500 is Australia's national card game, sitting neatly between Euchre and Bridge. You bid for the right to name trump, pick up a three-card kitty to improve your hand, then try to win the tricks you promised. A game takes about 40 minutes.
What You Need
- Players: 4 in two partnerships is the standard game.
- Deck: 43 cards - A K Q J 10 9 8 7 6 5 4 in hearts and diamonds, A K Q J 10 9 8 7 6 5 in clubs and spades, plus one joker. Make it from a standard deck by removing the black 4s, all 3s, and all 2s.
- Extras: Pen and paper for scoring.
Key Terms
- Trick: One round where every player plays a single card. The best card wins all of them.
- Trump: The suit that beats all other suits, chosen by whoever wins the bidding.
- Kitty: Three cards dealt face down. The winning bidder takes them into hand.
- Contract: Your bid - the trump suit and the number of tricks you promise to win.
- Bowers: As in Euchre, the jack of trump (right bower) is the top trump and the jack of the same colour (left bower) is the second.
- Joker (the bird): The highest trump of all. In a no-trump contract its holder names its suit when they play it.
- Misère: A contract to win no tricks at all.
Setup
- Sit so partners are opposite each other.
- Deal 10 cards to each player and 3 to the kitty, traditionally in this pattern: 3 each, 1 to the kitty, 4 each, 1 to the kitty, 3 each, 1 to the kitty.
- Leave the kitty face down in the middle.
How to Play
Bidding
- Starting to the dealer's left, each player either bids or passes. Once you pass you are out of the auction.
- A bid names a number of tricks (6 to 10) and a trump suit, or no trump. Suits rank from lowest to highest: spades, clubs, diamonds, hearts, no trump.
- Each bid must be worth more than the last. Use the table below - six spades is the cheapest bid at 40 points and ten no trump the dearest at 520.
- Misère - a promise to win no tricks at all - is worth 250 and ranks between 7 no trump and 8 spades. Open misère, played with your hand face up on the table, is worth 500 and ranks near the top.
- The highest bidder takes the kitty into their hand, then discards any 3 cards face down.
| Tricks | Spades | Clubs | Diamonds | Hearts | No Trump |
|---|---|---|---|---|---|
| 6 | 40 | 60 | 80 | 100 | 120 |
| 7 | 140 | 160 | 180 | 200 | 220 |
| 8 | 240 | 260 | 280 | 300 | 320 |
| 9 | 340 | 360 | 380 | 400 | 420 |
| 10 | 440 | 460 | 480 | 500 | 520 |
Trick play
- The winning bidder leads the first trick.
- Everyone must follow suit if they can, otherwise they may play anything.
- The highest trump wins, or the highest card of the led suit if no trump was played. The winner leads next.
- Remember the left bower counts as trump, not as its printed suit.
Scoring & Winning
- Contract made: score the bid's value, from 40 for six spades up to 520 for ten no trump.
- Contract failed: lose the bid's value. Scores can and do go negative.
- Defenders: score 10 points for every trick they win, whether the contract succeeds or not.
- Misère: 250 points made, 500 for open misère, lost if you take a single trick.
- The first partnership to reach 500 points wins immediately, so a big bid can end the game in one hand. Falling to -500 loses.
Example
Your partnership bids 8 hearts. You take the kitty, discard three cards, and then win 8 tricks - scoring 300. Had you won only 7, you would have lost 300 instead.
Variations
- Six players: uses a special 63-card deck with 11s, 12s, and red 13s, played in two partnerships of three with alternating seats.
- Three players: each plays for themselves with a 33-card deck.
- No-trump joker: some groups make the joker the only trump in a no-trump contract; others let its holder simply name any suit.
Tips for New Players
- Count the joker and both bowers when you value your hand. A bid of six needs roughly four likely tricks in your own hand plus the kitty's help.
- The kitty is worth about one extra trick, so bid slightly beyond what your hand shows.
- Defenders score 10 a trick, so keep taking tricks even when the contract is clearly going to succeed.