500 score counter · Free · No sign-up
500 Score Counter
A 500 score counter scores each hand of the card game Five Hundred from the bid and the tricks: the bid’s Avondale value to the bidders if they make it, minus that if they do not, and 10 a trick to the opponents. This one makes the rules sources disagree on settings: misère, slams and winning.
Free, no sign-up, and nothing leaves this browser.
Who won the bid?
| Hand | Deals | What happened | Team A | Team B | Score |
|---|---|---|---|---|---|
| No hands scored yet | |||||
After each hand, tap the side that won the bid, its contract and the tricks it took (or press 0 to 9, T for ten); with three sides, pick the next side’s tricks from the list. Score hand (or Enter) scores both sides, says why, and passes the deal to the left. All passed follows the rule you set. Ctrl+Z undoes. Changing a rule re-scores every hand already played; changing the players starts a new game.
This keeps the score; it does not play the cards. It cannot see a revoke, the kitty or the joker, so it scores what the table agrees. This is 500 the trick-taking game, not 500 Rum (Rummy 500), which is scored by melds. 500 has no governing body, and the settings above are the points where published rules disagree; your table’s rules win. Not covered: five-handed 500 with a called partner, double and blind misère, Hi/Lo, the set and breach rules, and Walker 500.
Everyone agrees seven hearts is worth 200. Nobody agrees what happens when the opponents reach 500 on their tricks, or what they score against a misère. This counter scores each hand of 500 by the rules you choose, explains every point and keeps the whole sheet.
500, or Five Hundred, is a trick-taking card game developed in the United States from euchre, usually played by four in two partnerships with a 43-card pack and a joker. Players bid how many of the ten tricks they will take and in which trump suit, and the first side to 500 points wins. It is especially popular in Australia, New Zealand, Canada and Ohio.
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Key facts
| Detail | Answer |
|---|---|
| Price | Free, no sign-up, no ads |
| Entry | The side that won the bid, its contract, and its tricks (0 to 10) |
| Score table | Avondale (six spades 40 to ten no trumps 520) or the Original |
| Bid made | Its value to the bidders; no extra for overtricks |
| Bid lost | Minus its value, or given to the opponents by the rules you choose |
| Opponents | 10 a trick, always, only against a lost bid, or never |
| Misère | 250 (or 130); open misère 500, 520 or 330 |
| Opponents in a misère | Nothing (Pagat) or 10 a trick the player takes (Denexa) |
| Slam | 250 if the bid is worth less, no bonus, or 100 extra |
| Winning | Bidder goes out, only on a made bid, tricks stop at 490, or the highest score |
| Players | 2, 3, 4, or 6 in two or three teams |
| Undo | Every tap, every hand and every setting |
| Where data goes | Nowhere. Local storage in this browser only |
How to keep score in 500 with the counter
Agree the house rules before the first deal, then enter each hand when its ten tricks are played.
Choose the rules
The players, the score table, how a game is won, misère values, the slam and what happens when everyone passes.
Name the sides
Team A and Team B sit alternately; player 1 deals first and the deal passes to the left.
Tap who won the bid
The side that won the auction; it will score the contract or lose it.
Tap the contract
Six spades to ten no trumps, misère or open misère, each key showing what it is worth.
Enter the bidders’ tricks
Tap 0 to 10, or press 0 to 9 and T for ten; with three sides, pick the next side’s tricks too.
Score the hand
Score hand, or Enter, scores both sides, says why, and ends the game the moment your rule says it has been won.
Where a 500 score counter gets used
500 is a family, school-camp and club game, and most of it is scored on the back of an envelope.
Family card nights
One phone keeps both columns, the games won and whose deal it is.
Settling a house rule
Switch the winning rule or the misère rule and every hand is re-scored, so the table sees what it is worth.
Australian and New Zealand clubs
Set “only on a made bid” and open misère at 520 once, and the counter holds you to it.
Three-handed and six-handed games
Separate scores for three players, or three teams of two, with the tricks split between the opponents.
Learning 500
Each key shows its value and each hand is explained in words: made or set, and what the opponents got.
Checking a paper sheet
Enter the hands from a score pad to find the line where the opponents’ tricks were left out.
Where 500 scoring rules disagree, and one hand scored five ways
Almost every printed set of 500 rules agrees on the core of the scoring. The side that wins the auction scores the value of its bid from the table if it takes at least that many tricks, and loses the same amount if it does not. The opponents score 10 for each trick they take, made or not. A side wins at 500 and loses at minus 500. Past that the rules part company, and the apps and printed sheets that rank for 500 scoring pick one version without saying so. These are the points that change the score, as each source printed them when checked on 22 October 2026:
| Question | One rule | Another | A third |
|---|---|---|---|
| Both sides pass 500 in the same hand | Only the side that made its bid wins: it “goes out the front door” (Wikipedia, lodige.com) | The higher score wins (Trickster Cards, with its “bidder goes out” option off) | – |
| The opponents reach 500 on their tricks | They win. The original 1904 US Playing Card Company rules, as Wikipedia quotes them: “If any player scores out during play of a hand, balance of hand is not played, unless the bidder can win out” | Not enough; play on. Pagat (Australian rules): tricks won while the other side play a contract are “not sufficient to win the game”; Denexa: play goes on “until one partnership exceeds a score of 500 by fulfilling a contract” | Their trick points stop at 490: Board Game Arena (“the maximum score without winning the bid is 490”), Trickster’s “must bid to win”, Pagat’s variant; Pagat notes some use 460 |
| The opponents in a misère | Score nothing, whether the misère is made or not (Pagat) | 10 for each trick the misère player takes: Denexa (“the defenders score 10 points for each collected by the declarer’s partnership”) | – |
| All ten tricks (a slam) | 250 instead of the bid if the bid is worth less (Pagat, Wikipedia, Trickster) | No bonus: “some do not award any extra score” (Pagat) | 100 extra for ten tricks on a bid under ten (a Youngstown rule, in Pagat) |
| Misère and open misère | 250 and 500; open misère ranks between 10♦ and 10♥ (Pagat) | Open misère 520 and the highest bid: the rules with most Australian 500 decks (Wikipedia) | 130 and 330, Board Game Arena’s “reduced” values; Pagat also records open misère at 330 |
| A lost bid | Its value is subtracted (Pagat, Wikipedia and every scorer above) | Its value goes to the opponents, scores never go below zero and the game is 1000: the Tasmanian police rules (Pagat) and French Canadian 500 (Wikipedia) | – |
| The opponents’ tricks | 10 each, made or lost (Pagat, Wikipedia) | Only when the bid is lost (some players, Pagat) | Never: “a few players have dispensed with” them (Pagat) |
| Everyone passes | Thrown in and redealt; after two redeals the deal passes (Wikipedia: “most commonly”) | The deal passes to the next player | Played at no trumps for 10 a trick to each side (Wikipedia) |
One hand, scored five ways
Team A have 300 and Team B 460. Team A bid seven hearts (200) and take only six tricks, so they are set under every rule. What happens to the game depends on the rules your table plays:
| Rules | Team A | Team B | Result |
|---|---|---|---|
| Bidder goes out (American) | 100 | 500 | Team B win on their four tricks |
| Only on a made bid (Australian) | 100 | 500 | Play on: Team B must make a bid |
| Trick points stop at 490 | 100 | 490 | Play on: Team B get 30, not 40 |
| Highest score past 500 | 100 | 500 | Team B win |
| A lost bid given away, game to 1000 | 300 | 700 | Play on |
The same cards give a finished game under two rules and a game still going under three. A misère does the same thing more quietly: a misère player who takes one trick loses 250 under every rule, but the opponents score 0 by Pagat and 10 by Denexa. The counter has each rule as a setting, and because it keeps the hands rather than the totals, changing one after an argument re-scores the whole game the new way.
The Avondale 500 score table, and the Original table it replaced
The Avondale table is the one almost every modern source prints. The US Playing Card Company published it in 1906 to replace its 1904 table, according to Wikipedia, which cites Bicycle’s company history. Every bid is worth 20 more than the bid below it in the order of the auction: spades, clubs, diamonds, hearts, no trumps, then the next number up.
| Tricks bid | ♠ Spades | ♣ Clubs | ♦ Diamonds | ♥ Hearts | No trumps |
|---|---|---|---|---|---|
| 6 | 40 | 60 | 80 | 100 | 120 |
| 7 | 140 | 160 | 180 | 200 | 220 |
| 8 | 240 | 260 | 280 | 300 | 320 |
| 9 | 340 | 360 | 380 | 400 | 420 |
| 10 | 440 | 460 | 480 | 500 | 520 |
Misère is 250 and ranks between eight spades and eight clubs; open misère is 500 and ranks between ten diamonds and ten hearts (Pagat). That is where the Avondale table’s neat rule breaks: open misère ties ten hearts on value, so its rank has to be fixed by rule, and the Australian decks’ 520 ties ten no trumps instead.
The older Original table, as Wikipedia prints it, multiplies instead of adding. Each suit has its own step, 20 for spades up to 100 for no trumps, so the gap between suits grows with the number of tricks and ten no trumps is worth 600:
| Tricks bid | ♠ Spades | ♣ Clubs | ♦ Diamonds | ♥ Hearts | No trumps |
|---|---|---|---|---|---|
| 6 | 40 | 80 | 120 | 160 | 200 |
| 7 | 60 | 120 | 180 | 240 | 300 |
| 8 | 80 | 160 | 240 | 320 | 400 |
| 9 | 100 | 200 | 300 | 400 | 500 |
| 10 | 120 | 240 | 360 | 480 | 600 |
The table you use also decides which bids the slam rule touches. A slam (all ten tricks) scores 250 only when the bid is worth less. Under Avondale that is the eleven bids from six spades to eight spades. Under the Original table it is sixteen, as far up as ten clubs (240), so a ten-club slam scores 250 there and a nine diamonds slam (300) does not. Wikipedia’s Original table carries no citation, so check it against the rules your group learned from.
Scoring 500 for two, three and six players
The four-handed partnership game is the standard, but 500 is played by two to six, and the scoring follows the seating. With three, nobody has a partner and each player’s score is kept separately (Pagat); the two players who did not win the bid score their own tricks. The counter scores 2, 3, 4 and both six-handed forms:
| Players | Pack | Sides | Scoring |
|---|---|---|---|
| 2 | 43 cards, as for four; each player also plays a dummy hand dealt to the table (Wikipedia) | 2 players | “As in normal four handed” (Pagat); misère is generally not allowed (Wikipedia) |
| 3 | 33 cards: the joker and the 7s to aces (Wikipedia, citing Phillips’s Pan Book of Card Games) | 3, each alone | Each score kept separately (Pagat); misère may be bid before a seven (Wikipedia) |
| 4 | 43 cards: the joker, no 2s or 3s and two 4s removed; or 45 with the 4s | 2 partnerships | The standard game |
| 5 | All 52 and the joker | The bidder calls a partner for the hand | Partners each win or lose half the bid (Pagat); not in this counter |
| 6 | 63 cards: a special pack with 11s, 12s and red 13s | 2 teams of 3, or 3 teams of 2 (“cut-throat”) | “As in the four player game” (Pagat) |
With three sides the opponents’ tricks have to be split, so after the bidders’ tricks the counter asks for the next side’s and gives the rest to the third. In a misère the split does not matter, since the opponents score the same under either rule.
How to keep a 500 score sheet, hand by hand
A 500 score sheet needs one line a hand: who dealt, the side that won the bid, the contract, its tricks, and the points for both sides, because the opponents score too. Nine hands of a game under the default (American) rules, as the counter records them:
| Hand | What happened | Team A | Team B | Score (A–B) |
|---|---|---|---|---|
| 1 | A bid 7♠, took 8 | +140 | +20 | 140–20 |
| 2 | B bid 8♥, took 8 | +20 | +300 | 160–320 |
| 3 | A bid 7NT, took 6: set | −220 | +40 | −60–360 |
| 4 | A bid misère, took none | +250 | – | 190–360 |
| 5 | B bid 8♠, took 7: set | +30 | −240 | 220–120 |
| 6 | B bid 7♣, took 8 | +20 | +160 | 240–280 |
| 7 | A bid 7♦, took 8 | +180 | +20 | 420–300 |
| 8 | B bid 7♥, took 6: set | +40 | −200 | 460–100 |
| 9 | B bid 7♠, took 6: set | +40 | −140 | 500–−40, game to A |
After hand 3 Team A are in the hole, below zero, and the misère in hand 4 brings them back. Team A win on hand 9 without bidding: their four tricks against Team B’s set take them to exactly 500. Under Australian rules that is not enough. The game goes on, and Team A win on hand 10 by bidding seven diamonds and taking eight: 680 to −20. With the 490 rule, hand 9 gives Team A only 30 and the game ends 670 to −20. Hand 8 shows why the sheet matters: a set bid scores for both sides at once, minus for the bidders and plus for the opponents’ tricks, which is the line most often half-written.
Online counter vs a clicker, an app, paper and a spreadsheet
Every counting method trades something away. This is what each one actually costs you.
| Feature | This online counter | Handheld clicker | Counter phone app | Pen and paper | Spreadsheet |
|---|---|---|---|---|---|
| Cost | Free | $5–$15 | Free with ads, or paid | Cost of paper | Subscription |
| Anything to install | No | Buy the device | App store download | No | Yes, or a web login |
| Several counts at once | Unlimited | One per device | Usually limited | Yes, messy | Yes |
| Fix a miscount | Undo and redo | Start over | Sometimes | Cross it out | Edit the cell |
| Counts by more than one | Any step size | One at a time | Sometimes | Manual maths | Yes |
| Below zero | Yes | No | Rarely | Yes | Yes |
| Keeps the count if you close it | Saves automatically | Until you reset the dial | Yes | If you keep the paper | Yes |
| Works with no signal | Yes, after first load | Yes | Yes | Yes | Often not |
| Keyboard and shortcuts | Full | None | None | None | Partial |
| Sends your data anywhere | Never | Never | Often, for accounts and ads | Never | Yes, to the cloud |
Other counter types
The same counter, set up and explained for a specific job. Your counters are shared across all of them.
Everyday7
The general-purpose counters: one number, many numbers, or counting on a timer.
Online counter
The all-purpose counter. Any step size, any number of counters, negative values allowed.
Open online counter →Tally counter
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Open tally counter →Click counter
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Open click counter →Multi counter
Run as many counters as you like at once, side by side in a grid.
Open multi counter →Auto counter
Counts on its own from every 0.1 seconds to once an hour, and stops at your limit.
Open auto counter →Yes/No counter
Two options, a live percentage, and the sample size and caveats the percentage needs.
Open yes/no counter →Sticker album counter
Stickers you have and spares to swap, missing lists to copy, and the packs still to go from your count.
Open sticker album counter →
Sport & scores43
Scoreboards that know the rules of their game, not just two numbers that go up.
Score counter
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Open score counter →Pitch counter
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Open pitch counter →Golf scorecard
Strokes per hole with the course handicap allocated by stroke index, net and Stableford.
Open golf scorecard →Badminton score counter
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Open badminton score counter →Pickleball score counter
The 0-0-2 call with the right server and side, in side-out or 2026 rally scoring.
Open pickleball score counter →Squash score counter
Point-a-rally to 11 with the server, the service box, hand out and lets.
Open squash score counter →Penalty shootout counter
Five kicks each that stop the moment a team cannot catch up, then sudden death.
Open penalty shootout counter →Basketball score counter
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Open basketball score counter →Baseball score counter
Balls, strikes, outs and the line score, with foul bunts, dropped third strikes and walk-offs.
Open baseball score counter →Cricket score counter
Runs, wickets and overs by legal balls, with wides, no-balls, free hits and the chase.
Open cricket score counter →American football score counter
Touchdowns and the try at each level, with NFL, college and high school overtime rules.
Open american football score counter →Boxing score counter
Three judges' 10-point must cards and the verdict they give, split and majority draws included.
Open boxing score counter →Hockey score counter
Ice hockey goals and shots by period, with each league's overtime, shootout and standings points.
Open hockey score counter →Pool score counter
Straight pool with the breaking foul and three-foul penalties, and 8-ball, 9-ball and 10-ball races.
Open pool score counter →Rugby score counter
Union, sevens and league points, conversions tied to tries, golden point and bonus points.
Open rugby score counter →Soccer score counter
Goals by minute, five subs in three windows, second yellows, extra time and aggregate.
Open soccer score counter →Table tennis score counter
Games to 11 with the server named, doubles order, the swap at 5 and the expedite system.
Open table tennis score counter →Tennis score counter
Love to game with the server's court, every change of ends, tie-breaks and doubles order.
Open tennis score counter →Padel score counter
The 2026 Star Point, golden point or advantage, who serves and receives, and every change of sides.
Open padel score counter →Volleyball score counter
Rally scoring with the six-position rotation, the next server, time-outs, subs and beach mode.
Open volleyball score counter →Americano padel score counter
Rotating partners for 4 to 16 players, matches to a points total, and every player's running total.
Open americano padel score counter →Field hockey score counter
Goals by minute, a clock that stops, card timers in playing time, the 2026 card rules and shoot-outs.
Open field hockey score counter →Free throw counter
Make or miss, the percentage with its likely range, runs of makes, sets and make-50 goals.
Open free throw counter →Futsal score counter
Accumulated fouls per half with the 10 m kick, timeouts, a stopped clock and the red card timer.
Open futsal score counter →Handball score counter
2-minute suspensions a goal does not end, the third a red card, three warnings and team time-outs.
Open handball score counter →Judo score counter
The 2026 IJF rules: yuko back, a hold timer that scores itself, shido that never decide, golden score.
Open judo score counter →Kabaddi score counter
Players on court kept for you: revival in order, all outs, the bonus line, super tackle, do-or-die.
Open kabaddi score counter →Karate score counter
WKF kumite 2026: senshu kept for you and lost in the last 15 s, the 8-point lead, chui to hansoku.
Open karate score counter →Lacrosse score counter
Penalty timers that know which one a goal releases, by code: high school, NCAA, PLL, box and sixes.
Open lacrosse score counter →Netball score counter
Whose centre pass is next, kept through every break, plus the Super Shot and extra time.
Open netball score counter →Roundnet score counter
Who serves to whom under the 2026 IRF equal serving or the classic rules, with every rotation.
Open roundnet score counter →Cornhole score counter
Cancellation scoring bag by bag, who pitches first next round, ACO Skins and house-rule busts.
Open cornhole score counter →Water polo score counter
Exclusions a goal or the ball won ends early, personal fouls by cap, the possession clock, shootout.
Open water polo score counter →Wrestling score counter
Folkstyle, freestyle or Greco: 3-point takedowns, riding time, the technical fall, overtime, criteria.
Open wrestling score counter →Curling score counter
Points by end, the hammer next end, the mixed doubles decision, and the club scoreboard drawn for you.
Open curling score counter →Fencing score counter
Hits on a bout clock in fencing time, the priority minute, cards by group and the 2026-27 P-cards.
Open fencing score counter →Gaelic football score counter
Goals, two-pointers and points by the 2026 rules, a 45 valued by code, extra time, and the scorers line.
Open gaelic football score counter →Spades score counter
Bids and tricks per player, bags to the bag-out, nil and blind nil, and the disputed house rules as settings.
Open spades score counter →Taekwondo score counter
WT kyorugi 2026: 6 for a turning head kick, best of three rounds, the 15-point gap and the round tiebreak.
Open taekwondo score counter →Cribbage board counter
A peg board for 2, 3 or 4: the play, then each hand in counting order to 121 or 61, with skunks and muggins.
Open cribbage board counter →Euchre score counter
Who called, alone or not, and the tricks: loners, euchres and the disputed house rules, plus a progressive tally.
Open euchre score counter →Gin rummy score counter
Who went down and both deadwood counts: undercuts, gin, boxes and shutouts, plus Hollywood and Oklahoma.
Open gin rummy score counter →Hearts score counter
Hearts and the queen per hand, refused until it adds to 26: five moon rules, the jack of diamonds, Black Maria.
Open hearts score counter →
Fitness & health7
Reps, laps, breaths and daily habits, where the count is part of the activity.
Lap counter
Count pool lengths, track laps and treadmill intervals without losing your place.
Open lap counter →Rep counter
Track reps and sets during a lifting session, with a step size for supersets.
Open rep counter →Click speed test
Measure your clicks per second over 1 to 60 seconds, with your personal best kept on-device.
Open click speed test →Habit counter
Count toward a daily target and keep the streak, with a day boundary you choose.
Open habit counter →Breath counter
Count breaths one to ten for meditation, with lost count recorded, or time breaths per minute.
Open breath counter →Craving tracker
Time each urge, rate it 1 to 10, and log whether you rode it out or acted on it.
Open craving tracker →Water intake counter
Drinks logged in ml or oz by the cup you used, against a goal or a fluid limit, paced over your day.
Open water intake counter →
Work & field5
Counting that produces a record someone else relies on: stock, occupancy, lab work.
Differential counter
Six keys for a manual white cell differential, with an auto-stop and live percentages.
Open differential counter →People counter
In and out at a door, with live occupancy against a capacity and a fix for drift.
Open people counter →Bird counter
A row per species recording the high count, so a circling flock is not counted twice.
Open bird counter →Inventory counter
A count sheet holding the book quantity beside the counted one, with the variance per line.
Open inventory counter →Knitting counter
Rows, pattern repeats and a shaping schedule that names the increase rows and then ends.
Open knitting counter →
Faith9
Counts with their own rules about when a day turns over and what completes a set.
Tasbeeh counter
A digital dhikr counter that stops at 33, 99 or 100 and keeps each dhikr separate.
Open tasbeeh counter →Omer counter
The 49 days of Sefirat HaOmer, in days and weeks, with the blessing state tracked.
Open omer counter →Mala counter
108 beads to a round, credited as 100 or 108, with dorje and bell counter strings and a bell.
Open mala counter →Rosary counter
Prayer by prayer through the decades, with the day's mysteries by the 2002 or the older schedule.
Open rosary counter →Divine Mercy chaplet counter
The chaplet in Diary 476's order, a tap a prayer, with the novena from Good Friday kept day by day.
Open divine mercy chaplet counter →St Michael chaplet counter
The nine salutations in the Raccolta's order, a tap a prayer, with the Michaelmas novena kept.
Open st michael chaplet counter →Prayer rope counter
A knot a tap on any chotki, services in Jesus Prayers, and the Optina 500 with its prostrations.
Open prayer rope counter →Seven Sorrows rosary counter
Seven sorrows of seven Hail Marys, a tap a prayer, the three for Mary's tears where your card puts them.
Open seven sorrows rosary counter →Franciscan Crown counter
Seven joys of ten Hail Marys and two to make 72, a tap a prayer, with the Pope's prayers and Lent's sorrows.
Open franciscan crown counter →
Frequently asked questions
How do you score 500?
The side that wins the auction scores its bid’s value from the score table, usually the Avondale table, if it takes at least the tricks it bid; there is nothing extra for overtricks. If it falls short, it loses that value. The opponents score 10 for each trick they take either way. The first side to 500 wins.
What is the Avondale scoring table?
The Avondale table is the standard 500 score table, published by the US Playing Card Company in 1906. Six spades is 40, and each bid is worth 20 more than the one below it in the auction order: spades, clubs, diamonds, hearts, no trumps, then the next number up, so seven spades is 140 and ten no trumps 520.
How many points is misère in 500?
Misère is usually worth 250 and ranks between eight spades and eight clubs; open misère, played with the hand shown, is worth 500 and ranks between ten diamonds and ten hearts. The bidder must lose every trick. Many Australian rules make open misère 520 and the highest bid, and some groups play reduced values of 130 and 330.
What happens if both teams reach 500 in the same hand?
Under the usual rule the side that won the bid and made it wins, even if the opponents also passed 500 on their tricks: it “goes out the front door”. Under Australian rules only a made bid can win a game anyway. Some apps let the higher score win instead. Agree it before you start.
Can you win 500 without winning the bid?
It depends on the rules. In American play the opponents win if their tricks take them to 500. Under Pagat’s Australian rules that is not sufficient and play goes on until a side makes a bid that takes it to 500, and some groups stop the opponents’ trick points at 490 so they can never reach it.
What is a slam in 500?
A slam is taking all ten tricks. If the bid was worth less than 250, the bidders score 250 instead of the bid; under the Avondale table that covers six spades to eight spades. A bid worth more scores its own value. Some groups give no bonus, and under a Youngstown rule Pagat records, ten tricks on a bid under ten score 100 extra.
What happens at minus 500 in 500?
A side whose score falls to minus 500 or below loses the game at once, which is called going out the back door or out backwards. A negative score is being in the hole. Rules where a lost bid goes to the opponents instead of being subtracted, such as the Tasmanian police version, have no negative scores at all.
What happens if everyone passes in 500?
Most commonly the hand is thrown in and redealt; after two redeals the deal passes to the next player, according to Wikipedia. Some groups pass the deal at once, and some play the hand at no trumps with every side scoring 10 a trick. The counter lets you choose, and a thrown-in hand still takes a line on the sheet.
How do you score three-handed 500?
Each player keeps a separate score. The bidder plays alone against the other two, who each score 10 for every trick they take themselves; the pack is usually 33 cards, the joker and the 7s to aces. The thresholds are the same: a player wins at 500 and loses at minus 500.
Is this the same as 500 Rum?
No. 500 Rum, or Rummy 500, is a rummy game scored by the cards you meld, and Bicycle publishes it separately. This counter is for 500 the trick-taking game, also called Five Hundred, with bids, trumps and the joker. It keeps the score in this browser and cannot see the cards or settle a dispute.
Counting guides
Longer answers to the questions behind the counting.
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Why swimmers lose count at length 14, and five methods that actually hold up.
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Tally marks explained
Groups of five, the five-bar gate, and why the convention has survived for centuries.
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- Reference
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Little League requires an official recorder at every game. Almost nobody explains the job.
- Dhikr
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The same phrase means a count of a hundred, a bead loop, a single dhikr, or the set after salah. Which one is meant, and when.
- Haematology
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Why the pattern matters, how many cells is enough, and the imprecision built into the method itself.
- Birding
How to count a flock of birds
Blocks, tens, and why the number to report is the most seen at one time.
- Knitting
How to read knitting shaping instructions
Every 4th row, alt rows, at each end, AT THE SAME TIME — translated, with the rows they land on.
- Golf
Stableford points and net scores
Stroke index, strokes received, net score, points — in the order you actually need them.
- Surveys
How many people do you need to survey?
Why 385 answers a city and 45 answers a club, and the margin each sample size buys.
- Rules
How to read fencing pool results
V and V3, the indicator, why the ranking is V/M and not wins, ties at the cut and the seeded table.
- Rules
How to fill in a FIBA basketball scoresheet
The running score, team fouls, time-outs and the new 2026 foul marks, DI, FL and the circled T.
- Rules
Futsal rule changes 2025-26
Penalty-kick fouls stop counting, the dropped ball follows possession, and the 8-second rule is not futsal's.
- Rules
Futsal timekeeper and third referee
The stopped clock, the fifth-foul sign, the time-out slip, the two-minute entry slip and the eight signals from the table.
- Scorekeeping
How to write a GAA match report
The result line, the scorers line with 2pt, f and 45, what the brackets mean, team lists and subs, and how to check the sums.
- Rules
Handball timekeeper and scorekeeper
The clock, the suspension cards, the green card, the whistle that stops play, and the three attacks after an injury.
- Rules
Hockey rule changes from 1 November 2026
No second green or yellow, coaches' cards that cost a player, and what is not new since March.
- Rules
Netball scorer and timekeeper
The quarter and interval timetable, goals and missed shots, the centre pass column, holding time and the suspension clock.
- Training
Reps and sets explained
What 10 reps and 3x10 mean, where 3 sets of 10 came from, and what the 2026 ACSM review changed.
- Rules
Roundnet rule changes 2025-26
Equal serving, the bigger ball, a boundary at last and three touches on the serve, edition by edition.
- Rules
How to fill out a volleyball score sheet
The X in box 1, checkmarks and exit scores, time-outs, subs, the libero triangle, penalty points and the T-bar.
- Rules
Water polo table officials
Who runs which clock, the 18-second exclusions, the four flags, the third personal foul and the 45-second whistle.
- Rules
How to keep score in wrestling
T3 not T2, near falls by the second, riding time, the circled first points and how a result is written.