Endplay
An endplay (also throw-in), in bridge and similar games, is a tactical play where a defender is put on lead at a strategic moment, and then has to make a play that loses one or more tricks. Most commonly the losing play either constitutes a free finesse, or else it gives declarer a ruff and discard. In a case where declarer has no entries to dummy (or to his own hand), the defender may also be endplayed into leading a suit which can be won in that hand.
Example
For example, South is declarer in 6♠ and West leads the diamond king. If the adverse spades are divided 2-1, there are 12 certain tricks (six spade tricks, two hearts, one diamond and three clubs) and the possibility of a 13th by correctly guessing the two-way finesse (or dropping the queen) in hearts. But if the spades are 3-0, declarer will need an endplay to avoid the heart guess.
He should start by winning the diamond ace and ruffing a diamond in dummy, then cash the spade ace and spade king. If this reveals a 3-0 trump split, he now ruffs another diamond in dummy. If this is not overruffed, the contract is now assured.