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500

Card games · Trick-taking

Also Five Hundred

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Summary — 2–6 players

500 is the bidding trick game where the first side to 500 points wins. Name a suit, win at least as many tricks as you bid, and your side scores the bid's value — fall short and it costs you the same amount, while the joker and both same-colour jacks outrank every card in trumps.

Scored by
the contractors score the bid's value for making it or lose that value for missing it, the defenders score ten a trick (nothing against a Misere); first side to 500 by making a bid wins
Origin
The United States, copyrighted by the US Playing Card Company in 1904; today the national card game of Australia and New Zealand.

Rules

How to play

Players and equipment

Four players, two against two with partners sitting opposite each other. Shuffle a forty-three card pack — ace down to four in the red suits, ace down to five in the black suits, and one joker. Call the joker the bird if you like; Australian packs often draw it as a kookaburra. Whenever there's a trump suit, the bird outranks everything, followed by the jack of the trump suit (the right bower) and the jack of the other suit of the same colour (the left bower), then ace down through the ordinary cards. The suit sharing trumps' colour hands its jack over to serve as the left bower, so it has no jack of its own while that suit stays trumps.

The deal

Deal, bid and play all move clockwise, and the turn to deal moves on after every hand. Ten cards to each player and three face down in the middle for the kitty — the usual rhythm is three each, one to the kitty, four each, one to the kitty, three each, one to the kitty. Look at your hand before anybody bids.

Play

Starting on the dealer's left, each player in turn either passes or bids: a number of tricks from six to ten and a suit (or No Trumps), or Misere — undertaking to lose every trick, alone, with your partner's cards face down — or Open Misere, the same contract with your hand turned face up after the first trick. For the same number of tricks, No Trumps outranks Hearts, which outranks Diamonds, then Clubs, then Spades. Misere only comes in over a bid of seven, ranking above it and below eight; Open Misere may be bid at any point in the auction, even as the very first bid, and ranks above ten Diamonds but below ten Hearts — some tables rank it higher still, at the very top of the auction. Once you pass you're out of that auction, and bidding carries on until only one player is left in. If all four pass, throw the hand in and deal again.

The last bidder is the contractor. They pick up the three kitty cards unseen, discard any three in their place, and lead to the first trick — alone if the contract is Misere or Open Misere, their partner's hand face down and out of the play. Follow suit if you can; a trick is won by the highest trump played, or, with no trump out, by the highest card of the suit led, and its winner leads next. The bird is the fiddly card to play correctly in a No Trumps or Misere contract: if the contractor holds it, they may name a suit it belongs to before the first lead, and from then on it's the top card of that suit; if nobody claims it, it belongs to no suit at all, counts as the highest card in the pack, and is usually only playable when you're out of the suit led. In a Misere or Open Misere you must play the bird if you have no card of the suit led; in a No Trumps contract you may hold it back instead. Tables vary on the finer print here — see Variations.

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