500 Score Sheet With Every Avondale Bid Value in the Key

Type what the bid was worth and the tricks taken. The sheet pays a made contract, charges a set one and gives the defenders 10 a trick.

Partners to 500, Avondale values: a column for each team. Totals fill in as scores are typed.
Round
500 hand 1Bid value left empty: a defender, 10 points per trick. With a bid value from the Avondale table: that value if the tricks the bid named were taken, or 250 for all 10 tricks on a bid worth less than 250, and minus the value if they were not. Bid value 250 is misere: 250 for 0 tricks, otherwise minus 250. Bid value 500 is 10 hearts or open misere: 500 for 10 tricks or for 0 tricks, otherwise minus 500.
500 hand 2
500 hand 3
500 hand 4
500 hand 5
500 hand 6
500 hand 7
500 hand 8
500 hand 9
500 hand 10
500 hand 11
500 hand 12
500 hand 13
500 hand 14
500 game total, first team to 500All hands so far

Scoring key

Six tricks: S 40, C 60, D 80, H 100, NT 120 40 to 120
Win six of the ten tricks. Spades cheapest, no trumps dearest.
Seven tricks: S 140, C 160, D 180, H 200, NT 220 140 to 220
Each extra trick adds 100 to a bid in the same suit.
Eight tricks: S 240, C 260, D 280, H 300, NT 320 240 to 320
From 8 clubs up a slam adds nothing: the bid beats 250.
Nine tricks: S 340, C 360, D 380, H 400, NT 420 340 to 420
Each step up in suit adds 20: 9 clubs 360, 9 diamonds 380.
Ten tricks: S 440, C 460, D 480, H 500, NT 520 440 to 520
A bid for every trick. 10 no trumps, 520, tops the table.
Misere: win no tricks, partner sits out 250
Type 250 as the bid value. Bid it only after a seven: it beats every seven and loses to every eight. American nullo sits between 8 spades and 8 clubs.
Open misere: no tricks, hand face up 500
Type 500. The hand goes face up after the first trick. It ranks between 10 diamonds and 10 hearts and may open the auction.
Made contract: the bid value and no more bid value
Extra tricks earn nothing. 7 diamonds made with nine tricks is still 180.
Set: the whole bid value comes off minus bid
One trick short costs as much as five short. Totals can go below zero.
Defenders: 10 for every trick they win 10
Made or set, it is the same. Against a misere they score nothing; in American nullo they score 10 for each trick the bidder takes.
Slam: all ten tricks pays at least 250 250
All ten on a bid worth less than 250 (up to 8 spades) scores 250 instead. Some tables play no slam bonus.
Winning: reach 500 by making a contract 500
Australian play: 500 reached on defenders' tricks alone does not win, so play on. American play: it does, and the bidder wins if both sides pass 500.
Out backwards: minus 500 loses the game -500
A team at minus 500 or worse loses at once, also called out the back door.
Suit order: spades, clubs, diamonds, hearts
No trumps outranks all four. A higher suit outbids a lower one for the same number of tricks.
Four players: a 43-card pack with one joker 43 cards
Ace to 4 in the red suits, ace to 5 in the black, one joker. Ten cards each and three in the kitty.
Six players: a 63-card pack with 11s and 12s 63 cards
It adds 11s and 12s in every suit and red 13s. Play two teams of three, or three teams of two.

How each row scores

500 hand
Bid value left empty: a defender, 10 points per trick. With a bid value from the Avondale table: that value if the tricks the bid named were taken, or 250 for all 10 tricks on a bid worth less than 250, and minus the value if they were not. Bid value 250 is misere: 250 for 0 tricks, otherwise minus 250. Bid value 500 is 10 hearts or open misere: 500 for 10 tricks or for 0 tricks, otherwise minus 500.
500 game total, first team to 500
All hands so far

Type a score and the totals fill in. Highest total wins. First to 500 wins.

Names and scores stay in this browser until you press New game.

500 Score Sheet With Every Avondale Bid Value in the Key: how it works

This 500 score sheet keeps a partnership game one hand at a time. The bidding side types what its bid is worth, read from the Avondale table under the grid, and the tricks it took. The sheet pays a made contract, takes a set one off, gives the defenders 10 a trick and marks the first team to 500.

Fill a hand in two boxes

Rename the two columns with your team names. With six at the table, press Add a team for a third pair. After each hand the bidding side finds its bid in the key, types the value under Bid value and its tricks under Tricks. The defenders leave Bid value empty and type only their tricks. A value the table does not hold, such as 130, is flagged and still kept.

Made, set and the slam at 250

A made contract scores the bid value only, so 7 diamonds with nine tricks is still 180. One trick short and the whole 180 comes off. Win all ten tricks on a bid worth less than 250 and the sheet pays 250 instead; from 8 clubs up the bid is already worth more. For a misere type 250, for an open misere 500. Both pay only with 0 in Tricks.

Tips

  • Print blank sheet puts the whole Avondale table under the grid, so nobody prices 8 hearts from memory.
  • The mark shows the first team to reach 500. In Australian play a team must get there by making a contract, so a side that creeps past 500 on defenders' tricks plays on.
  • Three at the table? Switch to Three players, each alone: a 33-card pack, and each defender types only the tricks they won themselves.

Questions and answers

What do the defenders score against a misere?

Nothing in Australian play, so leave their boxes empty for that hand. American tables call the bid nullo and give each opponent 10 for every trick the bidder is forced to take. If you play that way, the defenders type the bidder's tricks in their own Tricks box.

What happens when a team falls to minus 500?

It loses the game. Players call it going out backwards, or out the back door. The sheet shows totals below zero but only marks 500, so watch the total row of a team that keeps getting set.

Where does the Avondale table come from?

500 grew out of euchre in the United States before 1900. The United States Playing Card Company published rules in 1904 and brought out the Avondale table in 1906 to remove irregularities in the bidding. Each extra trick adds 100 and each step up in suit adds 20.

More like this

Random tool Browse Word Games

All 21 lines

Partners: one row per hand 2

  • 500 game total, first team to 500 Every hand so far added together. It can go below zero. The first team to reach 500 is marked; check the key before you shake hands, because Australian tables only count a 500 reached by making a contract.
  • 500 hand One row per hand. The side that won the bidding types what its bid is worth from the table below and the tricks it took. The other side leaves Bid value empty and types its tricks. 7 diamonds made with eight tricks is 180, not more.

Three-handed: every player alone 2

  • Three-handed 500 hand The same two boxes with a column for each player. The bidder plays alone against the other two. Each defender leaves Bid value empty and types only the tricks they won themselves.
  • Three-handed total, first player to 500 Each player keeps a separate score through the whole game, even though two of them defend together in every hand.

The Avondale schedule: what each bid is worth 7

  • Eight tricks: S 240, C 260, D 280, H 300, NT 320 From 8 clubs up a slam adds nothing: the bid beats 250.
  • Misere: win no tricks, partner sits out Type 250 as the bid value. Bid it only after a seven: it beats every seven and loses to every eight. American nullo sits between 8 spades and 8 clubs.
  • Nine tricks: S 340, C 360, D 380, H 400, NT 420 Each step up in suit adds 20: 9 clubs 360, 9 diamonds 380.
  • Open misere: no tricks, hand face up Type 500. The hand goes face up after the first trick. It ranks between 10 diamonds and 10 hearts and may open the auction.
  • Seven tricks: S 140, C 160, D 180, H 200, NT 220 Each extra trick adds 100 to a bid in the same suit.
  • Six tricks: S 40, C 60, D 80, H 100, NT 120 Win six of the ten tricks. Spades cheapest, no trumps dearest.
  • Ten tricks: S 440, C 460, D 480, H 500, NT 520 A bid for every trick. 10 no trumps, 520, tops the table.

Scoring key 10

  • Defenders: 10 for every trick they win Made or set, it is the same. Against a misere they score nothing; in American nullo they score 10 for each trick the bidder takes.
  • Four players: a 43-card pack with one joker Ace to 4 in the red suits, ace to 5 in the black, one joker. Ten cards each and three in the kitty.
  • Made contract: the bid value and no more Extra tricks earn nothing. 7 diamonds made with nine tricks is still 180.
  • Out backwards: minus 500 loses the game A team at minus 500 or worse loses at once, also called out the back door.
  • Set: the whole bid value comes off One trick short costs as much as five short. Totals can go below zero.
  • Six players: a 63-card pack with 11s and 12s It adds 11s and 12s in every suit and red 13s. Play two teams of three, or three teams of two.
  • Slam: all ten tricks pays at least 250 All ten on a bid worth less than 250 (up to 8 spades) scores 250 instead. Some tables play no slam bonus.
  • Suit order: spades, clubs, diamonds, hearts No trumps outranks all four. A higher suit outbids a lower one for the same number of tricks.
  • Three players: 33 cards, sevens low Ace to 7 in every suit plus the joker. The two defenders join forces for the hand, and each scores 10 per trick for the tricks they took themselves.
  • Winning: reach 500 by making a contract Australian play: 500 reached on defenders' tricks alone does not win, so play on. American play: it does, and the bidder wins if both sides pass 500.

How this list was compiled: Written by the editors. 500 is a traditional card game and the Avondale schedule is a public scoring table. Checked on 2026-09-18 and again on 2026-09-19 against https://www.pagat.com/euchre/500.html (the Australian game, with the American variations listed at the end): all 25 bid values, misere 250 and open misere 500 and where each ranks in the bidding, 10 points per trick for the defenders whether the contract is made or set, nothing for the defenders against a misere, no score for extra tricks, 250 for a slam on a bid worth less than 250 and none from 8 clubs up, winning only by reaching 500 on a made contract, losing at minus 500, the 43, 33 and 63 card packs, ten cards each and a kitty of three, the three-handed game scored player by player, and the American rules: nullo between 8 spades and 8 clubs, defenders scoring 10 per trick the nullo bidder takes, winning on defenders' points and the bidder winning when both sides pass 500. Checked the same days against https://en.wikipedia.org/wiki/500_(card_game): the same table under the name Avondale, the 1904 rules and the 1906 Avondale table from the United States Playing Card Company, the names out backwards and out the back door, six players as two teams of three or three teams of two, and the tables that play without a slam bonus. The arithmetic that turns a bid value back into the tricks it named (six for 40 to 120, up to ten for 440 to 520) is the editors' and is tested in the build script. Licence: own work