NeuralPlay · Rules & Help

Five Hundred Help

Learn bidding and play, explore variations, and understand every contract.

Five Hundred Rules

These are the standard NeuralPlay Five Hundred rules. You may customize the rules to your liking as described here.

Five Hundred is a 4-player partnership game. You form a team with the player sitting across from you. The default 43-card deck contains the 5 through A in spades and clubs, the 4 through A in hearts and diamonds, and 1 joker.

The object is to earn points by bidding contracts and making them. A contract names a minimum number of tricks and either a trump suit or notrump. The team that wins the bidding becomes the declaring team for that hand; the other team defends and tries to prevent the contract from succeeding.

The game consists of multiple hands. Each team accumulates points as the hands are played. The game ends when a team reaches +500 or −500 points, and the team with the higher score wins.

Each hand consists of five stages: dealing, bidding, kitty exchange, play, and scoring.

Dealing

At the start of the game, the dealer is chosen randomly. The deal then rotates clockwise after each hand. Each player is dealt 10 cards, and 3 cards are dealt face down to the kitty.

Bidding

Bidding begins with the player to the dealer's left and proceeds clockwise. A player may make a bid or pass. A bid names the number of tricks the bidder's team promises to take, from 6 through 10, and a trump suit or notrump. For example, 7 promises at least 7 tricks with hearts as trump, while 8NT promises at least 8 tricks with no trump suit.

Every bid must outrank the previous bid. A higher level outranks a lower level. Within the same level, bids rank from low to high as follows.

Spades, clubs, diamonds, hearts, and notrump.

For example, 6♣ outranks 6♠, and every 7-level bid outranks every 6-level bid.

Suppose the bidding begins 6, pass, 6NT, 7♣. The 6NT bid outranks 6 because both are at level 6 and notrump is higher than diamonds. The 7♣ bid then outranks 6NT because a higher level always takes precedence. The next player must pass or bid higher than 7♣.

A player who passes may not reenter the bidding, and the current high bidder may not raise or change their own bid. Bidding ends when the other 3 players have passed. If all 4 players pass, the hand is passed out; no cards are played and no points are scored. The winner of the bidding is the declarer, and the winning bid becomes the contract.

The default introductory rules do not include nullo or open nullo. These special bids are an important part of many Five Hundred games. Once you are familiar with the introductory rules, you can enable them in Rule Options or select the Australian preset. Nullo is played as a notrump contract and indicates that the bidder will take no tricks. The nullo declarer plays without a partner. Open nullo is like nullo, except that the bidder's cards are exposed to the opponents during play. With the Australian preset's standard rankings, nullo ranks between the 7- and 8-level bids, and open nullo ranks between 10 and 10NT.

Kitty Exchange

After the contract is determined, the declarer takes the 3 kitty cards into their hand, then discards any 3 cards face down to form a new kitty. The exchanged cards are not shown to the other players.

Play

A hand consists of 10 tricks. Each trick contains 4 cards, 1 from each player. Every trick has a leader, a suit led, and a winner. The declarer leads the first trick. Thereafter, the winner of each trick leads the next.

Play proceeds clockwise. Each player must follow the suit led when able. A player who cannot follow suit may play any card. The highest card of the suit led wins unless a trump is played, in which case the highest trump wins.

In a suit contract, the joker and the 2 jacks of the trump color become trump. Cards rank from low to high as follows.

4, 5, 6, 7, 8, 9, 10, Q, K, A, left bower, right bower, and joker.

The right bower is the jack of the trump suit. The left bower is the jack of the other suit of the same color, and it belongs to the trump suit for the hand. For example, when hearts are trump, J is the right bower and J is the left bower. The J belongs to hearts for the hand and is played as trump, not as a diamond.

In notrump, ordinary cards rank from low to high as follows.

4, 5, 6, 7, 8, 9, 10, J, Q, K, and A.

The joker is the highest card. When a player leads the joker, that player declares the suit led, and the other players must follow that suit when able. By default, a player following a trick may play the joker only when unable to follow the suit led. The joker wins the trick.

After all players have played, the winner gathers the trick and leads the next one. The cards in completed tricks remain available for review and for the optional card counter. Play continues until all 10 tricks have been completed.

Scoring

For a suit or notrump contract, the declaring team makes the contract by taking at least the number of tricks bid. If they succeed, they add the contract value to their score. If they fail, they subtract the contract value. The defending team receives 10 points for each trick they take.

Avondale scoring (default)
LevelSpadesClubsDiamondsHeartsNotrump
6406080100120
7140160180200220
8240260280300320
9340360380400420
10440460480500520

Taking all 10 tricks is a slam. If the normal value of the contract is less than 250 points, a successful slam scores 250 points instead. A contract already worth 250 or more scores its normal value.

For example, making 7 adds 200 points to the declaring team's score. Failing 7 subtracts 200 points. If the defenders take 4 tricks, they also add 40 points under the default defender-scoring rule. A team that bids 6♠ and takes all 10 tricks scores 250 points for the slam instead of the ordinary 40-point contract value.

When playing with nullo and open nullo, nullo is worth 250 points. If the declarer succeeds in taking no tricks, 250 points are added to the team's score. If the declarer takes 1 or more tricks, 250 points are subtracted. The defending team receives 0 points. Open nullo is scored the same way but is worth 500 points.

After the hand scores are added to the teams' totals, another hand is dealt unless the game has ended. The game ends when a team reaches +500 or −500 points. The team with the higher score wins.

Web Links

Many websites discuss Five Hundred and its regional variants. Here are a few we found helpful.

Preset Game Rules

Five Hundred is played with many different rule options. NeuralPlay includes the following ready-to-play presets. See Rule Options to customize the rules.

Learning Features

NeuralPlay Five Hundred offers many features to help you learn and improve your play. These features may be enabled, disabled, or adjusted in Settings. The features include the following.

Rule Options

NeuralPlay Five Hundred offers many popular rule options so you can customize the game to your liking. The current custom rule settings and choices are described below.

Dealing

Bidding

Playing

Scoring

Avondale (default)
LevelSpadesClubsDiamondsHeartsNotrump
6406080100120
7140160180200220
8240260280300320
9340360380400420
10440460480500520
Original
LevelSpadesClubsDiamondsHeartsNotrump
6406080100120
780120160200240
8120180240300360
9160240320400480
10200300400500600
Perfect
LevelSpadesClubsDiamondsHeartsNotrump
620406080100
7120140160180200
8220240260280300
9320340360380400
10420440460480500

Game Over

Computer Players

NeuralPlay computer players offer six levels of play. Level 1 is reasonably easy and good for beginners. Level 3 should be fun for most players. Level 6 is the most challenging.

The computer players employ different AI methods depending on the level. Levels 1 and 2 use simple methods to provide an introduction for beginners. We will not describe them in detail here.

Level 3 uses a rule-based AI. The AI follows rules such as: "In third seat, do not trump partner's high card" and "In fourth seat, play just high enough to take the trick when an opponent is winning." We find that the rules work quite well and provide good play.

Levels 4 through 6 use Monte Carlo simulation to determine the best play. The AI deals out the unknown cards randomly. It then tries each legal play and plays the deal to the end to get a result. This is repeated for many deals of the unknown cards. The average result for each legal play is computed, and the play with the best average result is chosen.

Levels 4 through 6 differ in how many times the unknown cards are dealt out. In general, the more deals considered, the more accurate the simulation and the better the quality of play. The trade-off is that more deals take more time, so level 6 may play more slowly than level 4 depending on the device.

Since levels 4 through 6 do not use rules for card play, you may observe surprisingly good plays or odd mistakes that do not seem to follow a logical rule. Overall, our tests show that these levels play better than the rule-based level 3. We also find that the randomness makes the computer feel more human-like and fun.

If you prefer a more consistent, logical, and predictable partner or opponent, level 3 may be best.

Whichever level you choose, you may adjust bidding aggressiveness and nullo bidding aggressiveness. The nullo adjustment also affects open-nullo bidding. For individual control, choose Custom, which provides separate settings for North, East, South, and West. For each seat, you may adjust play thinking, bid thinking, bidding aggressiveness, nullo bidding aggressiveness, and open-nullo bidding aggressiveness. South's custom settings control the strength of the hints you receive.

We are continuing to research improvements and new computer AI algorithms. We continue to update the computer players as we develop improved algorithms.

Frequently Asked Questions

How do I change the hand sorting?

In Settings, choose Hand Sorting. You can change the rank order and suit order and choose whether to alternate red and black suits.

How do I reset the game settings?

On the main screen, open the menu and choose Reset.

What are North, South, East, and West?

You are always South, and your partner is North. East and West are the opposing team. The letters N, S, E, and W are abbreviations for these seats.

Why did the left bower appear to change suits?

In a suit contract, the jack of the same color as trump becomes the left bower and belongs to the trump suit. For example, when diamonds are trump, J is a diamond trump for that hand, not a heart.

How are 2 jokers ranked?

The 46-card deck contains a red joker and a black joker. The black joker is higher. In a suit or standard notrump contract, both outrank the ordinary cards. The Jokers low in nullo option changes their position only during nullo-type contracts.

Why did my nullo partner not play?

Nullo and open nullo are solo contracts, so the declarer's partner sits out. Double nullo is different: both partners play, and the partnership succeeds only if neither partner takes a trick.

Why did our defending score stop below 500?

The default Defenders stop 10 short rule caps points earned while defending at 490. Your team must bid and make a contract to cross 500. You may change this behavior with the On reaching game over rule option.

What does claim mean?

A standard claim means the player expects to take all the remaining tricks. The app checks the claim before ending the hand. If Nullo claims are for no tricks is enabled, a claim by the nullo or open-nullo declarer instead means that player expects to avoid all the remaining tricks. That option does not apply to double nullo.

How do I contact NeuralPlay with suggestions and feedback?

Please email support@neuralplay.com.