auction, or
calls made in the auction. :2) Two or more cards adjacent in rank. ;Session: A period of play during which those entered in an
event play designated boards against designated opponents. ;Set: 1) To defeat a
contract. :2) The number of tricks by which a contract is defeated ("a two-trick set"). ;Set game: In
rubber bridge, an agreement that partners will not change at the end of each rubber. ;Set up:
Establish. ;SF:
Semi-forcing. ;Shaded: (Of a call) A call that is not quite warranted by the strength of the
hand making it. ;Shape: The
distribution of suits in a hand. ;Shift: 1) (Verb) To lead a suit other than the one already played. :2) (Noun) In the bidding, a change of suit, usually said of a
jump bid (see
jump shift). ;
Shoot: To try for an unusually good result by adopting an abnormal line of play, typically at
matchpoint scoring. Declarer hopes that the cards are distributed in such a way that a superior line of play will fail. ;Short club: The natural opening bid of 1 when the suit contains three cards or less. Usually employed by players using the
five-card majors treatment for opening bids when holding a hand with opening values but lacking a five-card major. When the hand contains two clubs and three diamonds, an opening diamond bid is preferred. Also, "short diamond." These bids may also be called "prepared minors" – "prepared club" and "prepared diamond", or "
better minor" bids. The
EBU "Orange Book" recommends the term "prepared club" for bids that show a minimum of three cards, and "short club" where it may only be two cards or less. ;Short suit: 1) In a 13-card hand, a singleton or void suit. : 2) In a hand, that suit with the fewest cards. ;Short suit
game try: By agreement, a bid of a
short side suit after a single raise, hoping to reach game. For example, after 1 – 2, opener might rebid 3 with a singleton or void in clubs. The bid tells partner where high cards will be least useful, indicating
duplication of values. It requests partner to take positive action with high-card strength outside that suit. Otherwise, the bid requests partner to sign off (in this example, by bidding 3). See
help-suit game try and
game try. ;Short-suit points: In
hand evaluation, points counted for
singletons and
voids. ;Show out: Fail to follow suit. ;Shuffle: To mix the cards. Shuffling seldom results in random distributions: in the long run, the cards so mixed rarely match the mathematical expectancies. ;Side:
Partnership. ;Side game: A secondary
event played simultaneously with the main event. ;Side suit: A suit that is not trump;
plain suit. A side suit may nevertheless have significant length: see
Two-suiter. ;
Signals: The conventional meanings assigned to plays made by the
defenders in order to exchange information. Also,
carding. ;Signoff bid: 1) A bid that requests that partner pass. :2) A call that denies
extra values, one that normally results in a pass by partner. Compare
non-forcing bid,
forcing bid. ;Sign off: To make a signoff bid. ;Silent bidder: A sheet, typically of card or plastic, placed in the center of the table during the bidding period, and marked with numeral, suit and other symbols such that a player can indicate a
call by tapping on them with a finger, writing implement, or the like. Largely superseded by
bidding boxes. ;Simple squeeze: A
squeeze against one opponent, in two suits, with the
count (definition 3). ;Single dummy: The normal manner of play, with certain knowledge only of one's own cards and dummy's, and without verbal communication between partners. Contrast
Double dummy. ;Singleton: A
holding of exactly one card in a suit. ;Sit-out: A round in a
movement during which a pair is idle. That pair is said to "sit out" that round. ;Skip: An irregular feature of a
Mitchell movement: typically a move by the East–West pairs of 2 tables up instead of the usual 1, to avoid them playing the same boards twice. ;Skip bid warning, or skip-bid warning: A warning to
LHO that one is about to make a jump bid that could cause a revealing
hesitation or
huddle; used only when bidding
screens are not in place. The warning is made in one of two ways: : 1) When
bidding boxes are in use, the red Stop card is placed on the table followed by a bid card; LHO is expected to wait 10 seconds before taking action; : 2) When bidding boxes are not in use, the jump bidder announces "I am about to make a skip bid, please wait." and then bids. LHO waits 10 seconds. ;Slam: 1) small slam (or simply, slam): a
contract to win at least twelve
tricks. :2) grand slam: a
contract to win all thirteen
tricks. :Bidding and making a slam or grand slam
scores significant
bonus points. ;Slam try: A bid that invites partner to bid a slam. ;Slot: (Slang) The location of a card that is
onside. "In the slot" means "Finessable." ;Slough:
Discard. Pronounced and sometimes spelled "sluff". ;Slow: Cards that require
establishment before they can be cashed. ;Slow arrival: A style of bidding that uses a jump to a contract (to which the previous bidding has already forced the partnership) to show a specific holding. Contrast
Fast arrival. ;Slow rubber: A rubber completed in three games. See
fast rubber. ;Sluff: See
discard. Neo-orthography for
slough, as used in
ruff and sluff. ;Smack: (Slang) Same meaning as
crack. ;Small slam: A contract for six
odd tricks. ;
Smith signal: The Smith signal (also known as Smith echo or Smith
peter) is an attitude carding signal in contract bridge showing additional values (or lack thereof) in the first suit led by the defence, while the signal itself is given in the first suit played by declarer. ;Smolen: After opener has denied a four-card major in a
Stayman sequence, responder's jump to 3M to show four cards in the bid major and five cards in the other major. ;
Smother play: An endplay that captures an opponent's guarded trump by means of an overruff, when that card cannot be finessed in the normal fashion. ;Soft values: Lower honors, as distinct from aces and kings. ;Solid: A suit strong enough to
run without interruption, or (in the bidding) that requires no fit with partner. ;Sort: To arrange one's cards by suit, and by rank within suit. ;SOS redouble: A conventional redouble that asks partner for
rescue from a doubled contract. Its name comes from the Morse code distress signal
SOS. ;Sound: A hand that is relatively strong for a call that is contemplated or that has been made. ;South African Texas: A variant of
Texas in which 4 and 4 are used as transfers to 4 and 4 respectively. ;Splinter: A singleton or void in a suit other than the trump suit. A hand with both good support for partner's trumps and a splinter can be very powerful offensively—offering control of the splinter suit (by ruffing the first or second trick) and extra trump winners (by ruffing subsequent rounds). When declarer holds either no top honors or the ace and low cards opposite a splinter in the dummy, the combined hands may win several more tricks than the partnership might have expected without awareness of the powerful fit. ;
Splinter bid: An unusual jump bid that by agreement shows a fit for partner's last-bid suit and a singleton or void in the bid suit. For example, a partnership could treat 4 in response to an opening bid of 1 as a splinter bid, showing a good hand with spade support and a singleton or void club. Compare with
Fragment bid. ;Split: 1) (Noun) The distribution in the opponents' hands of the cards in a suit. :2) (Verb) To play one of two touching honors when the lead comes through them. ;Split menace: A menace in
squeeze play which depends on values in both declarer's hand and dummy. ;Split tenace: A position where the high cards of a
tenace are in opposite hands, e.g. Ax opposite Qx; usually relevant only when a lead by an opponent with the missing honor card (here, the K) would be damaging to his side. ;Sponsor: 1) The organization that puts on a tournament, such as the
WBF, the
ACBL or the
EBU, a regional association, or a club. :2) One who hires partners or teammates to compete in an
event. ;Spot card: A card that ranks below the 10. ;Spread: (Slang)
Laydown. ;SPS: A Suit Preference Signal, a card played by a defender to show interest in or an entry in a side suit. ;
Squeeze: A playing technique that forces the defender to
discard a vital card, usually an apparent
stopper. ;Squeeze card: A card whose lead forces one or both defenders to discard their guard in a suit. ;Stack: A distribution of cards in defenders' hands that might make the play difficult for declarer. The defenders' trumps, for example, could be said to be
stacked if they divide 5–0. ;
Standard American or Standard American Yellow Card (SAYC): A
bidding system thought to conform to agreements that an unfamiliar partnership in America would use. ;Stationary: Not called to change seats during the
movement being used. ;
Stayman convention: A conventional bid of 2 that calls for a 1NT
opening bidder to bid a four-card major, if one is held, and (usually) 2 otherwise. Many continuations have been devised. ;Steal: To gain an advantage, usually through deception. The theft may be material (e.g., a trick or a contract) or non-material (e.g., a
tempo). Despite the term
steal, deception is entirely legal if it does not involve unauthorized information or concealment of information to which the opponents are entitled. ;Step: In the bidding, the space between one bid and the next highest. See
Useful Space Principle. ;Step bid: A bid that conveys information on the basis of the number of steps it uses. ;
Stolen bid: A bid that has no correlation to the bidder's hand, aiming to disturb
conventions. ;
Stepping-stone squeeze: A squeeze that forces a defender either to be thrown in to act as a stepping-stone to a stranded dummy, or to allow declarer to establish a suit. ;Sticks and wheels: (Slang, chiefly British) An 1100-point penalty. Compare
"go for a number". ;Stiff: (Slang, adjective and noun) A singleton. ;Stop: An instruction given to opponents when you make a jump bid, or skip bid.
LHO is expected to wait around 10 seconds before calling, so as to avoid communicating information to partner as to how easy his call is to make. See
skip-bid warning. ;Stopper: A high card (normally, an
honor) whose primary function is to prevent the opponents from running a suit in a
notrump contract. See also
Control. ;Strain: See
denomination. ;Strip: 1) To remove safe cards of exit from an opponent's hand. :2) To prepare for a
ruff-and-sluff by removing all cards of a suit (or suits) in a partnership's hands. ;Strip squeeze: A
squeeze without the
count in which one threat is against a safe exit card. ;Striped-tail ape double: A double of a laydown contract made in hope of dissuading the opponents from successfully bidding to a higher, more rewarding contract. The doubler must be prepared to run (like the cowardly ape) to an
escape suit if the opponents redouble. ;
Strong club system: A set of conventions that uses an opening bid of 1 as an artificial, forcing opening that promises a strong hand. ;Strong notrump: An opening notrump that shows a balanced hand and 15–17 or 16–18
HCP. Contrast
Weak notrump. A partnership's choice between the use of a strong notrump or a weak notrump has extensive implications for its entire bidding system. ;Strong pass system: A bidding system that mandates a pass by first (or second) hand to show what other systems would regard as an opening bid. A corollary is that if the next hand also passes, third (or fourth) hand must bid to keep the deal from being passed out. ;Strong two bid, strong two-bid, or Strong Two: An agreement to use an opening bid of two of a suit so as to indicate a strong hand and a strong
holding in the bid suit. ;Stub: (Slang)
Part-score. ;Sucker double: (Slang) An ill-advised penalty double, such as one based on
HCP when the bidding warns of
freak distributions. ;
Suit: A ranked division of the
deck of cards into (in descending rank order) spades, hearts, diamonds and clubs. The suit ranking has a profound effect on the bidding and scoring, but none at all on the play. See also
Denomination,
Major suit, and
Minor suit). ;Suit preference signal: A defensive carding method that signals a preference, or the lack thereof, for a suit other than the suit used for the signal. ;Superaccept: A strongly encouraging response to a
transfer, such as a jump completion (e.g., 1NT – 2; 3). Many partnerships use a conventional superacceptance such as 1NT – 2; 2, one step above responder's major, to save room for game or slam exploration, and in conformance with the
Useful Space Principle. ;Support: A
fit with partner's suit. ;
Support double: A double of an overcall that shows a fit for partner's suit, usually distinguished from a direct raise by the length of the suit in responder's hand. ;Sure trick: A trick that in the absence of some irregularity a player must win, such as the ace of trumps. Extended by
George Coffin to refer to guaranteed lines of play. ;Surrogate signals: A count or preference signal made in a different suit, usually the suit which declarer is running, to inform partner in beforehand about a critical decision he will have to make later during the play of the hand. ;Swindle: A deceptive bid or play. ;SWINE: A proxi-acronym for Sebesfi Woods 1NT Escape. ;Swing: A difference in
scores between two
tables on a
board in a
team match. ;Swinging: An aggressive playing style, usually adopted by a pair or team who is behind with some chance to catch the leaders "with a little luck."
Swinging players will make plays slightly against the odds that will offer large gains if they succeed. For example, a swinging pair might bid a 60% grand slam on a hand where a small slam should be the normal contract. They might also make close doubles of normal contracts that might go down. ;Swish: (Slang) Three consecutive passes, ending the auction. "3 – swish" means 3 passed out. ;Swiss, or Swiss Teams: A
Swiss-system tournament for
teams-of-four. Every team plays a series of
matches with a series of opponents whose records or standings are as similar as possible when they face each other, without scheduling repeat matches. Typically these are relatively numerous, relatively short matches. For example, of 54 to 56 boards in one day's play: 6, 7, 8, or 9 matches of 9, 8, 7, or 6 boards respectively. ;Switch: To lead a different suit. ;System: see
bidding system. ==T==