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What Is Misère in 500? How Misère and Open Misère Work

Play 500

2026-08-17·Solitaire Arcade·

Misère flips 500 upside down: the bidder tries to take no tricks. Learn how Misère and Open Misère work, what makes a safe hand, and how to defend.

What Is Misère in 500? How Misère and Open Misère Work

Misère is the bid that makes 500 feel like it has suddenly changed direction.

For most of the game, players are fighting to win tricks. They bid a suit, pick up the kitty, choose trump, and try to take control of the hand.

Then Misère appears.

Now the bidder wants the opposite.

No tricks. No control. No accidental winners. No “surely this card is safe” mistakes.

A normal contract asks, “Can I win enough tricks?”

Misère asks a stranger question: can I lose every single one?

That is why Misère deserves its own explanation. It looks like a weak-hand bid, but it is not that simple. A weak hand can still be dangerous. A strong-looking low hand can be perfect. And Open Misère takes the pressure even further by showing your cards to the table.

For the full rules around bidding and play, see the How to Play 500 guide.

What Is Misère in 500?

Misère is a special bid where the bidder tries to take no tricks.

Instead of choosing a trump suit and trying to win a set number of tricks, the Misère bidder is trying to avoid winning every trick in the hand.

In many Australian-style 500 games, Misère is worth 250 points.

If the bidder succeeds and takes no tricks, their team scores the Misère value.

If the bidder takes even one trick, the contract fails and their team loses the value.

That makes Misère a big swing. It can rescue a team, punish a careless table, or turn one awkward card into a disaster.

It is one of the most memorable bids in 500 because it flips the usual logic of the game upside down.

See 500 Card Game Scoring Explained: Bids, Tricks and the 500-Point Target for how ordinary contracts are scored, and how a failed bid costs the same value.

Misère Is Not Just a Bad Hand

This is the first beginner trap.

A bad hand is not automatically a Misère hand.

Misère is not about having no good cards. It is about having cards that can safely lose.

There is a difference.

A hand full of low cards may be excellent for Misère. A hand full of middle cards can be terrible. Cards like 8s, 9s, 10s, and Jacks may not look powerful, but they can easily get forced into winning when lower cards have already been played.

High singleton cards are dangerous too.

If you only have the King of Clubs and clubs are led, you may be forced to play it. If the Ace of Clubs does not appear above it, you might win the trick by accident.

That is exactly what Misère punishes.

The danger is not the card you planned to lose with.

It is the card that runs out of places to hide.

If you already know Nil in Spades, the idea is similar: you are promising zero tricks. In 500, that bid sits inside an auction, and Open Misère can make the hand public.

What Makes a Good Misère Hand?

A good Misère hand usually has low cards, safe suits, and very few cards that can be forced into winning.

You want cards that can slide under other players’ cards.

Low cards are useful because they are easy to lose with. A 4, 5, or 6 is much safer than a Queen or King.

Longer suits can also help because they give you room to follow suit safely. If you have several low cards in one suit, you can keep playing under the table without being forced into a strange discard too early.

Short suits can be useful too, but only if they let you get rid of dangerous cards safely. A short suit with a high card can be risky. A void can be helpful if you have safe cards to throw away when that suit is led.

A good Misère hand does not need to look dramatic.

It often looks quiet.

That is the point.

Dangerous Misère Cards

Some cards are awkward in ordinary contracts, but genuinely dangerous in Misère.

High cards are the obvious ones. Aces and Kings are hard to lose with unless you have a clear plan.

But middle cards can be worse because they trick you.

A 9 does not feel scary at first. Neither does a 10. But if the lower cards in that suit have already gone, that middle card can suddenly become the highest card left in the trick.

Singletons are also risky. A singleton is your only card in a suit. If it is low, it may be fine. If it is high or middle-ranked, you may have no control over when it gets played.

The Joker can also be dangerous depending on the rules being used. In some Misère rules, it has special restrictions when you cannot follow suit. That is why the active game rules matter so much.

Before bidding Misère, look for the cards that might accidentally win.

Those are the cards that decide whether the bid is clever or reckless.

See 500 Card Rankings Explained: Joker, Right Bower, Left Bower and Trumps for how the Joker and bowers rank in ordinary trump contracts.

What Is Open Misère?

Open Misère is the louder, braver version of Misère.

The goal is still the same: take no tricks.

The difference is that, in common Australian-style play, the bidder’s hand is exposed after the first trick. Everyone can see what the bidder has left.

That changes the whole table.

In ordinary Misère, the defenders are trying to work out what the bidder is holding. In Open Misère, they can see the danger cards. They can plan their attack. They can try to force the bidder into taking a trick.

That is why Open Misère is usually worth more points.

It is not just Misère with a bigger score. It is Misère with the lights turned on.

Why Open Misère Is So Tense

Open Misère is tense because there is nowhere to hide.

Once your cards are exposed, the defenders can study your hand and look for pressure points.

They may notice that you have one dangerous club. They may see that your diamonds are running thin. They may realise your last heart is higher than everyone else’s. They may lead suits in a way that traps you.

The bidder’s job becomes careful survival. The defenders’ job becomes coordinated pressure.

That is what makes Open Misère feel so different from a normal 500 hand. Everyone knows the problem. The drama comes from whether the table can force it to happen.

It is a contract built around inevitability.

Either the bidder escapes every trick, or the defenders finally spring the trap.

When Should You Bid Misère?

You should consider Misère when your hand has a realistic path to taking no tricks.

That usually means low cards across several suits, very few Aces, Kings, or Queens, no dangerous singleton high cards, no awkward middle cards that are likely to get trapped, and a hand shape that gives you safe ways to follow suit.

You also need to think about the score and the auction.

Misère is often a powerful bid because it sits outside the normal “win tricks with trump” pattern. It can beat some normal contracts and swing the game quickly.

But do not bid it just because you are frustrated with your hand.

Misère is not a panic button.

It is a precise bid.

For ordinary contracts, start with How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid. Misère is the exception, not the backup plan.

When Not to Bid Misère

Do not bid Misère when your hand has too many cards that may be forced to win.

Aces are dangerous. Kings are dangerous. Unsupported Queens can be dangerous. Middle cards in short suits can be dangerous.

Also be careful if your hand has too many suits where you cannot safely follow for long. The sooner you are forced to discard, the sooner the table can start controlling what happens to you.

Misère becomes harder when you have no safe exits.

If you look at your hand and think, “This works unless they lead diamonds,” then it may not work.

A good Misère hand should not rely on everyone else making mistakes.

It should have its own escape routes.

How to Play a Misère Hand

If you win the Misère contract, your aim is simple: lose every trick.

But simple does not mean easy.

When you can follow suit, play low enough to stay under the trick. Be careful not to waste your safest low cards too early if a slightly higher card is still clearly safe.

If you cannot follow suit, use that moment to get rid of danger. Discard cards that might be forced to win later.

Think ahead. A card that is safe now may become dangerous if you spend the wrong low card first.

Misère is not random ducking. It is controlled losing.

You are trying to make every future card a little safer.

What Should Defenders Do Against Misère?

Defending against Misère is also different from normal 500.

Normally, defenders are trying to stop the contractor from winning enough tricks. Against Misère, defenders are trying to make the contractor win one trick.

That means low cards become weapons.

If you can lead a suit that forces the Misère bidder to play a dangerous card, do it. If the bidder is short in a suit, you may be able to pressure them. If Open Misère is being played and the hand is visible, look for the suit where the bidder has the least room.

Sometimes the best defensive play is not your highest card.

Sometimes it is the card that leaves the bidder trapped.

The aim is not to win the trick yourself.

The aim is to make the bidder unable to lose it.

Misère and the Kitty

The kitty can matter a lot in Misère, but exactly how it works depends on the rules being used.

In normal contracts, the winning bidder picks up the kitty and discards back down to 10 cards. In Misère, some tables allow kitty pickup, some handle it differently, and some rule details vary around Misère and Open Misère.

That is why a good 500 game should make this clear before the hand begins.

For beginner strategy, the important idea is this: the kitty can improve a Misère hand, but it can also ruin one.

Three unknown cards may give you safer low cards. They may also hand you an awkward King, a dangerous middle card, or a Joker rule problem you did not want.

If your Misère bid only works if the kitty is kind, be careful.

Misère Rules Can Vary

Misère is one of the areas where 500 tables can differ.

Some games restrict when Misère can be bid. Some require a seven-level bid to appear first. Some allow it more freely. Open Misère can also vary in value, rank, and exact timing.

Joker rules can vary too, especially in Misère, Open Misère, and No-Trump situations.

This does not make the game broken. It makes the rules important.

Before playing, check how your table handles Misère value, Open Misère value, when Misère can be bid, whether the bidder uses the kitty, when the Open Misère hand is exposed, and how the Joker behaves.

This is especially important online, where the game needs to explain the active rule clearly. A player should lose because of the cards, not because a hidden house rule surprised them.

For more on rule differences, see Australian 500 vs American 500: What’s the Difference?.

Misère vs No-Trumps

Misère and No-Trumps can sound connected because both may remove a normal trump suit from the hand.

But the goals are completely different.

In No-Trumps, the bidder is still trying to win tricks. They are saying their hand is strong enough across suits to make the contract without a trump suit.

In Misère, the bidder is trying to win no tricks at all.

No-Trumps is confidence.

Misère is escape.

They both require careful card reading, but they reward opposite instincts.

For when a No-Trumps bid is actually justified, see How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid.

Common Misère Mistakes

The biggest mistake is bidding Misère with a hand that is weak but not safe.

Low cards are safe. Middle cards are suspicious. High cards are dangerous.

Another mistake is ignoring singleton cards. One lonely King or Queen can ruin the whole contract if the suit is led at the wrong time.

Players also forget that defenders are trying to force the bidder to win. In Misère, opponents are not just playing their own cards. They are hunting for the one card you cannot safely lose.

Open Misère mistakes are even sharper. If your hand will be exposed, every weakness becomes public. A hand that might survive hidden may collapse once everyone can see the exact trap.

Finally, do not forget rule variation. Misère is not handled identically everywhere. Know the active rules before treating a bid as automatic.

A Simple Misère Test

Before bidding Misère, ask yourself: can every card in this hand lose? Which card is most likely to accidentally win? Do I have dangerous singletons? Do I have too many middle cards? Can I survive if the defenders attack my weakest suit? Do I understand how the Joker and kitty work under these rules?

If the answers feel calm, Misère may be worth considering.

If the answers feel like “it should be fine as long as they do not lead that suit,” be careful.

The best Misère bids do not feel lucky.

They feel slippery.

Quick Misère FAQ

What is Misère in 500?

Misère is a special bid where the bidder tries to take no tricks.

How many points is Misère worth?

In many Australian-style games, Misère is worth 250 points.

What is Open Misère in 500?

Open Misère is a version of Misère where the bidder still tries to take no tricks, but their hand is exposed after the first trick under common Australian-style rules.

How many points is Open Misère worth?

Open Misère is commonly worth 500 points, though exact values and bidding rank can vary by ruleset.

Is Misère just a weak hand?

No. A weak hand is not always a good Misère hand. You need cards that can safely lose.

What cards are dangerous in Misère?

Aces, Kings, unsupported Queens, awkward middle cards, dangerous singletons, and sometimes the Joker depending on the rules.

Can Misère rules vary?

Yes. Misère availability, scoring, kitty handling, Open Misère timing, and Joker behaviour can vary between versions of 500.

How do you defend against Misère?

Try to force the Misère bidder to win one trick. Lead suits that pressure their dangerous cards and use low cards carefully.

Final Thought

Misère is one of the best parts of 500 because it changes what strength means.

A powerful hand wants control.

A Misère hand wants escape.

Low cards become treasures. Middle cards become trouble. The bidder tries to disappear, while the defenders try to drag one unwanted trick into their lap.

Open Misère makes that drama even sharper because everyone can see the danger. The hand becomes a puzzle in public.

The secret is judgement.

Do not bid Misère just because your cards look bad. Bid it when your cards can genuinely lose.

Ready to practise? Play 500 online, or start with the full How to Play 500 guide.

More from the blog

500 Card Game Scoring Explained: Bids, Tricks and the 500-Point Target

Learn how 500 scoring works: the contract table, failed bids, defender points, Misère, and the race to 500 or down to -500.

2026-08-22 · Solitaire Arcade

500 Card Rankings Explained: Joker, Right Bower, Left Bower and Trumps

In 500, a Jack can change suits. Learn trump ranking from the Joker down, how the right and left bower work, and why the left bower counts as trump.

2026-08-19 · Solitaire Arcade

How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid

Learn how to bid in 500: count likely tricks, value bowers and trump, use the kitty as an upgrade, know when to pass, and choose a contract you can actually make.

2026-08-14 · Solitaire Arcade

Australian 500 vs American 500: What’s the Difference?

Australian 500 and American 500 share the same bones — bidding, trump, bowers, and a race to 500 — but the auction, inkles, Misère, and scoring can feel like different games.

2026-08-12 · Solitaire Arcade

What Are Bags in Spades? Scoring and How to Avoid the Penalty

Bags are overtricks in Spades. Learn how bag scoring works, when the 10-bag penalty hits, when to duck tricks, and how to manage bags without missing your bid.

2026-08-15 · Solitaire Arcade

How to Bid Nil in Spades (And Protect Your Partner)

Learn when to bid Nil in Spades, which hands work, how partners protect a Nil, when bags take a back seat, and the mistakes that turn +100 into −100.

2026-08-12 · Solitaire Arcade

Spades Bidding Strategy for Beginners: How to Count Tricks

Learn beginner Spades bidding strategy: count sure winners, separate hope cards, value spades and short suits, respect your partner’s bid, and avoid overbidding.

2026-08-09 · Solitaire Arcade

How to Win 4 Suit Spider Solitaire

Win more 4 Suit Spider Solitaire games with same-suit discipline, empty-column control, contained mixed stacks, and careful stock timing — the habits that keep a crowded board flexible long enough to finish.

2026-07-08 · Solitaire Arcade

← Back to Blog

What Is Misère in 500? How Misère and Open Misère Work

Play 500

2026-08-17·Solitaire Arcade·

Misère flips 500 upside down: the bidder tries to take no tricks. Learn how Misère and Open Misère work, what makes a safe hand, and how to defend.

What Is Misère in 500? How Misère and Open Misère Work

Misère is the bid that makes 500 feel like it has suddenly changed direction.

For most of the game, players are fighting to win tricks. They bid a suit, pick up the kitty, choose trump, and try to take control of the hand.

Then Misère appears.

Now the bidder wants the opposite.

No tricks. No control. No accidental winners. No “surely this card is safe” mistakes.

A normal contract asks, “Can I win enough tricks?”

Misère asks a stranger question: can I lose every single one?

That is why Misère deserves its own explanation. It looks like a weak-hand bid, but it is not that simple. A weak hand can still be dangerous. A strong-looking low hand can be perfect. And Open Misère takes the pressure even further by showing your cards to the table.

For the full rules around bidding and play, see the How to Play 500 guide.

What Is Misère in 500?

Misère is a special bid where the bidder tries to take no tricks.

Instead of choosing a trump suit and trying to win a set number of tricks, the Misère bidder is trying to avoid winning every trick in the hand.

In many Australian-style 500 games, Misère is worth 250 points.

If the bidder succeeds and takes no tricks, their team scores the Misère value.

If the bidder takes even one trick, the contract fails and their team loses the value.

That makes Misère a big swing. It can rescue a team, punish a careless table, or turn one awkward card into a disaster.

It is one of the most memorable bids in 500 because it flips the usual logic of the game upside down.

See 500 Card Game Scoring Explained: Bids, Tricks and the 500-Point Target for how ordinary contracts are scored, and how a failed bid costs the same value.

Misère Is Not Just a Bad Hand

This is the first beginner trap.

A bad hand is not automatically a Misère hand.

Misère is not about having no good cards. It is about having cards that can safely lose.

There is a difference.

A hand full of low cards may be excellent for Misère. A hand full of middle cards can be terrible. Cards like 8s, 9s, 10s, and Jacks may not look powerful, but they can easily get forced into winning when lower cards have already been played.

High singleton cards are dangerous too.

If you only have the King of Clubs and clubs are led, you may be forced to play it. If the Ace of Clubs does not appear above it, you might win the trick by accident.

That is exactly what Misère punishes.

The danger is not the card you planned to lose with.

It is the card that runs out of places to hide.

If you already know Nil in Spades, the idea is similar: you are promising zero tricks. In 500, that bid sits inside an auction, and Open Misère can make the hand public.

What Makes a Good Misère Hand?

A good Misère hand usually has low cards, safe suits, and very few cards that can be forced into winning.

You want cards that can slide under other players’ cards.

Low cards are useful because they are easy to lose with. A 4, 5, or 6 is much safer than a Queen or King.

Longer suits can also help because they give you room to follow suit safely. If you have several low cards in one suit, you can keep playing under the table without being forced into a strange discard too early.

Short suits can be useful too, but only if they let you get rid of dangerous cards safely. A short suit with a high card can be risky. A void can be helpful if you have safe cards to throw away when that suit is led.

A good Misère hand does not need to look dramatic.

It often looks quiet.

That is the point.

Dangerous Misère Cards

Some cards are awkward in ordinary contracts, but genuinely dangerous in Misère.

High cards are the obvious ones. Aces and Kings are hard to lose with unless you have a clear plan.

But middle cards can be worse because they trick you.

A 9 does not feel scary at first. Neither does a 10. But if the lower cards in that suit have already gone, that middle card can suddenly become the highest card left in the trick.

Singletons are also risky. A singleton is your only card in a suit. If it is low, it may be fine. If it is high or middle-ranked, you may have no control over when it gets played.

The Joker can also be dangerous depending on the rules being used. In some Misère rules, it has special restrictions when you cannot follow suit. That is why the active game rules matter so much.

Before bidding Misère, look for the cards that might accidentally win.

Those are the cards that decide whether the bid is clever or reckless.

See 500 Card Rankings Explained: Joker, Right Bower, Left Bower and Trumps for how the Joker and bowers rank in ordinary trump contracts.

What Is Open Misère?

Open Misère is the louder, braver version of Misère.

The goal is still the same: take no tricks.

The difference is that, in common Australian-style play, the bidder’s hand is exposed after the first trick. Everyone can see what the bidder has left.

That changes the whole table.

In ordinary Misère, the defenders are trying to work out what the bidder is holding. In Open Misère, they can see the danger cards. They can plan their attack. They can try to force the bidder into taking a trick.

That is why Open Misère is usually worth more points.

It is not just Misère with a bigger score. It is Misère with the lights turned on.

Why Open Misère Is So Tense

Open Misère is tense because there is nowhere to hide.

Once your cards are exposed, the defenders can study your hand and look for pressure points.

They may notice that you have one dangerous club. They may see that your diamonds are running thin. They may realise your last heart is higher than everyone else’s. They may lead suits in a way that traps you.

The bidder’s job becomes careful survival. The defenders’ job becomes coordinated pressure.

That is what makes Open Misère feel so different from a normal 500 hand. Everyone knows the problem. The drama comes from whether the table can force it to happen.

It is a contract built around inevitability.

Either the bidder escapes every trick, or the defenders finally spring the trap.

When Should You Bid Misère?

You should consider Misère when your hand has a realistic path to taking no tricks.

That usually means low cards across several suits, very few Aces, Kings, or Queens, no dangerous singleton high cards, no awkward middle cards that are likely to get trapped, and a hand shape that gives you safe ways to follow suit.

You also need to think about the score and the auction.

Misère is often a powerful bid because it sits outside the normal “win tricks with trump” pattern. It can beat some normal contracts and swing the game quickly.

But do not bid it just because you are frustrated with your hand.

Misère is not a panic button.

It is a precise bid.

For ordinary contracts, start with How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid. Misère is the exception, not the backup plan.

When Not to Bid Misère

Do not bid Misère when your hand has too many cards that may be forced to win.

Aces are dangerous. Kings are dangerous. Unsupported Queens can be dangerous. Middle cards in short suits can be dangerous.

Also be careful if your hand has too many suits where you cannot safely follow for long. The sooner you are forced to discard, the sooner the table can start controlling what happens to you.

Misère becomes harder when you have no safe exits.

If you look at your hand and think, “This works unless they lead diamonds,” then it may not work.

A good Misère hand should not rely on everyone else making mistakes.

It should have its own escape routes.

How to Play a Misère Hand

If you win the Misère contract, your aim is simple: lose every trick.

But simple does not mean easy.

When you can follow suit, play low enough to stay under the trick. Be careful not to waste your safest low cards too early if a slightly higher card is still clearly safe.

If you cannot follow suit, use that moment to get rid of danger. Discard cards that might be forced to win later.

Think ahead. A card that is safe now may become dangerous if you spend the wrong low card first.

Misère is not random ducking. It is controlled losing.

You are trying to make every future card a little safer.

What Should Defenders Do Against Misère?

Defending against Misère is also different from normal 500.

Normally, defenders are trying to stop the contractor from winning enough tricks. Against Misère, defenders are trying to make the contractor win one trick.

That means low cards become weapons.

If you can lead a suit that forces the Misère bidder to play a dangerous card, do it. If the bidder is short in a suit, you may be able to pressure them. If Open Misère is being played and the hand is visible, look for the suit where the bidder has the least room.

Sometimes the best defensive play is not your highest card.

Sometimes it is the card that leaves the bidder trapped.

The aim is not to win the trick yourself.

The aim is to make the bidder unable to lose it.

Misère and the Kitty

The kitty can matter a lot in Misère, but exactly how it works depends on the rules being used.

In normal contracts, the winning bidder picks up the kitty and discards back down to 10 cards. In Misère, some tables allow kitty pickup, some handle it differently, and some rule details vary around Misère and Open Misère.

That is why a good 500 game should make this clear before the hand begins.

For beginner strategy, the important idea is this: the kitty can improve a Misère hand, but it can also ruin one.

Three unknown cards may give you safer low cards. They may also hand you an awkward King, a dangerous middle card, or a Joker rule problem you did not want.

If your Misère bid only works if the kitty is kind, be careful.

Misère Rules Can Vary

Misère is one of the areas where 500 tables can differ.

Some games restrict when Misère can be bid. Some require a seven-level bid to appear first. Some allow it more freely. Open Misère can also vary in value, rank, and exact timing.

Joker rules can vary too, especially in Misère, Open Misère, and No-Trump situations.

This does not make the game broken. It makes the rules important.

Before playing, check how your table handles Misère value, Open Misère value, when Misère can be bid, whether the bidder uses the kitty, when the Open Misère hand is exposed, and how the Joker behaves.

This is especially important online, where the game needs to explain the active rule clearly. A player should lose because of the cards, not because a hidden house rule surprised them.

For more on rule differences, see Australian 500 vs American 500: What’s the Difference?.

Misère vs No-Trumps

Misère and No-Trumps can sound connected because both may remove a normal trump suit from the hand.

But the goals are completely different.

In No-Trumps, the bidder is still trying to win tricks. They are saying their hand is strong enough across suits to make the contract without a trump suit.

In Misère, the bidder is trying to win no tricks at all.

No-Trumps is confidence.

Misère is escape.

They both require careful card reading, but they reward opposite instincts.

For when a No-Trumps bid is actually justified, see How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid.

Common Misère Mistakes

The biggest mistake is bidding Misère with a hand that is weak but not safe.

Low cards are safe. Middle cards are suspicious. High cards are dangerous.

Another mistake is ignoring singleton cards. One lonely King or Queen can ruin the whole contract if the suit is led at the wrong time.

Players also forget that defenders are trying to force the bidder to win. In Misère, opponents are not just playing their own cards. They are hunting for the one card you cannot safely lose.

Open Misère mistakes are even sharper. If your hand will be exposed, every weakness becomes public. A hand that might survive hidden may collapse once everyone can see the exact trap.

Finally, do not forget rule variation. Misère is not handled identically everywhere. Know the active rules before treating a bid as automatic.

A Simple Misère Test

Before bidding Misère, ask yourself: can every card in this hand lose? Which card is most likely to accidentally win? Do I have dangerous singletons? Do I have too many middle cards? Can I survive if the defenders attack my weakest suit? Do I understand how the Joker and kitty work under these rules?

If the answers feel calm, Misère may be worth considering.

If the answers feel like “it should be fine as long as they do not lead that suit,” be careful.

The best Misère bids do not feel lucky.

They feel slippery.

Quick Misère FAQ

What is Misère in 500?

Misère is a special bid where the bidder tries to take no tricks.

How many points is Misère worth?

In many Australian-style games, Misère is worth 250 points.

What is Open Misère in 500?

Open Misère is a version of Misère where the bidder still tries to take no tricks, but their hand is exposed after the first trick under common Australian-style rules.

How many points is Open Misère worth?

Open Misère is commonly worth 500 points, though exact values and bidding rank can vary by ruleset.

Is Misère just a weak hand?

No. A weak hand is not always a good Misère hand. You need cards that can safely lose.

What cards are dangerous in Misère?

Aces, Kings, unsupported Queens, awkward middle cards, dangerous singletons, and sometimes the Joker depending on the rules.

Can Misère rules vary?

Yes. Misère availability, scoring, kitty handling, Open Misère timing, and Joker behaviour can vary between versions of 500.

How do you defend against Misère?

Try to force the Misère bidder to win one trick. Lead suits that pressure their dangerous cards and use low cards carefully.

Final Thought

Misère is one of the best parts of 500 because it changes what strength means.

A powerful hand wants control.

A Misère hand wants escape.

Low cards become treasures. Middle cards become trouble. The bidder tries to disappear, while the defenders try to drag one unwanted trick into their lap.

Open Misère makes that drama even sharper because everyone can see the danger. The hand becomes a puzzle in public.

The secret is judgement.

Do not bid Misère just because your cards look bad. Bid it when your cards can genuinely lose.

Ready to practise? Play 500 online, or start with the full How to Play 500 guide.

More from the blog

500 Card Game Scoring Explained: Bids, Tricks and the 500-Point Target

Learn how 500 scoring works: the contract table, failed bids, defender points, Misère, and the race to 500 or down to -500.

2026-08-22 · Solitaire Arcade

500 Card Rankings Explained: Joker, Right Bower, Left Bower and Trumps

In 500, a Jack can change suits. Learn trump ranking from the Joker down, how the right and left bower work, and why the left bower counts as trump.

2026-08-19 · Solitaire Arcade

How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid

Learn how to bid in 500: count likely tricks, value bowers and trump, use the kitty as an upgrade, know when to pass, and choose a contract you can actually make.

2026-08-14 · Solitaire Arcade

Australian 500 vs American 500: What’s the Difference?

Australian 500 and American 500 share the same bones — bidding, trump, bowers, and a race to 500 — but the auction, inkles, Misère, and scoring can feel like different games.

2026-08-12 · Solitaire Arcade

What Are Bags in Spades? Scoring and How to Avoid the Penalty

Bags are overtricks in Spades. Learn how bag scoring works, when the 10-bag penalty hits, when to duck tricks, and how to manage bags without missing your bid.

2026-08-15 · Solitaire Arcade

How to Bid Nil in Spades (And Protect Your Partner)

Learn when to bid Nil in Spades, which hands work, how partners protect a Nil, when bags take a back seat, and the mistakes that turn +100 into −100.

2026-08-12 · Solitaire Arcade

Spades Bidding Strategy for Beginners: How to Count Tricks

Learn beginner Spades bidding strategy: count sure winners, separate hope cards, value spades and short suits, respect your partner’s bid, and avoid overbidding.

2026-08-09 · Solitaire Arcade

How to Win 4 Suit Spider Solitaire

Win more 4 Suit Spider Solitaire games with same-suit discipline, empty-column control, contained mixed stacks, and careful stock timing — the habits that keep a crowded board flexible long enough to finish.

2026-07-08 · Solitaire Arcade