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500 Score Counter

Short answer

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.

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Hand 1: player 1 (Team A) deals, player 2 (Team B) bids firstTo 500 · Avondale · bidder goes out · misère 250, open 500 · all pass: redeal
Team A0Needs 500 · Games 0 · Bids made 0 of 0
Team B0Needs 500 · Games 0 · Bids made 0 of 0
Contract
Tricks the bidders took

Who won the bid?

 

Score sheet: every deal in order, thrown-in hands included, with a line where each game ends
HandDealsWhat happenedTeam ATeam BScore
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

Online 500 score counter at a glance
DetailAnswer
PriceFree, no sign-up, no ads
EntryThe side that won the bid, its contract, and its tricks (0 to 10)
Score tableAvondale (six spades 40 to ten no trumps 520) or the Original
Bid madeIts value to the bidders; no extra for overtricks
Bid lostMinus its value, or given to the opponents by the rules you choose
Opponents10 a trick, always, only against a lost bid, or never
Misère250 (or 130); open misère 500, 520 or 330
Opponents in a misèreNothing (Pagat) or 10 a trick the player takes (Denexa)
Slam250 if the bid is worth less, no bonus, or 100 extra
WinningBidder goes out, only on a made bid, tricks stop at 490, or the highest score
Players2, 3, 4, or 6 in two or three teams
UndoEvery tap, every hand and every setting
Where data goesNowhere. 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.

  1. Choose the rules

    The players, the score table, how a game is won, misère values, the slam and what happens when everyone passes.

  2. Name the sides

    Team A and Team B sit alternately; player 1 deals first and the deal passes to the left.

  3. Tap who won the bid

    The side that won the auction; it will score the contract or lose it.

  4. Tap the contract

    Six spades to ten no trumps, misère or open misère, each key showing what it is worth.

  5. 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.

  6. 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:

Where published 500 scoring rules disagree
QuestionOne ruleAnotherA third
Both sides pass 500 in the same handOnly 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 tricksThey 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 misèreScore 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 misère250 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 bidIts 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’ tricks10 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 passesThrown in and redealt; after two redeals the deal passes (Wikipedia: “most commonly”)The deal passes to the next playerPlayed 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:

Seven hearts set by one trick, from 300 to 460, by the rules
RulesTeam ATeam BResult
Bidder goes out (American)100500Team B win on their four tricks
Only on a made bid (Australian)100500Play on: Team B must make a bid
Trick points stop at 490100490Play on: Team B get 30, not 40
Highest score past 500100500Team B win
A lost bid given away, game to 1000300700Play 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.

The Avondale 500 score table (points for a bid made; the same amount is lost if it is not)
Tricks bid♠ Spades♣ Clubs♦ Diamonds♥ HeartsNo trumps
6406080100120
7140160180200220
8240260280300320
9340360380400420
10440460480500520

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:

The Original 500 score table, as printed by Wikipedia
Tricks bid♠ Spades♣ Clubs♦ Diamonds♥ HeartsNo trumps
64080120160200
760120180240300
880160240320400
9100200300400500
10120240360480600

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:

500 for two to six players: pack, sides and scoring
PlayersPackSidesScoring
243 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)
333 cards: the joker and the 7s to aces (Wikipedia, citing Phillips’s Pan Book of Card Games)3, each aloneEach score kept separately (Pagat); misère may be bid before a seven (Wikipedia)
443 cards: the joker, no 2s or 3s and two 4s removed; or 45 with the 4s2 partnershipsThe standard game
5All 52 and the jokerThe bidder calls a partner for the handPartners each win or lose half the bid (Pagat); not in this counter
663 cards: a special pack with 11s, 12s and red 13s2 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:

A 500 game hand by hand, under American rules
HandWhat happenedTeam ATeam BScore (A–B)
1A bid 7♠, took 8+140+20140–20
2B bid 8♥, took 8+20+300160–320
3A bid 7NT, took 6: set−220+40−60–360
4A bid misère, took none+250–190–360
5B bid 8♠, took 7: set+30−240220–120
6B bid 7♣, took 8+20+160240–280
7A bid 7♦, took 8+180+20420–300
8B bid 7♥, took 6: set+40−200460–100
9B bid 7♠, took 6: set+40−140500–−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.

Online 500 score counter compared with the alternatives
FeatureThis online counterHandheld clickerCounter phone appPen and paperSpreadsheet
CostFree$5–$15Free with ads, or paidCost of paperSubscription
Anything to installNoBuy the deviceApp store downloadNoYes, or a web login
Several counts at onceUnlimitedOne per deviceUsually limitedYes, messyYes
Fix a miscountUndo and redoStart overSometimesCross it outEdit the cell
Counts by more than oneAny step sizeOne at a timeSometimesManual mathsYes
Below zeroYesNoRarelyYesYes
Keeps the count if you close itSaves automaticallyUntil you reset the dialYesIf you keep the paperYes
Works with no signalYes, after first loadYesYesYesOften not
Keyboard and shortcutsFullNoneNoneNonePartial
Sends your data anywhereNeverNeverOften, for accounts and adsNeverYes, to the cloud

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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.

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