In the game of bridge, a Grosvenor gambit or Grosvenor Coup is a psychological play, in which the opponent is purposely given the chance to gain one or more tricks, and often even to make the contract, but to do so he must play for his opponents to have acted illogically or incorrectly.
Thus, the opponent likely ends up blaming himself for not taking advantage of the opportunity presented, even though to do so would have been irrational. The benefit of the Grosvenor gambit is supposed to come on future hands, due to a loss of concentration by the player who was taken in by the gambit.
The gambit was named after Philip Grosvenor, a fictional character in a short story by Frederick B. Turner published in The Bridge World,[1] who first discovered the gambit accidentally, and over time developed its theory and deployed it deliberately. The story depicts Grosvenor as often frustrated by opponents who are too obtuse to fall for his ruse. Grosvenor's lifeless body is eventually found bludgeoned to death, his dealing fingers broken, shortly after a bridge tournament in which he used his gambit against the wrong opponents.
A subsequent article by Kit Woolsey in The Bridge World, titled The Grosvenor Gamble,[2] extends the original idea, farcically expounded in the 1973 story, to possible at-the-table applications.