500
500 Rulebook
Table of Contents
Table of Contents
Five Hundred
Number of Players: Two to six.
The Pack: Two-hand, 24-card pack, A (high) to 9 (low); three-hand, 32 cards, A (high) to 7 (low); four-hand, 42-card pack, A (high) to 4 (low) (deleting two 4s); five-hand, regular 52-card pack; six-hand, 62-card pack, with 11, 12 and two 13 spots. The joker may or may not be added to any of these.
Rank of Cards: As in Euchre (the bowers being used), thus: Trump suit: J (right bower), high; J of same colour (left bower); A, K, Q, 10, 9, etc. Suit same colour as trumps: A, K, Q, 10, 9, etc. Two suits of opposite colour: A, K, Q, J, 10, 9, etc. Joker, when used, is the highest trump, ranking above the right bower. When using 62-card pack, the 13, 12, and 11 rank in that order below Q and above 10.
Cutting: Cut for deal. Low deals, A being lowest of a suit; joker lowest of all. The player on the dealer's right cuts the cards after they have been shuffled, and he must leave at least four cards in each packet.
Dealing: Each player must receive ten cards. The remainder of the pack is left face down on the table for a "kitty" (also known as "blind" or "widow"), and must be laid out between the first and second rounds, thus: Deal three cards to each player, then lay out the "kitty," then four cards to each, then three, in rotation to the left, beginning with eldest hand.
Object of Play: To take tricks. Player or partners who name trump must take full number of tricks bid to score anything, and to avoid being set back (see below). Opponents score for each trick they take.
Making the Trump: Beginning at the dealer's left, each player bids for privilege of naming trump, or passes. A player who once passes may not bid thereafter. Only one bid is allowed each player.
Bids are made to take a certain number of tricks, with a named suit as trumps; or to take them without a trump. The form of bid is generally: six in clubs, eight in diamonds, etc. The value of these bids depends on the table of values used. In bidding, suits rank as follows: spades (lowest); clubs, diamonds, hearts, No-trump (highest).
No bid made for less than six tricks. If no one bids six or more tricks, the cards are bunched and the deal passes to the left.
(Note: In some cases, if no one bids, the hands are played no-trump, and each trick taken scores 10, and there is no set back. In such case the kitty is not used, being left face down. Or, if agreed, it may be turned face up to be looked at, but not drawn from.)
A bid to raise a previous bid must be for a higher number of scoring points, or it must be to win a greater number of tricks to make the same number of points. Thus, bid of seven tricks in clubs (if worth 120) raises bid of seven tricks in spades (80), and eight tricks in spades would raise seven tricks in clubs, since the value of each bid is 120 points. In Avondale schedule there are no two bids of same value, hence there can be no complications or misunderstandings as to the relative value of bids. A player cannot raise his own bid, if all other players pass.
Discarding: Highest bidder takes the kitty into his hand, and then discards to reduce his hand to ten cards. He may retain part or all or none of the cards taken up.
The Play: After discarding, successful bidder leads any card he chooses. It is not obligatory to lead trumps. Each player in turn to the left must play the trick, following suit, if possible. If no suit be held, player can trump or throw off a card of any other suit. Winner of first trick leads for next one, and so on. On no-trump bid, the hand is played without trumps.
The Joker: The joker is the highest trump when there is a trump bid. It is always the highest card in any play whether there is a trump or no trump. In no-trump and nullo bids the joker is a suit by itself and holder of joker cannot play it if he can follow suit. Not being able to follow suit, he can discard a card of another suit as often as he chooses or play the joker when he pleases. If the holder of joker leads it he has the privilege of naming the suit that must be played to it, but cannot specify any card of that suit.
Partners: The four, five and six hand games are partnership games. The four-hand, two against two; six-hand, three pairs of partners. There are various forms of the five-hand game. In some places successful bidder designates any one player as his partner during that hand, and such player cannot refuse. In others, one partner on bid of six or seven, and two partners on bid of eight, nine or ten. In other places, he may call upon holder of a certain card to act his partner: as the player holding a named trump which is missing from bidder's hand, or a high card of a plain suit which he needs to strengthen his hand. Bidder does not know who is his partner until card called for falls in the natural course of play.
In some places the holder of the card called for announces it at once.
Scoring: After hands are played out, if bidder takes as many tricks as he bid, he scores according to one of the Tables of Points.
Tables of Scoring Points
Avondale Schedule
| If trumps are | 6 tricks | 7 tricks | 8 tricks | 9 tricks | 10 tricks |
|---|---|---|---|---|---|
| Spades | 40 | 140 | 240 | 340 | 440 |
| Clubs | 60 | 160 | 260 | 360 | 460 |
| Diamonds | 80 | 180 | 280 | 380 | 480 |
| Hearts | 100 | 200 | 300 | 400 | 500 |
| No Trump | 120 | 220 | 320 | 420 | 520 |
Original Schedule
| If trumps are | 6 tricks | 7 tricks | 8 tricks | 9 tricks | 10 tricks |
|---|---|---|---|---|---|
| Spades | 40 | 80 | 120 | 160 | 200 |
| Clubs | 60 | 120 | 180 | 240 | 300 |
| Diamonds | 80 | 160 | 240 | 320 | 400 |
| Hearts | 100 | 200 | 300 | 400 | 500 |
| No Trump | 120 | 240 | 360 | 480 | 600 |
If reverse order of suit values is used, the table of points is as follows:
Inverted Schedule
| If trumps are | 6 tricks | 7 tricks | 8 tricks | 9 tricks | 10 tricks |
|---|---|---|---|---|---|
| Clubs | 40 | 80 | 120 | 160 | 200 |
| Spades | 60 | 120 | 180 | 240 | 300 |
| Hearts | 80 | 160 | 240 | 320 | 400 |
| Diamonds | 100 | 200 | 300 | 400 | 500 |
| No Trump | 120 | 240 | 360 | 480 | 600 |
In no case can the bidder score more than the amount he bid, unless the bid was for less than 250, and he takes all ten tricks, when he may score 250 instead of the amount bid.
Each player opposed to bidder scores 10 for each trick individually taken.
Set Back: If bidder fails to take as many tricks as he bid, he is set back, i.e., the number of points bid are deducted from his previous score. If a player is set back before he has scored anything, or more points than he has scored, he is "in the hole," which is indicated by drawing a ring around the minus amount. Partners are set back together the full amount bid.
Game: Game is 500 points. If one side gets 500 in the hole, it loses the game.
If more than one player scores game on the same hand, and one of them is bidder, bidder wins if he makes good his bid. If neither is the bidder, player first winning enough tricks to make his score 500 wins.
If any player scores out during play of a hand, balance of hand is not played, unless the bidder can win out. Abandoned hands must be shown, to prove there has been no revoke.
A player may be 100 in the hole and score out on a 600 bid.
The Laws of 500
1. Formation of Table: If there are only three candidates for play they cut for the first deal. If there are four, they cut for partners and deal when they play in partnership. When four play without forming partnerships, the dealer takes no cards. Partners are the lowest two cards out.
If there are five candidates for play, they cut to decide which three or four shall play the first game. At the end of the game, the players cut to decide which shall give way to those waiting their turn. A table is complete with five players, of whom four should play, with or without forming partnerships.
2. In cutting, the lowest card has the choice of deals, and deals the first hand. The joker is the lowest card in cutting, the other cards ranking from the 7 up to the king, which is the highest card. In cutting, the ace is low. In play it is high.
Players cutting cards of equal value cut again, but the new cut decides nothing but the tie.
3. The Deal: Beginning on his left, the dealer shall distribute the cards three at a time to each player in turn, and then lay off three cards for the kitty, all face down. He shall then give each player four cards, and then three cards.
4. Misdealing: It is a misdeal, and there must be a new deal by the same dealer if the cards have not been properly cut; if the dealer does not give the same number of cards to each player on the same round; or if he deals too many hands or if he neglects to lay out the three cards for the kitty after dealing the first round and before dealing the second. A player not holding an Ace or Court card cannot demand a new deal.
5. Bidding: Each player in turn, beginning on the dealer's left, has one bid. The rank and value of the bids are shown in the Table. The successful bidder shall score the exact value of his bid, if he wins as many tricks as he bids, but no more. There is no penalty for bidding out of turn in 3-hand. In partnership play, a bid out of turn is void and the offender's partner or partners lose their right to make any bids in that deal.
6. Bidders shall name the number of tricks and the suit, e.g. "Six in spades," or "Seven in no trumps." There are no second bids, and a player who has once passed cannot come into the bidding again.
7. Should two bids be equal in points, the bidder that offers the greater number of tricks shall have the preference.
A bid having been made, the next player in turn to the left must bid higher or pass. A bid once named cannot be recalled, and a player having once named a certain number of tricks can neither increase the number nor change the suit.
8. If no one will bid, the hands may be played as no-trumpers, the eldest hand leading for the first trick and each player being for himself. Each trick taken counts 10 points to the player winning it, but the widow remains untouched.
9. The Kitty: The successful bidder takes the kitty, without showing it, and discards to reduce his playing hand to ten cards. His discards must be kept under the tricks he wins, but the three cards in it do not count as a trick.
Should any player but the highest bidder take up the kitty, or look at any card in it, the successful bidder may either demand a new deal or may let the deal stand, the player looking at the kitty being debarred from scoring anything on that deal. If there is no bid made, a player unlawfully looking at the kitty may be called upon to take it and to play six at no-trumps, or there may be a new deal. If the others disagree as to the penalty, the six at no-trumps shall be played.
10. Play: The successful bidder, after having taken the kitty and discarded, always leads for the first trick. He may lead any card he pleases, and the others may follow suit, if they can. The winner of one trick leads for the next, and each player keeps in front of him the tricks he individually wins. If the bidder leads the joker in a no-trumper, he must name the suit to be played to it. Players not able to follow suit may trump or discard at pleasure.
11. Irregularities: If any player is found not to have his right number of cards, or if there are not three cards in the kitty, it is a misdeal. But if any player with a wrong number of cards has played to the first trick, the successful bidder and the kitty having the right number, the deal stands good but the player or players with irregular hands can not score anything on that deal. Neither a player nor his partner can win a trick on which either of them has no card to play.
If the bidder or the kitty has a wrong number of cards, after playing to the first trick, the bidder loses his game, and must be set back; but if both opponents have their right number of cards, the hand must be played out in order that they may score for tricks. If both bidder and an opponent have a wrong number, the deal is void.
12. Exposed Cards: If during the play of a hand a card is exposed by either of the bidder's opponents, the bidder may demand that the card be left upon the table, to be called by him upon any trick, provided the call shall not require the holder of the exposed card to revoke. If two cards are played to the same trick, the bidder may elect which shall be played, and the other shall become an exposed card.
The bidder must demand the play of an exposed card before he plays himself, and the opponents must give him reasonable time. If the holder of an exposed card can lead to it, or get rid of it in play, he cannot be prevented from doing so.
13. Playing out of Turn: If either of the bidder's opponents leads out of turn, the bidder may call a suit from the one that should have led, or he may call upon him not to lead the suit of the exposed card. Should it not be the turn of either opponent to lead, the bidder may call a suit from the one that first obtains the lead, or may demand that he do not lead the suit of the exposed card, the card remaining on the table as a marker for the penalty that is due.
Should the bidder play to the false lead without challenging it, the third player must follow suit also, and the trick stands good. If the bidder is the last player on the trick, he may play to the false lead or not, as he pleases, and the second player will be bound by his decision.
14. The Revoke or Renege: A revoke is a failure to follow suit when play requires it or failure to comply with a performable penalty. If a revoke is claimed and proved, the hand in which it occurs may immediately be abandoned. If the bidder is at fault, he is set back the amount of his bid, and the opponents score for any tricks they may have taken up to that time. If an opponent of the bidder revokes, he cannot score anything in that hand, and the bidder cannot be set back but must score his bid as if he won. The opponent who has not revoked may score for any tricks he has taken in it. In a partnership game the side in error scores nothing.
15. A revoke may be corrected by the player making it, before the trick is turned and quitted, unless the player in error has led or played to the following trick. If a player corrects his mistake in time to save the revoke, the card played in error becomes exposed, and can be called by either opponent if exposed by the bidder, or by the bidder if exposed by either opponent. If a revoke is corrected by the second player to a trick, the third player may withdraw his card without penalty.
16. Looking Back: No player is allowed to see any but the last trick turned and quitted, under penalty of having a suit called from him.
The bidder is not allowed to look at the cards he has laid out for the kitty or discard, after he has played to the first trick, under penalty of having a suit called from him by the player on his right.
17. Scoring: The game is winner 500 points up. If one side gets 500 in the hole it loses the game. When four play, the dealer taking no cards, the highest score at the end of twelve deals is the winner of the game.
The bidder always has the first count, and if he has made good his bid, he scores it. If this gives him enough to reach 500, he wins the game, even if either or both his opponents have made enough to put them 500 on that deal.
The bidder cannot score more than his bid unless he wins all ten tricks, in which case he scores 250 if his bid was for any less amount. If he had bid more than 250, he scores nothing extra for any over tricks he may make.
If the bidder fails to make as many tricks as he bid, he is set back the full amount of his bid.
Each opponent scores 10 points for each individual trick that he takes. The opponents must keep their respective tricks separate, in order to verify their scores.
If the bidder cannot reach 500, and both opponents have enough to put them 500, the one that first got the trick necessary to put him out, wins the game. When two players are nearly out, neither of them being the bidder, the one that first reaches 500 should claim the game, on condition that the bidder does not win it on that deal.
18. The Joker: The joker is always the best trump, ranking above the right and left bowers. When the bid is no-trumps or Nullo the joker is practically a suit by itself. When there is no 53rd card in the pack, the deuce of spades shall be the joker.
In no-trump and Nullo bids the joker is a suit by itself. Holder of the joker cannot play it if he can follow suit. Not being able to follow suit he can discard a card of another suit as often as he chooses, or play the joker when he pleases.
If the holder of the joker has the lead in a no-trump or Nullo, he may lead the joker, but he must specify the suit that shall be played to it, and he may name any suit he pleases.
19. No player is allowed to give his partner any unauthorised information regarding bidding, or calling attention to cards being played or what to play. Penalty for violation of this rule is that the player at the offender's right can demand, when the offender or his partner have the lead, to call the lead of any suit he may choose.
Five Hundred for Two
When two players play 500, the 33-card pack is used and a dead hand is dealt to the left of the dealer, besides the kitty in the centre of the table.
This dead hand must not be touched nor any card in it looked at, the idea of the game being that the bidder should speculate on which cards are out against him and which are in the dead hand. This makes bids of seven or eight at no-trumps common.
The highest bidder takes the kitty, and in every other respect the game is the same as for three players. The Avondale Schedule is recommended for scoring.
Games of 1,000 and 1,500
The pack, ranks of cards, deal, bid, lead and play are the same as in 500. In counting the hands, each player scores additional points, as follows: For each Ace taken in, 1 point; each K, Q, J, and 10, 10 points; each 9, 9 points; each 8, 8 points, etc., each card taken in being counted as the number of its pips. Joker does not count. These additional points are not counted toward making the bid good, and are thrown out if bidder is set back through failure to take the number of tricks bid.
In the 24-card pack, there are 50 of these additional points to each suit, or 200 in all. In a 32-card pack, 65 to a suit, or 260 in all. In a 44-card pack, 80 to a suit, or 320 in all. In a 52-card pack, 85 to a suit, or 340 in all. In a 60-card pack, 114 to a suit, or 456 in all.
Game: 1,000 or 1,500 points, as agreed upon.
Progressive 500
Before play, each player is given a score card designating the table at which he is to begin to play. For four and six hand play, it is also necessary to designate partners. Four-hand score cards may therefore be marked: Table A 1, A 2, A 3, A 4; one and three playing partners against two and four. Six-hand: Table A 1, A 2, A 3, A 4, A 5 and A 6; the odd numbers playing against the even.
The game then proceeds as in the regular game of 500.
Scoring: A pad of score-sheets is supplied to each table. After hands are played out, count all points made or set back, and enter score of each player individually on score-sheet. (Note: In partnership play each player is credited with the entire amount made by the partners.) Entry on score-sheet is made by one player and approved by opponent. The score-sheet is then given to the scorer. The scorer keeps a general score-sheet, with plus and minus columns for each player. At the end of each game, amounts made or lost by each player are entered in the proper columns. At the end of play, the points won by each are added up, and the points lost are deducted therefrom. The player having the highest number of points wins.
Progressions: Play one deal for each player and then progress. Three-hand, two high players progress; four-hand, winning partners; five-hand, two players with highest scores; six-hand, winning partners. Any preferred style of progress may be used.
500 — Nullo Bid
There is a variation of 500 in which a player may bid Nullo and obligates himself not to take a trick. Bidder leads, and in a partnership game plays alone against opponents. The value of the bid is 250, and in the Avondale Schedule it ranks between eight spades and eight clubs.
In case the bidder takes one or more tricks, he is set back 250 points, and opponents score 10 for each trick the bidder takes. In non-partnership games each opponent scores for tricks the bidder takes.
In playing Nullo, the bidder must discard the joker, or lose the game, as the joker will take any trick in which it is played. The holder of a joker cannot play it if he can follow suit. If he is not able to follow suit he can discard a card of another suit as often as he pleases or play the joker when he pleases.
If the holder of the joker leads it, he must specify the suit that must be played to it, but cannot specify any card of that suit.