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500 or Five Hundred is a trick-taking game developed in the United States from Euchre. [1] Euchre was extended to a 10 card game with bidding and a Misère contract similar to Russian Preference, producing a cutthroat three-player game like Preference [2] and a four-player game played in partnerships like Whist which is the most popular modern form, although with special packs it can be played ...
a partial contract bid and made in the last deal, which is not game-finishing, scores a bonus of 100 points, and; any game contract, i.e. one scoring 100 or more points (possibly in combination of a previously accumulated part-score), scores a game bonus of 300 if not vulnerable and 500 if vulnerable when completed.
If the cards they have shown total 85 points, and the cards left in their hand total 90 points, 5 points are subtracted from their previous net score. If the drawing pile runs out of cards and nobody is able to make a play, then the hand ends and nobody deducts the score from their hand. The first player whose score reaches +500 wins the game ...
If they collected all four red threes, 800 points are deducted from their score. [15] 100 point penalty if you ask permission from your partner to go out, and then being unable to do so. 50 point penalty for taking the upcard on the discard pile and then being unable to use it legally [15] It is possible to have a negative total score. The game ...
In multi-match games, match scores are reset to zero with the start of each match, while game scores accumulate until a predetermined winning score is reached, perhaps 500 or higher. Each individual match ends when one player scores 100 match points. At the end of the match, players' match scores are credited toward their game scores, as well as:
Sacrifices are more frequent; e.g. going down 500 points on a doubled contract is a good result if the opponents can score 620 points for a game. Penalty doubles are more frequent, as they increase the score for the penalty. For example, "the magic 200" refers to the situation when a vulnerable pair's contract is doubled and goes one down ...
As each card has a point value, in each hand, to win tricks and score points (Trick-points) that outscore opponents. Meld is added to the trick points to win. The team scoring 500 points first wins the game. If both teams score 500, the team with the most points win. If there is a tie at/over 500, a new hand is played to determine winner.
A partnership that wins two games wins the rubber, receiving a bonus of 500 points if the opponents have won a game, and 700 points if they have not. [44] Overtricks score the same number of points per odd trick, although their doubled and redoubled values differ.