♦️ 500

Free 500 (Five Hundred) score keeper that knows the rules

500 is a bidding game where every contract has a price, and the price comes from the Avondale table: 40 for six spades up to 520 for ten no trump. Pick who won the bid, the contract and the tricks, and the sheet adds the contract or takes it away, pays the defenders 10 a trick, and knows when someone has gone out, forwards or backwards.

What is built in
  • Pick the contract and the tricks; the Avondale values are filled in for you
  • Misère and open misère, slams, 10 a trick for the defenders, out at 500 and -500
  • Partners, two players, three-handed, or five-handed with a called partner
  • Australian or American rules, and the "stay at 490" house rule
What the score sheet looks like

500, three hands in

Enter each hand on your phone and the sheet adds itself up: running totals, who deals next, and the standings everyone can follow on the match link or a TV. Tap any earlier hand to fix it and every total after it updates.

1Sam / Casey150
2Jordan / Riley10
#Jordan / RileySam / Casey
10+00+0
20+0-250-250
310+10150+400

Hand 4 · Dealer: Casey · To 500

Keep score free

How to keep score

How 500 (Five Hundred) scoring works

Pick who won the bid, then the contract: six to ten tricks and the trump suit or no trump. Enter the tricks the bidders took. The value comes from the Avondale table, so nobody has to look it up: six spades is 40, each suit up adds 20 (clubs, diamonds, hearts, no trump), and each extra trick adds 100. If everyone passes, pick Everyone passed and the deal moves on.

The full 500 (Five Hundred) scoring rules →

Presets

Start from a preset, tweak anything

Partners to 500Avondale values, misère 250 and open misère 500; only a made contract wins; -500 loses.
American rulesPartners to 500; defending tricks can win, the bidder wins a tie; nullo 250 with 10 a trick to the defenders.
Stay at 490Partners to 500; defending tricks never take a side past 490.
Three-handedEach for themselves; the bidder plays the other two, who score their own tricks.
Five-handed, call a partnerEach for themselves; a called partner shares the contract, half the value each.
Every option

Official rules, alternate rules, house rules

Everything you can set when you create a game or a tournament. Presets fill these in; you can change any of them.

Format
  • Players (Partners (2 v 2) · 2 players · 3 players, each for themselves · 5 players, each for themselves (call a partner))
Scoring
  • Play to
  • Lose at (going out backwards)
  • Defenders score 10 a trick (Always, made or set · Only when the contract is set · Never: only the bidders score)
  • All ten tricks (slam) (Scores 250 when the contract is worth less · Adds 100 on any bid under ten (Youngstown) · No slam bonus)
Winning
  • Winning at 500 (Only a made contract can win; defending tricks never do (Australian) · First to the target wins, even on defending tricks; the bidder wins a tie (American))
  • Defending tricks stop at
Misère
  • Misère is worth
  • Open misère is worth
  • When a misère is lost (Only the bidder loses; the defenders score nothing (Australian) · Defenders also score 10 for each trick the bidder took (American))
Table
  • First dealer (seat number)
Questions

500 scoring app FAQ

Is there a free 500 card game score keeper?

Yes. Score All keeps 500 score for free on any phone, with the Avondale values built in, misère and slams handled, and a live link for everyone at the table.

How much is each bid worth in 500?

Six spades is 40, six clubs 60, six diamonds 80, six hearts 100 and six no trump 120. Each extra trick adds 100, so ten no trump is 520. Misère is 250 and open misère 500.

Can you win 500 on defending tricks?

Not in the standard (Australian) rules: you have to reach 500 by making a contract. Under American rules you can. Pick the one your table plays when you start the game.

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