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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 the off suited Jack (also called the Jick) 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 following list determines the number of points won or lost by the declaring team for the other bids.
For a bid number of 6:
For a bid number of 7:
For a bid number of 8:
For a bid number of 9:
For a bid number of 10:
Traditionally, the team who reaches 500 points first wins the game, however, at CardzMania, you can decide the winning-point threshold.
CardzMania supports 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.
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 - special suit that beats other suits), 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.
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.
After all cards have been dealt, normal trick taking commences. Remember all cards of the suit declared as trump (trump cards) beats any other suit. Whichever team wins seven tricks out of thirteen wins the round, winning all thirteen tricks is referred to as court. If the dealers team achieves this feat, its called a goon court. In single sir, winning the first seven consecutive tricks constitutes a court.
After cards dealt, depending on the trump, you have to figure out your strategy for the game whether to play trump first or not. In single sir / single sar winning the first seven tricks constitutes as a court or a goon court, so the strategy is very different than double sir / double sar. Whichever team (dealers team or trump callers team) wins seven tricks wins the deal and the opposing team becomes the dealer. In double sir, you have to win two consecutive tricks, so the strategy is totally different as you need to keep another high card to win the pile. Note that the second and the second last trick cannot be won, so you have to be extra careful about that too. This game is played in many variations so you have to be extra careful about the rules.
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.
The cards that a player is dealt forms their hand. Each round, a player selects one of the cards in their hand and plays them into the pile. In most trick taking games, all players are dealt the same number of cards and the hand is hidden from the other players, but in some games, like 500, a player can reveal their hand for bonus points.
The pile is the spot where players place their chosen card for the round. The player with the highest ranked card receives all of the cards in the pile and sets them to the side. In most trick taking games, the individual cards in the pile have a specific point value that is given to the winner.
The dealer is chosen at random and passes out the deck of cards to form each player's hand. In most games, the dealer position rotates to the left once the deck needs to be re-shuffled and re-dealt.
Arguably the most important part of any trick taking game, the trump suit is the highest ranked suit in the game. Every game has its own method of selecting trump. Some games leave the selection up to the winner of the bid while some games make the suit of the lead card the trump suit.
The ranking of the cards is dependent on the game. Ace is usually considered the highest in trick games, but some games from Europe, like Klaverjassen, have the Jack of trump the highest card.
Most trick taking games contain an auctioning/bidding phase at the beginning of gameplay. During this time, players take turns bidding how many tricks they expect to win in the game. The player with the highest bid leads the first trick and decides the trump suit in most games. Often times, if the winner of the bid, sometimes called the declarer, fails to win the amount of tricks they bidded, they receive a lot of penalty points
The Lead card is the first card in the trick. In most trick taking games, subsequent players need to play the suit of the lead card if they can.
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.
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