Official Five Hundred Rules

Last Updated on April 1, 2025 by The Official Game Rules Team

Five Hundred is a trick-taking card game that features a unique bidding system and a variable trump suit. This page provides a clear breakdown of the rules, guiding you through the bidding process, trump selection, and trick-taking strategies that define this game. With its blend of strategic bidding and tactical card play, Five Hundred offers an engaging experience for card game enthusiasts. Get ready to bid, call trump, and work with your partner to capture tricks and score points.

Box of five hundred labeled bicycle playing cards

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How to Play Five Hundred


Introduction

Although Five Hundred is now Australia’s national card game, it originated in the USA, where the US Playing Card Company copyrighted its rules in 1904. The game’s name comes from the goal—being the first team or player to reach 500 points. It evolved from Euchre, incorporating these key changes:

  • Each player receives 10 cards instead of 5.
  • Trump is chosen by the highest bidder rather than being turned up.
  • The deck is adjusted so all cards are dealt, except for a three-card kitty available to the highest bidder.

From the start, special decks were produced to accommodate six players. Arnetta Lee reported owning a 61-card “BIJOU” deck by the US Playing Card Co., including a joker and 11- and 12-spot cards, with a patent from June 30, 1896. The US Playing Card Museum noted that the 61-card deck was first patented in 1881. Early rulebooks described 500 without a joker, with deck sizes varying by player count. In 1897, 13s were added to red suits, forming a 63-card deck with a standardized three-card kitty.

In Australia and New Zealand, 500 is typically played with four players in fixed partnerships. This four-player version is described first, followed by variations for other group sizes.

500 remains popular in North America, though American rules differ from the Australian version. This page includes two American variations—one from St. Paul, and Minnesota (contributed by Ben Butzer). A distinct version is also played in French Canada.

Australian Four-Handed Five Hundred


Players and Cards

Four players compete in partnerships, sitting opposite each other. A 43-card deck is used, consisting of:

  • Red suits (Hearts and Diamonds): A, K, Q, J, 10, 9, 8, 7, 6, 5, 4.
  • Black suits (Spades and Clubs): A, K, Q, J, 10, 9, 8, 7, 6, 5.
  • Joker, often called the “bird” in Australia, as it features a Kookaburra instead of a Jester.

When a trump suit is chosen, the highest-ranking trump is the joker, followed by the right bower (jack of the trump suit), the left bower (jack of the same color), then A, K, Q, 10, 9, and so on down to 5 or 4. The joker and left bower function as part of the trump suit. In non-trump rounds, all suits rank from ace (highest) to 5 or 4 (lowest), with special rules governing the joker’s play.

Deal

Play proceeds clockwise. The dealer is chosen randomly, and the role rotates after each round. The dealer shuffles and deals 10 cards per player and three face-down cards to the kitty, usually following this pattern:

  • 3 cards to each player → 1 to the kitty → 4 to each player → 1 to the kitty → 3 to each player → 1 to the kitty.

Bidding

Bidding starts with the player left of the dealer and continues clockwise. Possible bids include:

  • A number of tricks (minimum six) with a trump suit (e.g., “Eight Diamonds”).
  • A number of tricks in No Trumps (“No-ies”).
  • Misere: A solo contract to lose all tricks (partner sits out).
  • Open Misere: Like Misere, but the player’s hand is revealed after the first trick.

A player may pass. If all four players pass, the cards are re-dealt.

Subsequent bids must increase in value, either by bidding more tricks or choosing a higher-ranking suit:

  • No Trumps → Hearts → Diamonds → Clubs → Spades (lowest).
  • The lowest bid: Six Spades. The highest: Ten No Trumps.
  • Misere is ranked above any seven-bid but below any eight-bid.
  • Open Misere ranks above Ten Diamonds but below Ten Hearts.

A passed player cannot bid again. Bidding continues until all but one player pass, making the highest bid the final contract.

Play

The contractor picks up the kitty (without revealing it) and discards any three cards face-down.

  • In Misere or Open Misere, the contractor’s partner does not play and places their cards face-down.
  • The contractor leads the first trick. Players must follow suit if possible; otherwise, they may play any card.
  • A trick is won by the highest trump or, if no trump is played, the highest card of the suit led.
  • The trick winner leads the next round.

In Open Misere, the contractor reveals their hand after the first trick.

Joker Rules

  • In a trump game, the joker is the highest trump.
  • In No Trumps, Misere, or Open Misere, the joker may be used in two ways:
    1. Nomination: If held by the contractor, it can be declared as part of a suit before play begins.
    2. Wildcard: If not nominated, it acts as the highest card but with restrictions:
      • It can only be played when void in the led suit.
      • In Misere/Open Misere, it must be played when void.
      • It may be led to force others to play a chosen suit (if it hasn’t been led before).
      • It cannot be led once all four suits have been played, except for the last trick.

Failing to nominate the joker in Misere results in an automatic loss.

Scoring

Each team keeps a cumulative score. Contractors score based on their contract, while opponents earn 10 points per trick they win.

TricksSpadesClubsDiamondsHeartsNo TrumpsMisere
6406080100120
7140160180200220
8240260280300320
9340360380400420
10440460480500520
Misere250
Open Misere500
  • A slam (winning all tricks) scores 250 points (if the contract was worth less than 250).
  • If contractors fail, they score negative contract points, while opponents still gain 10 points per trick.
  • In Misere/Open Misere, winning a trick results in a negative contract score for the contractor.

Winning the Game

A team wins by reaching 500+ points through a successful contract. A team loses if they reach -500 points, called “going out the back door.”

Variations

There is no universal Australian 500 rule set. Common variations include:

1. Joker Rules in No Trumps
  • Some play that the joker cannot be pre-nominated in No Trumps.
  • Some rule that the joker loses power if played after discarding in a suit.
  • Others allow the joker to be led anytime unless void in that suit.
2. Bidding Rules
  • Some allow players to bid again after passing.
  • Some let the contractor raise their final bid, triggering a new round of bidding.
3. Misere and Open Misere Rankings
  • Some disallow Misere entirely.
  • Some let Misere be bid at any time.
  • Open Misere may rank between 9 No Trumps and 10 Spades or as the highest bid (520 points).
4. Opponent Trick Scoring
  • Some reduce the maximum trick points to 490 or 460.
  • Some remove trick points entirely when the contractor wins.
  • Some play that only the winning team scores.
5. Slam Bonus
  • Some do not award extra points for winning all 10 tricks if fewer were bid.

New Zealand Five Hundred


Same general rules as Australian Five Hundred, however the variations are quite different

Variations Based on Number of Players

Regardless of the number of players, the deal remains consistent: each player receives 10 cards, and 3 cards are placed in the kitty. Consequently, the deck size varies to accommodate different player counts.

Three-Player Version

A 33-card deck is used, with sevens as the lowest cards in each suit. The highest bidder plays alone, while the other two players form a temporary partnership.

  • Scores are tracked individually.
  • A player wins by reaching 500 points or more through a successful contract.
  • A player loses if their score drops to -500 or lower.

Five-Player Version

A full standard deck plus a joker is used (53 cards total).

  • If the contract is a suit or no trumps, the contractor may choose to:
    • Play alone (one vs. four).
    • Play with a partner (two vs. three).
  • If selecting a partner, the contractor discards the kitty and names a specific card (excluding the joker or bowers). The player holding that card becomes the silent partner, only revealing themselves when they play the card.
  • If the contractor wishes to play alone, they must state this instead of nominating a partner.

Scoring and Partner Rules:

  • If playing with a partner, both share the contract’s outcome (win or loss).
  • If playing alone, the contractor assumes full responsibility for the contract’s outcome.
  • Misere and Open Misere are always played solo.
  • If two players simultaneously reach 500+ points, both win. Similarly, two players can lose at the same time.

Alternative Partner Selection Methods:

  1. The contractor names a specific player as a partner.
  2. The contractor nominates a card, and the holder immediately identifies themselves.

Restrictions on Nominated Cards:

  • Some variations disallow nominating a trump.
  • Others allow any card except the joker.
  • In some circles, a contractor can secretly play alone by nominating a card they hold or have discarded. The opponents only realize this when the card is played.

House Rules for Five-Handed 500 (to address Misere’s ease of success):

  • Misere: Banned.
  • Open Misere: Worth 230 points.
  • Super Open Misere: Worth 430 points. (In this version, opponents can see and play the contractor’s cards.)

Six-Player Version

Played with two partnerships of three, where teammates sit alternately.

  • A special 63-card deck is used, which includes 11s and 12s in all suits and 13s in the red suits. These extra cards rank above 10 and below face cards.
  • In Australia, this 63-card deck is commonly used for all player counts, simply omitting the extra cards when not needed.
  • The rules align with the four-player version.
  • In Misere and Open Misere, both of the contractor’s partners reveal their hands and do not participate in play.

Obtaining a 63-Card Deck:

  • Available from suppliers such as Bicycle, Piatnik, and Realm.
  • If a special deck isn’t available, add the 2s, 3s, and red 4s from a second deck. If identical cards are played in the same trick, the first played beats the second.

Two-Player Version

This version was contributed by Megan Corino and Barry Rigal. It uses the standard 43-card deck from the four-player game.

Setup:
  • Each player receives 10 cards.
  • Five piles of two cards are placed on the table (one face down, one face up).
  • The deal follows a structured process, alternating between placing cards in the kitty, hands, and face-up piles.
Gameplay:
  • Bidding follows standard 500 rules, except Open Misere is not allowed.
  • Misere and No Trump contracts are rare.
  • In Barry Rigal’s version, Misere is not permitted at all.
  • Tricks involve four cards—one from each player’s hand and one from their face-up table cards.
  • The player who wins a trick dictates how the next trick starts:
    • If won with a face-up card, the next trick starts with a face-up card.
    • If won with a hand card, the next trick starts with a hand card.
  • Any face-down cards revealed at the end of a trick become available for future play.

Scoring:
Follows standard four-player Five Hundred rules.

American Five Hundred


The standard American version of 500, as promoted by the U.S. Playing Card Company and described in various books, differs from the Australian version in several ways.

Number of Players

Books typically introduce the three-player version first, which might suggest it is the most common format in the U.S. However, accounts from players in Minnesota and Ohio indicate that four-player 500 is the norm.

Key Differences in Gameplay

  • The kitty is referred to as the widow.
  • The deal follows a 3-widow-4-3 pattern.
  • There is only one round of bidding—each player has just one chance to bid.

Nullo (Misere) and No Trump Rules

  • The Misere contract is called Nullo and is sometimes not allowed. If permitted, it ranks between an 8♠ and an 8♣ bid.
  • In No Trump and Nullo contracts, the joker is always a standalone suit and cannot be assigned to another suit. It wins any trick it is played in.
  • The joker can only be played if the player has no cards in the led suit, but playing it is optional.
  • If a player leads with the joker, they must declare a suit that the other players must follow. However, they cannot call a suit in which they have already shown a void (e.g., if they previously discarded a ♦ on a ♠ lead, they cannot later lead the joker and call ♠).

Scoring and Winning

  • Opponents of the contractor score 10 points per trick won, regardless of whether the contractor makes their contract.
  • In three- and five-player games, each opponent scores individually (10 points per trick).
  • In a Nullo contract, all opponents earn 10 points per trick taken by the contractor.
  • The game is won when a player or team reaches 500 points.
  • Opponents can win by accumulating 10-point trick scores. If both the contractor and an opponent reach 500+ in the same deal, the contractor wins.
  • In three- or five-player games, if two opponents reach 500+ while the contractor does not, the first to reach 500 wins (with trick scores counted as taken).
  • A player or team who drops to -500 points or lower loses the game.

Five-Player Rules

  • The highest bidder chooses a partner by naming a player, rather than calling a card.

Additional Variations

  • If all players pass, the hand can be played as No Trump, with each trick worth 10 points per player or team.
  • The game can be played without a joker, in which case the widow only contains two cards.

Four Handed Five Hundred – West Seventh Street Rules


Ben Butzer contributed this version of American 500 (thanks to Pagat.com), which is played in St. Paul, Minnesota, particularly in the old ethnic neighborhoods of West Seventh Street, where German, Austrian, Hungarian, Czech, Irish, and Italian communities historically settled around their respective Catholic parishes.

Players and Deck

  • 4 players in partnerships, with partners sitting opposite.
  • A 45-card deck is used—this is a standard deck with the twos and threes removed, but with a joker included.

The Deal

  • Players draw from the deck until someone draws a jack, who then becomes the dealer.
  • The deal follows this pattern: 3 cards each → 3 to the middle → 2 each → 2 to the middle → 3 each → 2 each.
  • The remaining 5 cards are called the middle (instead of the widow or kitty).

Bidding

  • If a player has exactly one ace but no face cards or joker, they may declare “Ace – no face” on their turn to bid. This is a proposal to abandon the deal. Their partner must agree or disagree:
    • If the partner agrees, the hand is thrown in and re-dealt (opponents have no say).
    • If the partner disagrees, the game continues, but that team cannot bid Nullo or Grand Nullo.
  • A bid of 6 is called an “inkle” (e.g., “Inkle Diamonds” = a 6 Diamonds bid).
    • Only the first two players in the bidding round can make an inkle bid.
    • If an inkle bid is made, the inkler’s partner must either bid higher or pass.
    • If no one bids higher than an inkle, the hand is thrown in and re-dealt by the same dealer.
  • The first two bidders have an alternative way to bid No Trump, which provides extra information to their partner:
    • “Seven No Trump” = Standard No Trump bid.
    • “Seven No” = No Trump bid with either the joker or split bowers (i.e., two jacks of opposite colors).
    • If desired, an inkle bid can also be “Inkle No” (a 6 No Trump bid with either the joker or split bowers).

Nullo and Grand Nullo

  • Nullo (equivalent to Misere) must be agreed upon before the game starts.
    • It is played as a solo contract (the bidder’s partner places their hand face down and does not play).
    • The bidder must avoid taking any tricks to win.
    • The 250 points for Nullo are still shared by the team.
  • Grand Nullo (also called “Granola”) is a team version of Nullo, worth 510 points in bidding.
    • It beats a 10 Hearts bid but loses to 10 No Trump.
    • Grand Nullo can only be bid if the bidder’s partner had previously bid Nullo.
    • Procedure:
      1. The Grand Nullo bidder picks up the middle and discards any 5 cards.
      2. The original Nullo bidder picks up those 5 discarded cards and discards 5 more.
      3. The Grand Nullo bidder leads the first trick.
      4. The team wins if neither bidder takes a trick.
      5. If either bidder wins a trick, they lose, and their opponents score 10 points per trick taken.

Game Rules

  • Standard American 500 rules apply.
  • A team that drops to -500 or worse is said to have “gone out the back door.”

Grand Slam Variant

  • A winning bidder in any suit or No Trump can declare a “Grand Slam” after picking up the middle.
    • This is a pledge to win all 10 tricks alone.
    • The contractor’s partner gives them 1 card, then discards the other 9 and takes no further part in the game.
    • The contractor now has 16 cards and must discard 6 before playing.
    • Scoring:
      • Success: 500 points for a trump suit, 520 for No Trump.
      • Failure: The contractor’s team loses 500 points, and the opponents score 10 per trick won.

This version introduces unique strategic elements, especially with Nullo and Grand Nullo variations. Let me know if you’d like any refinements!

Canadian Five Hundred


In French Canada, particularly in Montreal, 500 is played under the name Cinq Cents. This version uses a 46-card deck, created by removing the twos and threes from a standard 52-card pack and adding two distinct jokers, which serve as the highest trumps. The game is played with four players in fixed partnerships, each receiving 10 cards. The highest bidder picks up the six-card kitty and then discards six cards.

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