Glossary of Contract Bridge Terms - L

L

Last Train
A conventional bid that is one step above the current bid and one step below game in a trump suit. It is a mild slam try and conveys no information about the suit bid. After 1♥ - 3♥; 4♣, 4 is Last Train, invites slam, and does not necessarily show a diamond control.
Late play
A board that is played after the remainder of the event has finished, usually because of slow play or an irregularity.
Law of Total Tricks (LTT, "The Law")
A guideline stating that the total number of cards held by both sides in their longest trump fits equals the total number of tricks available to both sides in their best trump contracts. See Hand evaluation.
The Law is sometimes interpreted to mean that one side can profitably contract for a number of tricks equal to its own combined trump length; for example, compete to 3♠ with a nine-card spade fit.
Laws of Contract Bridge and Laws of Duplicate Bridge
The definitions, procedures and remedies that define how rubber bridge and duplicate bridge are played. The Laws include the Proprieties, which discuss the game's customs and etiquette — often far more important than procedural matters. The Laws apply worldwide. Individual sponsoring organizations, such as the ACBL and the EBL, establish their own regulations for play, which may amplify the Laws but may not conflict with them.
One important difference between the laws of rubber bridge (contract) and duplicate bridge is that rubber players are expected to deal with irregularities themselves while duplicate players are expected to call the director.
Laydown
A contract that can be made on any rational line of play.
Lead
1) The first card played to a trick, which dictates the suit that others must play if able to do so (see follow suit).
2) The hand that is entitled to lead to the next trick is said to be "on lead" or to "have the lead."
3) See opening lead.
Lead-directing double
A double by the partner of the prospective opening leader that requests the lead of a particular suit. Experienced partnerships usually agree on a set of suit priorities, such as opening leader's bid suit, doubler's bid suit, dummy's first bid suit, or a suit that dummy has just bid conventionally.
Lead out of turn
Playing a card when it was another player's turn to lead. Subject to penalty.
Lead through strength
A maxim that advises a defender to lead a suit in which LHO has high card strength, forcing declarer to play high or low before third hand plays. The corollary is that a defender is advised to lead up to weakness in the fourth hand.
Leap
To make a jump bid.
Leave in
To pass, often used of passing when partner's double was followed by a pass.
Lebensohl (Leb)
Responder's bid of 2NT as a puppet to 3♣ in preparation for a sign-off. Normally used after an overcall of partner's 1NT opening, or after a double of partner's weak two bid. Also used after opponents weak two bid and partner's balancing take-out double.
Leg
(Slang) game. Normally used in reference to rubber bridge. "A leg up" means being vulnerable vs. non-vulnerable opponents. "Cut off their leg" means becoming vulnerable vs. opponents who are already vulnerable.
Length
The number of cards held in a suit.
Level
1) The number of tricks that (when added to the book of six tricks) a bid or contract states will be taken. For example, a bid at the four level contracts to take (6 + 4) = 10 tricks.
2) The property of a contract that states whether it is at the part-score, game or slam level.
Lever
Slang expression for double
LHO
Left-hand opponent
Light
(Adv.) To enter the auction with relatively low values (for example, to "open light" or "overcall light"). To do so can be either a matter of tactics or of general style.
Lightner double
A penalty double, usually of a slam contract, that requests partner to choose an unusual suit for the opening lead. This criterion tends to regard as typical (and thus to exclude) a trump lead, the lead of defenders' bid suit, and the lead of an unbid suit.
Limit
In the bidding, to define a hand's strength with some degree of precision.
Limit jump raise
An invitational jump raise of a major suit, such as 1♥ - 3♥. Limit jump raises usually guarantee at least an 8-card fit in partner's major suit and around 10-11 HCP or the distributional equivalent.
Limit raise
Any call which invites partner to bid game in a suit partner has bid, previously. A limit raise promises trump support and hand strength about a king less than a minimum strength game force.
Line
1) (with "the"): A line on a bridge scorepad that separates points for tricks that count toward game (see Below the line) from those that do not (see Above the line).
2) On a given hand, the play strategy that is adopted by declarer or by the defenders.
3) Bidding: See Up the line and Down the line.
Lock
1) (Noun) A contract that is certain to succeed.
2) (Verb) To force a particular hand onto lead such that it cannot relinquish the lead unscathed.
LOL
Little Old Lady (pronounced El-Oh-El). A facetious reference to a seemingly weak player.
Long cards
Cards of the same suit, remaining in one hand, after all the other cards in that suit have been played from the other hands.
Long hand
In a partnership, the hand with the longer trumps.
Long suit
1) In a hand, the suit with the greatest number of cards. Seldom used of a suit with fewer than five cards.
2) Any suit of unusual length.
Loser
A card which apparently cannot take a trick.
Loser on loser
A card play tactic that attempts to create an advantage by playing two losers, often of different suits, on the same trick. Loser-on-loser play has many applications, including the creation of a ruffing position for declarer, the avoidance of overruffs by the defense, and interference with the opponents' communications.
Losing trick count
A method of hand evaluation based on counting losers.
Love
No score.
Low
(Adjective) A card that is not expected to take a trick.
Low-high signal
On defense, to play a higher card, having already played a lower one, so as to convey information to partner. Compare with echo.

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