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500 is an Australian trick taking game where teams of players try to be the first to reach 500 points. 500 is played with two to four players, individually or two teams of two players.
Ranking of Cards
Before a trump suit is established, the Joker is high and the red 4s and black 5s are low.
After a trump suit is established, the Jack of trump and Jick of trump (off suited Jack) rank below the Joker and above the Ace.
Ranking of Trump
In 500, the ranking of Trump goes (high) No Trump, Hearts, Diamonds, Clubs, Spades (low).
500 is played with a 43 card deck, with 1 Joker, Aces through 4 in red (Hearts and Diamonds - 11 cards each) and Aces through 5 in black (Clubs and Spades - 10 cards each). After the teams are decided amongst the players, the dealer shuffles the deck and passes out the following: 3 cards to each player, 3 cards to the kitty (also called the widow), 4 cards to each player, 3 cards to each player. The number of cards passed out to each player is not affected by the number of players (10 cards each), however, the kitty might increase (See Max Kitty variation).
Beginning with the player left of the dealer, players bid on how many points they can make in the round along with the trump suit. The minimum bid is 6 and the maximum bid is 10. Players must raise a bid made or pass. Players can signal that they want to bid without trump by saying No Trump after their bid. Once all players pass after a bid is made, the winner of the bid becomes the declarer.
Players can also bid Nullo (also called Misere) or Open Nullo. A Nullo bid means that the declarer’s teammate folds by default. An Open Nullo is a Nullo bid where the declarer’s hand is revealed to their opponents.
Before the start of trick taking, the declarer picks up the kitty pile, adds it to their hand, and discards any 3 cards they want. The declarer leads the first trick. Going clockwise, players must follow the lead suit. The player with the highest ranked card wins the trick. The winner of the trick leads the next trick. Play continues until all cards are played.
After all of the cards are played, points are tallied, cards are then reshuffled and redealt.
The non-declaring team wins 10 points for each trick they take
If the declaring team met their bid, points are added to their score; If the declaring team failed to meet their bid, the points they would have won are subtracted from their score.
A Nullo bid is worth 250 points.
An Open Nullo bid is worth 500 points.
The table below can help determine the number of points won or lost by the declaring team for the other bids.
Traditionally, the team who reaches 500 points first wins the game, however, at CardzMania, you can decide the winning-point threshold.
We support several customizable rules and options so you can play 500 exactly how you like or how you grew up playing with your friends and family. In addition to the classic way of playing, we often have new creative options for you to try to spice up the game if you are interested in trying different spins for fun.
Players determine a set amount of points when the game ends.
Players determine a set amount of rounds (also known as hands or deals) that the game will go to (instead of the points selection above).
Players only have a set amount of time to make their turn after which a turn is automatically played for them and the game proceeds: Fast is 7 seconds, Standard is 15 seconds, Slow is 30 seconds, and Very Slow is 60 seconds. Players can also choose to disable the timer, but that is only for private tables.
Players can play in teams or go solo.
Inkles are bids that allow teammates to reveal to each other the strength of a suit in their hand. Inkles cannot win a player a bid.
Players can allow the black fours to be played in the game. This would increase the deck count to 45, meaning two more cards will be available in the leftover deck as the kitty, which can be exchanged by the declarer.
Players can determine if they would like multiple rounds of bidding.
Players can determine the number of points a Nullo bid is worth. Options: Disabled: 210, 230, 250 [Default]
Nullo Partner Folds
Players can determine if a teammate folds or not when their partner bids Nullo.
Players can determine the number of points an Open Nullo bid is worth. Options: Disabled, 330, 430, 500 [Default], 520.
When enabled, players win 250 points if they win 10 tricks and their bid is worth less than 250 points. Options: Disabled, 100, 150, 200, 250 [Default], 300, 350, 400, 450, 500.
Players can decide the maximum number of cards for the kitty (to be exchanged by the declarer when even more are available in the deck). Options: 0, 1, 2, 3, 4, 5, 6 [Default], 7, 8, 9, 10.
In a trick, each player plays a single card. One player is selected to start, then play proceeds clockwise around the table. If possible, players must play a card which is the same suit as the first card played - this is called 'following suit'. If a player cannot follow suit, then they may play any card in their hand.
Based on the cards played, one player is declared the winner of the trick, usually for playing the highest value card of the trump suit, or of the suit of the card which started the trick.
A deck of cards consists of 52 cards, with 4 distinctive subgroups. Each of these subgroups is recognised by a symbol and are referred to as suits. They consist of Clubs, Spades, Hearts and Diamonds. Each suit contains 13 cards which, generally, are considered in this order, Ace (A), 2, 3, 4, 5, 6, 7, 8, 9, 10, Jacks (J), Queen (Q) and King (K). Some games include the two Jokers found in a standard deck but most games don't.
As the name implies, Solitaire games are typically games that one can play alone. Solitaire begins by building a grid of cards called a Tableau. The Tableau, or Cascade, is a set of 7 piles of overlapping cards. The first pile has 1 card, the second pile has 2 cards, and so on. Only the bottom card in each pile is facing upward. The remaining deck forms the discard and draw piles. The goal of solitaire games is to move cards from the tableau, discard, and draw piles into four suited piles (called the foundations) in ascending order (Ace to King).
Trick Taking Games
Trick Taking games center around having the highest ranked card in a draw. Typically, players of trick taking games sit in a circle, sometimes in teams and sometimes playing solo, and are dealt a hand of cards. Given the specific game's card ranking (and trump), players draw a card from their hand in hopes that it outranks the other cards played. The player who outranks the others wins the trick for that round and gameplay is repeated until the cards are exhausted. Typically the player or team with the most tricks wins the game.
Rummy games are typically played in teams of two where players try to play their cards, or meld them, in groups of a kind or in sequences of a suit. Rummy games often contain the joker and wildcards (Ace and 2) to help make melding easier. Depending on the type of meld made, teams receive a certain number of points. After a player lays off all of their cards, the game ends and the team with the most points wins.
Betting games typically center around having the highest ranked hand in a group of players. Before the hands are dealt, betting games normally require an ante, or an initial bet that starts the pot, or the winner's prize. After receiving their cards, players make bets over who has the highest ranked hand. Players do not need to bet according to their real hand; they can bluff, or lie, in hopes that other players fold from the game rather than challenge their hand. Either the last player betting or the player with the highest hand between the last players betting, wins the pot of bets.
Climbing games typically center around players getting rid of their cards as fast as they can. Each climbing game has its own rules for discarding cards and its own implications for getting rid of your cards first. Some games run on a points system where the player who gets rid of their cards first gets the most points. Other games run on a ranking system where the player who gets rid of their cards first is in a better position for the next round.
Classic games vary to a great degree in terms of rules and objectives. A thread that binds them all is their simplicity and age. Classic games are typically easy enough for young children to play them and have typically been around for many years.
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