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How to Play 500

Play 500

Solitaire Arcade·

Learn how to play 500, including Australian-style partnership bidding, the kitty, trump, bowers, Misère, scoring to 500, and beginner strategy.

How to Play 500

500 is a classic partnership trick-taking card game where bidding matters just as much as card play.

Each hand begins with an auction. Players bid for the right to choose trump, pick up the kitty, and set the contract. The winning bidder and their partner then try to win at least the number of tricks promised in the bid.

The defending team tries to stop them.

That simple idea creates a game with plenty of strategy: judging your hand, reading your partner, using trump wisely, and knowing when a risky bid is worth taking.

You can play 500 online on Solitaire Arcade while you learn the rules.

What Is 500?

500 is a four-player partnership card game.

Players sit in two teams of two, with partners sitting opposite each other. Each hand has 10 tricks, and the aim is to win enough tricks to make the contract your team has bid.

The game is usually played to 500 points. A team can also lose by falling to -500.

500 is closely related to other trick-taking games, but it has its own feel because of the bidding, the kitty, the Joker, and the bowers.

In Australian-style 500, Misère and Open Misère are also important bids. These turn the normal aim upside down, because the bidder tries to take no tricks at all.

See Australian 500 vs American 500: What’s the Difference? for how the two versions compare.

The Goal of 500

The goal is to reach 500 points before the other team.

Each hand is won or lost through a contract.

A contract says how many tricks the bidder’s team must win, and which suit is trump. For example, a bid of 7 Hearts means the bidder’s team must win at least 7 of the 10 tricks, with Hearts as trump.

If the bidding team makes the contract, they score the value of the bid.

If they fail, they lose the value of the bid.

The defending team can also score points for tricks, depending on the rules being used.

500 Setup

Australian-style 500 is usually played with a 43-card deck.

The deck includes the Joker, Aces down to 4s in the red suits (Hearts and Diamonds), and Aces down to 5s in the black suits (Spades and Clubs).

There are four players and two partnerships.

Each player is dealt 10 cards. Three cards are placed face-down in the middle as the kitty.

The kitty belongs to the winning bidder. After bidding ends, the winning bidder picks up the kitty, adds it to their hand, then discards three cards face-down so they return to 10 cards.

Card Rankings in 500

Card ranking depends on the trump suit.

In a normal non-trump suit, cards rank from high to low: Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, and sometimes 4 depending on the suit.

Trump is different.

In a trump suit, the highest cards are Joker, right bower, left bower, Ace, King, Queen, 10, 9, 8, 7, 6, 5, and 4 if that card is in the deck.

The right bower is the Jack of the trump suit.

The left bower is the Jack of the other suit of the same colour.

For example, if Hearts are trump, the Jack of Hearts is the right bower and the Jack of Diamonds is the left bower. Both count as trump cards.

This is one of the most important rules in 500. The left bower may look like a Diamond or Club on the card face, but during that hand it belongs to the trump suit.

See 500 Card Rankings Explained: Joker, Right Bower, Left Bower and Trumps for trump order and how the left bower changes suit.

How Bidding Works

Bidding decides who becomes the contractor and what the contract will be.

A normal bid has two parts: the number of tricks, and the trump suit or no-trump.

For example: 6 Spades, 7 Diamonds, 8 Hearts, or 9 No-Trump.

The number tells the table how many tricks your team promises to win. The suit tells the table what trump will be.

A higher bid must outrank the previous bid.

For the same number of tricks, the suit order is usually Spades, Clubs, Diamonds, Hearts, then No-Trump.

So 6 Clubs beats 6 Spades. 6 Diamonds beats 6 Clubs. 6 Hearts beats 6 Diamonds. 6 No-Trump beats 6 Hearts.

A bid for more tricks beats any lower trick bid. For example, 7 Spades beats 6 No-Trump.

Players may also pass. In common Australian-style play, once you pass, you are usually out of the auction for that hand.

The auction continues until only one bidder remains. That player becomes the contractor.

See How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid for counting tricks and choosing a contract.

Misère and Open Misère

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

Instead of trying to win tricks, the bidder is trying to avoid every trick.

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

In Open Misère, the bidder’s hand is exposed after the first trick, making the challenge harder because the defenders can see the cards.

Misère rules can vary between tables, so the game should always make the active rule clear. The important beginner idea is simple: normal bids try to win tricks, and Misère tries to lose every trick.

Read What Is Misère in 500? How Misère and Open Misère Work for when to bid it and how it is scored.

The Kitty

The kitty is the three-card face-down pile dealt in the middle of the table.

After the auction, the winning bidder picks up the kitty and adds those cards to their hand. They then choose three cards to discard face-down.

The kitty can make a hand much stronger. It may add trump, fill a gap, or give the bidder a better chance of making the contract.

But the bidder must still discard back down to 10 cards, so the kitty creates a decision. You are not just taking three free cards. You are reshaping the hand before play begins.

Good kitty choices can help make the contract. Poor discards can make a strong bid harder than it needed to be.

How to Play a Trick

The winning bidder leads the first trick.

Play then moves clockwise. Each player plays one card.

You must follow the suit that was led if you can.

For example, if Clubs are led and you have a Club, you must play a Club.

If you cannot follow suit, you may play another suit. You may also play trump.

The trick is won by the highest trump card played. If no trump is played, the trick is won by the highest card in the suit that was led.

The winner of the trick leads the next trick.

A hand has 10 tricks in total.

How Trump Works

Trump is the suit chosen by the winning bid.

Trump cards beat cards from all non-trump suits.

For example, if Hearts are trump and Spades are led, a low Heart can beat the Ace of Spades if the player was unable to follow Spades and legally played trump.

The Joker is usually the highest trump card in a suit contract.

The bowers sit directly below the Joker. The right bower is the Jack of trump. The left bower is the Jack of the same-colour suit and counts as trump for that hand.

Trump is powerful, but it should not be wasted. A low trump can win a trick at the right time. A high trump can protect a contract. The best 500 players know when to spend trump and when to hold it back.

No-Trump Bids

In a no-trump contract, there is no trump suit.

That means tricks are won by the highest card in the suit that was led.

No-trump bids can be strong when your hand has high cards across several suits, especially Aces and protected Kings.

The Joker has special rules in no-trump, and those rules can vary between versions of 500. On Solitaire Arcade, follow the on-screen rule prompts for how the Joker behaves in no-trump hands.

As a beginner, the main idea is that no-trump removes the safety net of a trump suit. You need high cards and control across the hand.

How Scoring Works

500 uses a scoring table based on the number of tricks bid and the trump suit.

The higher the bid, the more points it is worth.

A 6 Spades contract is worth 40 points. A 6 Clubs contract is worth 60 points. A 6 Diamonds contract is worth 80 points. A 6 Hearts contract is worth 100 points. A 6 No-Trump contract is worth 120 points.

The values increase as the contract gets higher.

Here is the common scoring table.

6 tricks: Spades 40, Clubs 60, Diamonds 80, Hearts 100, No-Trump 120.

7 tricks: Spades 140, Clubs 160, Diamonds 180, Hearts 200, No-Trump 220.

8 tricks: Spades 240, Clubs 260, Diamonds 280, Hearts 300, No-Trump 320.

9 tricks: Spades 340, Clubs 360, Diamonds 380, Hearts 400, No-Trump 420.

10 tricks: Spades 440, Clubs 460, Diamonds 480, Hearts 500, No-Trump 520.

If the contractor’s team makes the contract, they score the contract value.

If they fail, they lose the contract value.

For example, if a team bids 8 Diamonds and wins at least 8 tricks, they score 280 points. If they win fewer than 8 tricks, they lose 280 points.

In many Australian-style games, defenders score 10 points for each trick they win, but defender scoring and whether defender points can win the game can vary by house rules.

See 500 Card Game Scoring Explained: Bids, Tricks and the 500-Point Target for contract values, failed bids, and defender points.

How to Play 500 Step by Step

Start by looking at your hand.

Notice your strong cards, your trump potential, your bowers, your Aces, and whether you have enough support to bid. Do not only count high cards. Think about how many tricks your team can realistically win.

Players then bid or pass.

The highest bidder becomes the contractor. Their bid sets the contract and the trump suit.

The contractor picks up the kitty, adds it to their hand, and discards three cards face-down.

The contractor leads the first trick.

Each player must follow suit if possible. If a player cannot follow suit, they may play another suit or trump.

The highest trump wins the trick. If no trump is played, the highest card in the led suit wins.

The winner of each trick leads the next trick.

After all 10 tricks are played, the hand is scored.

If the contractor’s team made the bid, they score the contract value. If they failed, they lose that value.

The game continues until one team reaches 500 points or falls to -500.

The best way to learn is to play a few hands of 500 and watch how bidding, trump, bowers, and the kitty shape each hand.

Important 500 Rules

You must follow suit if you can.

Trump beats non-trump cards.

The Joker is usually the highest trump card in a suit contract.

The right bower is the Jack of trump.

The left bower is the Jack of the same-colour suit and counts as trump.

The winning bidder picks up the kitty and discards three cards.

A normal contract is made by winning at least the number of tricks bid.

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

Scoring depends on the bid, the suit, and whether the contract succeeds.

Playing 500 on Solitaire Arcade

Solitaire Arcade 500 is built around Australian-style partnership play.

You play at a four-player table with your partner sitting opposite you. The game guides you through bidding, kitty pickup, discarding, trick play, and scoring.

Legal cards are highlighted so you can focus on learning the hand rather than memorising every restriction.

The game also makes trump clear, including bowers, so you can see when a Jack has changed suit and become part of the trump suit.

Use the bidding board to compare contracts, choose a realistic bid, and see which bids are currently available.

Basic 500 Strategy

Bid carefully. A good bid is not just the highest bid you can imagine making. It should be based on tricks your team can realistically win.

Value the bowers highly. The right bower and left bower are powerful trump cards. If you hold one or both, your hand may be much stronger than it first appears.

Use the kitty to improve your contract. If you win the auction, the kitty can help you strengthen trump, remove weak cards, or improve side-suit control.

Do not waste trump too early. Trump cards are powerful because they can win tricks later when other suits are led. Spending them too quickly can leave you without control.

Watch your partner. 500 is a partnership game. Your partner’s play can tell you which suits they are strong or weak in.

Count tricks as the hand develops. If your team needs eight tricks, keep track of how close you are. If you are defending, count how many tricks you need to stop the contractor.

Be careful with Misère. Misère can score well, but it is risky. A hand with low cards may look safe, but one awkward middle or high card can still be forced to win a trick.

For a fuller bidding overview, read How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid.

Common 500 Mistakes

One common mistake is overbidding. A hand can look exciting because it has a few high cards, but that does not mean it can win eight or nine tricks.

Another mistake is forgetting the left bower. If Diamonds are trump, the Jack of Hearts is also trump. If Clubs are trump, the Jack of Spades is also trump. This changes both following suit and trick strength.

Players also get into trouble by wasting trump early. Trump should usually be used with purpose, not just because it can win the current trick.

Poor kitty discards can also hurt. After picking up the kitty, do not discard automatically. Think about what your contract needs.

Another beginner mistake is treating Misère like a normal weak hand. Misère is not just “I have bad cards.” It means you believe you can avoid every trick.

Finally, do not ignore the score. Sometimes a safer contract is better than a dramatic one, especially if your team is already ahead.

500 vs Spades

500 and Spades are both partnership trick-taking games, but they play very differently.

In Spades, spades are always trump. In 500, the trump suit changes depending on the winning bid.

In Spades, each player bids the number of tricks they expect to win, and partners’ bids combine. In 500, players compete in an auction to win the contract.

In Spades, there is no kitty. In 500, the winning bidder picks up the kitty and discards before play begins.

In Spades, the goal is to make your team bid. In 500, the goal is to make the specific contract won during the auction.

If you already know Spades, 500 will feel familiar at the trick-taking level, but the bidding and kitty make it a very different challenge.

For the two main rule families, see Australian 500 vs American 500: What’s the Difference?. For Spades rules, see the How to Play Spades guide.

Quick 500 FAQ

How many players are needed for 500?

Australian-style 500 is usually played with four players in two partnerships.

How many cards are used in 500?

Australian-style 500 usually uses a 43-card deck with one Joker.

How many cards does each player get?

Each player is dealt 10 cards.

What is the kitty in 500?

The kitty is the three-card face-down pile in the middle. The winning bidder picks it up, then discards three cards before play begins.

What is trump in 500?

Trump is the suit chosen by the winning bid. Trump cards beat cards from non-trump suits.

What is the right bower?

The right bower is the Jack of the trump suit. It is one of the highest trump cards.

What is the left bower?

The left bower is the Jack of the other suit of the same colour as trump. It counts as a trump card for that hand.

What is Misère in 500?

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

How do you win 500?

You win by helping your team reach 500 points, usually through successful contracts.

Can you lose in 500?

Yes. A team can usually lose by falling to -500 points.

Play 500

500 rewards careful bidding, smart trump play, and good partnership instincts.

Look for bowers. Count your likely tricks. Do not bid only on hope. Use the kitty well when you win the auction, and pay attention to how each trick changes the contract.

The more you understand bidding and trump control, the more 500 starts to open up.

Ready to try it? Play 500 online, or explore our other guides: How to Play Spades, How to Play Hearts, and How to Play Solitaire.

Tips and Tricks

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.

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.

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

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.

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.

Explore Other Games

How to Play Spades

Partnership bidding, trump, bags, and Nil.

How to Play Hearts

Passing, tricks, shoot the moon, and scoring.

How to Play Solitaire

Step-by-step guide to Klondike Solitaire.

How to Play FreeCell

Free cells, supermoves, and winning the deal.

← Back to How to Play Guides

How to Play 500

Play 500

Solitaire Arcade·

Learn how to play 500, including Australian-style partnership bidding, the kitty, trump, bowers, Misère, scoring to 500, and beginner strategy.

How to Play 500

500 is a classic partnership trick-taking card game where bidding matters just as much as card play.

Each hand begins with an auction. Players bid for the right to choose trump, pick up the kitty, and set the contract. The winning bidder and their partner then try to win at least the number of tricks promised in the bid.

The defending team tries to stop them.

That simple idea creates a game with plenty of strategy: judging your hand, reading your partner, using trump wisely, and knowing when a risky bid is worth taking.

You can play 500 online on Solitaire Arcade while you learn the rules.

What Is 500?

500 is a four-player partnership card game.

Players sit in two teams of two, with partners sitting opposite each other. Each hand has 10 tricks, and the aim is to win enough tricks to make the contract your team has bid.

The game is usually played to 500 points. A team can also lose by falling to -500.

500 is closely related to other trick-taking games, but it has its own feel because of the bidding, the kitty, the Joker, and the bowers.

In Australian-style 500, Misère and Open Misère are also important bids. These turn the normal aim upside down, because the bidder tries to take no tricks at all.

See Australian 500 vs American 500: What’s the Difference? for how the two versions compare.

The Goal of 500

The goal is to reach 500 points before the other team.

Each hand is won or lost through a contract.

A contract says how many tricks the bidder’s team must win, and which suit is trump. For example, a bid of 7 Hearts means the bidder’s team must win at least 7 of the 10 tricks, with Hearts as trump.

If the bidding team makes the contract, they score the value of the bid.

If they fail, they lose the value of the bid.

The defending team can also score points for tricks, depending on the rules being used.

500 Setup

Australian-style 500 is usually played with a 43-card deck.

The deck includes the Joker, Aces down to 4s in the red suits (Hearts and Diamonds), and Aces down to 5s in the black suits (Spades and Clubs).

There are four players and two partnerships.

Each player is dealt 10 cards. Three cards are placed face-down in the middle as the kitty.

The kitty belongs to the winning bidder. After bidding ends, the winning bidder picks up the kitty, adds it to their hand, then discards three cards face-down so they return to 10 cards.

Card Rankings in 500

Card ranking depends on the trump suit.

In a normal non-trump suit, cards rank from high to low: Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, and sometimes 4 depending on the suit.

Trump is different.

In a trump suit, the highest cards are Joker, right bower, left bower, Ace, King, Queen, 10, 9, 8, 7, 6, 5, and 4 if that card is in the deck.

The right bower is the Jack of the trump suit.

The left bower is the Jack of the other suit of the same colour.

For example, if Hearts are trump, the Jack of Hearts is the right bower and the Jack of Diamonds is the left bower. Both count as trump cards.

This is one of the most important rules in 500. The left bower may look like a Diamond or Club on the card face, but during that hand it belongs to the trump suit.

See 500 Card Rankings Explained: Joker, Right Bower, Left Bower and Trumps for trump order and how the left bower changes suit.

How Bidding Works

Bidding decides who becomes the contractor and what the contract will be.

A normal bid has two parts: the number of tricks, and the trump suit or no-trump.

For example: 6 Spades, 7 Diamonds, 8 Hearts, or 9 No-Trump.

The number tells the table how many tricks your team promises to win. The suit tells the table what trump will be.

A higher bid must outrank the previous bid.

For the same number of tricks, the suit order is usually Spades, Clubs, Diamonds, Hearts, then No-Trump.

So 6 Clubs beats 6 Spades. 6 Diamonds beats 6 Clubs. 6 Hearts beats 6 Diamonds. 6 No-Trump beats 6 Hearts.

A bid for more tricks beats any lower trick bid. For example, 7 Spades beats 6 No-Trump.

Players may also pass. In common Australian-style play, once you pass, you are usually out of the auction for that hand.

The auction continues until only one bidder remains. That player becomes the contractor.

See How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid for counting tricks and choosing a contract.

Misère and Open Misère

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

Instead of trying to win tricks, the bidder is trying to avoid every trick.

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

In Open Misère, the bidder’s hand is exposed after the first trick, making the challenge harder because the defenders can see the cards.

Misère rules can vary between tables, so the game should always make the active rule clear. The important beginner idea is simple: normal bids try to win tricks, and Misère tries to lose every trick.

Read What Is Misère in 500? How Misère and Open Misère Work for when to bid it and how it is scored.

The Kitty

The kitty is the three-card face-down pile dealt in the middle of the table.

After the auction, the winning bidder picks up the kitty and adds those cards to their hand. They then choose three cards to discard face-down.

The kitty can make a hand much stronger. It may add trump, fill a gap, or give the bidder a better chance of making the contract.

But the bidder must still discard back down to 10 cards, so the kitty creates a decision. You are not just taking three free cards. You are reshaping the hand before play begins.

Good kitty choices can help make the contract. Poor discards can make a strong bid harder than it needed to be.

How to Play a Trick

The winning bidder leads the first trick.

Play then moves clockwise. Each player plays one card.

You must follow the suit that was led if you can.

For example, if Clubs are led and you have a Club, you must play a Club.

If you cannot follow suit, you may play another suit. You may also play trump.

The trick is won by the highest trump card played. If no trump is played, the trick is won by the highest card in the suit that was led.

The winner of the trick leads the next trick.

A hand has 10 tricks in total.

How Trump Works

Trump is the suit chosen by the winning bid.

Trump cards beat cards from all non-trump suits.

For example, if Hearts are trump and Spades are led, a low Heart can beat the Ace of Spades if the player was unable to follow Spades and legally played trump.

The Joker is usually the highest trump card in a suit contract.

The bowers sit directly below the Joker. The right bower is the Jack of trump. The left bower is the Jack of the same-colour suit and counts as trump for that hand.

Trump is powerful, but it should not be wasted. A low trump can win a trick at the right time. A high trump can protect a contract. The best 500 players know when to spend trump and when to hold it back.

No-Trump Bids

In a no-trump contract, there is no trump suit.

That means tricks are won by the highest card in the suit that was led.

No-trump bids can be strong when your hand has high cards across several suits, especially Aces and protected Kings.

The Joker has special rules in no-trump, and those rules can vary between versions of 500. On Solitaire Arcade, follow the on-screen rule prompts for how the Joker behaves in no-trump hands.

As a beginner, the main idea is that no-trump removes the safety net of a trump suit. You need high cards and control across the hand.

How Scoring Works

500 uses a scoring table based on the number of tricks bid and the trump suit.

The higher the bid, the more points it is worth.

A 6 Spades contract is worth 40 points. A 6 Clubs contract is worth 60 points. A 6 Diamonds contract is worth 80 points. A 6 Hearts contract is worth 100 points. A 6 No-Trump contract is worth 120 points.

The values increase as the contract gets higher.

Here is the common scoring table.

6 tricks: Spades 40, Clubs 60, Diamonds 80, Hearts 100, No-Trump 120.

7 tricks: Spades 140, Clubs 160, Diamonds 180, Hearts 200, No-Trump 220.

8 tricks: Spades 240, Clubs 260, Diamonds 280, Hearts 300, No-Trump 320.

9 tricks: Spades 340, Clubs 360, Diamonds 380, Hearts 400, No-Trump 420.

10 tricks: Spades 440, Clubs 460, Diamonds 480, Hearts 500, No-Trump 520.

If the contractor’s team makes the contract, they score the contract value.

If they fail, they lose the contract value.

For example, if a team bids 8 Diamonds and wins at least 8 tricks, they score 280 points. If they win fewer than 8 tricks, they lose 280 points.

In many Australian-style games, defenders score 10 points for each trick they win, but defender scoring and whether defender points can win the game can vary by house rules.

See 500 Card Game Scoring Explained: Bids, Tricks and the 500-Point Target for contract values, failed bids, and defender points.

How to Play 500 Step by Step

Start by looking at your hand.

Notice your strong cards, your trump potential, your bowers, your Aces, and whether you have enough support to bid. Do not only count high cards. Think about how many tricks your team can realistically win.

Players then bid or pass.

The highest bidder becomes the contractor. Their bid sets the contract and the trump suit.

The contractor picks up the kitty, adds it to their hand, and discards three cards face-down.

The contractor leads the first trick.

Each player must follow suit if possible. If a player cannot follow suit, they may play another suit or trump.

The highest trump wins the trick. If no trump is played, the highest card in the led suit wins.

The winner of each trick leads the next trick.

After all 10 tricks are played, the hand is scored.

If the contractor’s team made the bid, they score the contract value. If they failed, they lose that value.

The game continues until one team reaches 500 points or falls to -500.

The best way to learn is to play a few hands of 500 and watch how bidding, trump, bowers, and the kitty shape each hand.

Important 500 Rules

You must follow suit if you can.

Trump beats non-trump cards.

The Joker is usually the highest trump card in a suit contract.

The right bower is the Jack of trump.

The left bower is the Jack of the same-colour suit and counts as trump.

The winning bidder picks up the kitty and discards three cards.

A normal contract is made by winning at least the number of tricks bid.

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

Scoring depends on the bid, the suit, and whether the contract succeeds.

Playing 500 on Solitaire Arcade

Solitaire Arcade 500 is built around Australian-style partnership play.

You play at a four-player table with your partner sitting opposite you. The game guides you through bidding, kitty pickup, discarding, trick play, and scoring.

Legal cards are highlighted so you can focus on learning the hand rather than memorising every restriction.

The game also makes trump clear, including bowers, so you can see when a Jack has changed suit and become part of the trump suit.

Use the bidding board to compare contracts, choose a realistic bid, and see which bids are currently available.

Basic 500 Strategy

Bid carefully. A good bid is not just the highest bid you can imagine making. It should be based on tricks your team can realistically win.

Value the bowers highly. The right bower and left bower are powerful trump cards. If you hold one or both, your hand may be much stronger than it first appears.

Use the kitty to improve your contract. If you win the auction, the kitty can help you strengthen trump, remove weak cards, or improve side-suit control.

Do not waste trump too early. Trump cards are powerful because they can win tricks later when other suits are led. Spending them too quickly can leave you without control.

Watch your partner. 500 is a partnership game. Your partner’s play can tell you which suits they are strong or weak in.

Count tricks as the hand develops. If your team needs eight tricks, keep track of how close you are. If you are defending, count how many tricks you need to stop the contractor.

Be careful with Misère. Misère can score well, but it is risky. A hand with low cards may look safe, but one awkward middle or high card can still be forced to win a trick.

For a fuller bidding overview, read How to Bid in 500: A Beginner’s Guide to Choosing the Right Bid.

Common 500 Mistakes

One common mistake is overbidding. A hand can look exciting because it has a few high cards, but that does not mean it can win eight or nine tricks.

Another mistake is forgetting the left bower. If Diamonds are trump, the Jack of Hearts is also trump. If Clubs are trump, the Jack of Spades is also trump. This changes both following suit and trick strength.

Players also get into trouble by wasting trump early. Trump should usually be used with purpose, not just because it can win the current trick.

Poor kitty discards can also hurt. After picking up the kitty, do not discard automatically. Think about what your contract needs.

Another beginner mistake is treating Misère like a normal weak hand. Misère is not just “I have bad cards.” It means you believe you can avoid every trick.

Finally, do not ignore the score. Sometimes a safer contract is better than a dramatic one, especially if your team is already ahead.

500 vs Spades

500 and Spades are both partnership trick-taking games, but they play very differently.

In Spades, spades are always trump. In 500, the trump suit changes depending on the winning bid.

In Spades, each player bids the number of tricks they expect to win, and partners’ bids combine. In 500, players compete in an auction to win the contract.

In Spades, there is no kitty. In 500, the winning bidder picks up the kitty and discards before play begins.

In Spades, the goal is to make your team bid. In 500, the goal is to make the specific contract won during the auction.

If you already know Spades, 500 will feel familiar at the trick-taking level, but the bidding and kitty make it a very different challenge.

For the two main rule families, see Australian 500 vs American 500: What’s the Difference?. For Spades rules, see the How to Play Spades guide.

Quick 500 FAQ

How many players are needed for 500?

Australian-style 500 is usually played with four players in two partnerships.

How many cards are used in 500?

Australian-style 500 usually uses a 43-card deck with one Joker.

How many cards does each player get?

Each player is dealt 10 cards.

What is the kitty in 500?

The kitty is the three-card face-down pile in the middle. The winning bidder picks it up, then discards three cards before play begins.

What is trump in 500?

Trump is the suit chosen by the winning bid. Trump cards beat cards from non-trump suits.

What is the right bower?

The right bower is the Jack of the trump suit. It is one of the highest trump cards.

What is the left bower?

The left bower is the Jack of the other suit of the same colour as trump. It counts as a trump card for that hand.

What is Misère in 500?

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

How do you win 500?

You win by helping your team reach 500 points, usually through successful contracts.

Can you lose in 500?

Yes. A team can usually lose by falling to -500 points.

Play 500

500 rewards careful bidding, smart trump play, and good partnership instincts.

Look for bowers. Count your likely tricks. Do not bid only on hope. Use the kitty well when you win the auction, and pay attention to how each trick changes the contract.

The more you understand bidding and trump control, the more 500 starts to open up.

Ready to try it? Play 500 online, or explore our other guides: How to Play Spades, How to Play Hearts, and How to Play Solitaire.

Tips and Tricks

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.

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.

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

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.

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.

Explore Other Games

How to Play Spades

Partnership bidding, trump, bags, and Nil.

How to Play Hearts

Passing, tricks, shoot the moon, and scoring.

How to Play Solitaire

Step-by-step guide to Klondike Solitaire.

How to Play FreeCell

Free cells, supermoves, and winning the deal.