
Five Hundred (500) Rules
Five Hundred (500) Rules explained simply: setup, how to play, scoring and popular variants, plus beginner tips for your first games.
Updated on March 24, 2026
📋 Sommaire
Five Hundred (500) Rules
Five Hundred, also known as 500, is a popular trick-taking card game that originated in the United States but has since become the national card game of Australia and New Zealand. It is designed for 4 players, and the game can be played using the jeu de cartes 500 on Amazon.
Game Overview
Five Hundred is an extension of the classic game Euchre, with some added elements such as each player receiving 10 cards instead of 5, trump not being turned up, and the size of the pack being adjusted to include a kitty of three cards.
Objective
The objective of Five Hundred is to reach a total score of at least 500 points, with the first team (or player) to reach this total being the winner.
Setup
Four players form two fixed partnerships, with partners sitting opposite each other. A deck of 43 cards is used, consisting of Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4 in the red suits (Hearts and Diamonds), Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5 in the black suits (Spades and Clubs), one Joker (also known as the bird), and one extra Jack in each color.
The Joker is the highest trump, followed by the Jack of the trump suit (right bower), the other Jack of the same color (left bower), then Ace, King, Queen, 10, 9, etc. down to 5 or 4. In the absence of trumps, all suits rank in the usual order from Ace (highest) down to 5 or 4 (lowest), with the suit the same color as trumps having no Jack.
How to Play
Deal, bidding, and play proceed clockwise. The first dealer is chosen at random, and the turn to deal rotates clockwise after each hand. The dealer shuffles and cuts the cards, then deals 10 cards to each player and three face-down in the middle of the table to form the kitty.
The bidding begins with the player to the dealer's left and continues clockwise. Players can bid a number of tricks (minimum six) and a trump suit, a number (minimum six) of "No Trumps" (also known as "No-ies"), "Misere" (a contract to lose all the tricks), or "Open Misere" (a contract to lose all the tricks while playing alone, partner drops out of the play). A player who does not wish to bid can pass. If all four players pass, the cards are thrown in.
Once someone has bid, each subsequent bid must be higher than the previous one. Higher means either more tricks, or the same number of tricks in a higher suit. For this purpose, "No Trumps" are highest, followed by Hearts, Diamonds, Clubs, and Spades (lowest). "Misere" is higher than any bid of seven and lower than any bid of eight, but "Misere" can only be bid after someone has bid seven – "Misere" cannot be bid directly over a six bid, or when no one has made a positive bid. "Open Misere" is higher than Ten Diamonds but lower than Ten Hearts. You do not have to wait for the bidding to reach any particular level – "Open Misere" can be bid over any lower bid, or even as the first bid of the auction.
A player who has once passed cannot bid again in that auction. The bidding continues clockwise for as many rounds as necessary, until all players except one have passed. The highest (and last) bid becomes the contract, which the bidder (contractor) has to make, with the named suit (if any) as trumps.
The contractor picks up the three cards of the kitty (without showing them to the other players) and discards any 3 cards face down in their place. If the contract is "Misere" or "Open Misere," the contractor's partner does not take part in the play, but puts his cards face down on the table. The contractor leads to the first trick, and players must follow suit if they can. A player with no card of the suit led may play any card. A trick is won by the highest trump in it, or if no trump is played by the highest card of the suit led. The winner of a trick leads to the next.
If the contract is "Open Misere," after the first trick has been played, the contractor arranges his cards face-up on the table for all to see, and plays the rest of the hand with his cards exposed.
In "No Trumps," "Misere," or "Open Misere," the Joker may be used in one of two ways:
- A contractor who holds the Joker can nominate which suit it belongs to. The nomination must be made at the start of play, before the lead to the first trick. The Joker then counts as the highest card of that suit.
- If the contractor does not hold the Joker, or holds it and does not nominate a suit, then the Joker belongs to no suit. It is the highest card in the pack, and wins the trick to which it is played, but there are restrictions on when it can be played:
- if someone else has led to the trick, you can only play the Joker if you have no cards of the suit led;
- if the contract is a "Misere" or "Open Misere," you must play the Joker if you have no cards of the suit led, but in a "No Trump" contract, you are not obliged to play the Joker in this situation – you may discard from another suit instead if you wish, and play the Joker on a later lead of the same suit.
Scoring and End of Game
Scoring in Five Hundred is based on the number of tricks bid and the number of tricks taken. Each trick is worth 10 points, but the bidder's score is multiplied by the number of tricks bid, and subtracted from the total if fewer tricks are taken. For example, if a player bids 7 tricks and takes 6 tricks, they score 420 points (7 x 60 points for the bid, minus 600 points for the 6 tricks taken).
If a player or team reaches 1,000 points, the game ends immediately, and they are the winner. If no one reaches 1,000 points after several hands, the game continues until someone does, and the winner is the player or team with the highest score.
Common Variants
There are several variations of Five Hundred, including variations in scoring, the ranking of "Misere" and "Open Misere," and the rules for playing the Joker. It's essential to agree on the specific variant being played before starting the game.
Beginner Mistakes to Avoid
- Underestimating the importance of bidding: The bidding phase is crucial in Five Hundred, as it determines the number of tricks that must be taken to score points. New players often bid too conservatively, which can lead to missed opportunities.
- Failing to follow suit: In Five Hundred, following suit is essential to winning tricks. A player who frequently breaks suit may find themselves losing many tricks and scoring fewer points.
- Not understanding the Joker: The Joker is a powerful card in Five Hundred, but its rules can be confusing for beginners. It's essential to understand when and how to play the Joker to maximize its potential.
FAQ
What is the minimum number of players for Five Hundred?
- Four players are required for a standard game of Five Hundred.
Can I play Five Hundred with fewer than 43 cards?
- While it's possible to play Five Hundred with fewer cards, doing so will change the probability of drawing certain cards and may affect the game balance.
Can I change the scoring rules in Five Hundred?
- Yes, there are several variations of scoring in Five Hundred. It's essential to agree on the specific scoring rules before starting the game.
What is the difference between "Misere" and "Open Misere" in Five Hundred?
- "Misere" requires the player to lose all the tricks, but their partner still plays. "Open Misere" requires the player to lose all the tricks while playing alone, with their partner not participating in the hand.
Can I use the Joker as a wild card
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