Help is organized in the following sections.
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 played with a deck of 43 playing cards. The deck consists of 10 spades (5 to ace), 10 clubs (5 to ace), 11 hearts (4 to ace), 11 diamonds (4 to ace), and one joker.
The play is broken down into hands. Hands are played until the game is over. You form a team with the player across from you and accumulate points from each hand played. The game ends when a team reaches plus or minus 500 points. The team with the highest score wins.
Each hand consists of five stages: dealing, bidding, kitty exchange, playing, and scoring.
At the start of the game the dealer is chosen randomly. From then on, the deal rotates clockwise until the game ends. The cards are dealt face down to the four players and the kitty, giving each player 10 cards, and the kitty 3 cards.
The bidding begins with the player to the left of the dealer. The bidding rotates clockwise. A player may choose to bid or pass. Once a player has passed the player may not bid again.
A bid consists of a level from 6 to 10 and an indication of the trump suit or notrump (no trump suit). The level determines the number of tricks the bidder's team will take during play.
A bid must be higher than any previous bid (the bid ranking is defined below). If all players choose to pass is 'passed out'. The hand is not played and no points are awarded for the hand. A new hand is dealt.
The ranking of the bids is determined by the level and the trump suit. First, the higher level outranks the lower level. Next, for a given level the trump suit order from low to high is: spades, clubs, diamonds, hearts, and notrump.
Some examples will help. A bid of 7♥ is higher than 6♥. A bid of 6♣ is higher than 6♠. 6NT (6 notrump) is higher than all other 6 level bids.
The bidding finishes when three players have passed. The player with the highest bid wins the bidding. This player is called the declarer. The final bid determines the contract. Here are some example contracts.
There are two special bids: nullo and open nullo. Nullo is played as a notrump contract and indicates that the bidder will take no tricks. Also, the nullo declarer will play without a partner to help during play. Open nullo is like nullo, except that the bidder's cards are exposed to the opponents during play. Nullo ranks between level 7 and level 8. Open nullo ranks between 10♥ and 10NT.
After the contract is determined the declarer takes the 3 cards from the kitty and discards 3 cards back to the kitty. The kitty cards taken and returned are not exposed to other players.
The play consists of 10 tricks. A trick consist of 4 cards, 1 card from each player. For each trick, there is a leader, a suit led, and a winner. The leader is the player who plays the first card. The suit led is the suit of the card played by the leader (if a joker is led during play of a notrump contract, the player chooses the suit led). The winner of the trick is determined by the best card played of the suit led, however, if a trump was played on the trick, then the winner is the best trump card played.
The best card in a given suit is determined by the contract being played. For suit contracts the joker becomes the highest trump, followed by the jack of the trump suit, the jack of the suit of the same color as the trump suit, and then the other cards of the trump suit. The card rankings are as follows.
In notrump contracts, the joker is the highest rank. When led, the leader declares the suit, others must follow and the joker will win the trick. The joker can be played on a trick when one does not have the suit led. The joker will win the trick (like a trump).
The declarer makes the first lead and may lead any card. Play continues clockwise to the left with each player playing a card in turn. Players must play the suit led if they have it otherwise, they may play any card from their hand.
After each player has played a card on the trick, the winning player takes the trick and places it aside until the scoring stage. This player is the leader of the next trick. The play stage continues until players have no cards left in their hands.
After the hand has been played out, the number of tricks taken by the declarer's team is checked against the contract bid. For non-nullo bids, the declarer's team needs to take at least as many tricks as the level bid to make the contract. If the team makes the contract value is added to their score. If they fail, the contract value is subtracted from their score. The defenders receive 10 points per trick captured. The contract value is determined by the following table.
| Level | Spades | Clubs | Diamonds | Hearts | Notrump |
|---|---|---|---|---|---|
| 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 |
There is one exception to the above scoring rules. If the declaring team takes all the tricks, it is called a slam. The team is given a minimum of 250 points for the slam. If the bid was 8♠ or less the resulting score is higher than the table score. If the bid was higher than 8♠ the table score is applied.
The bid of nullo is worth 250 points. If the declarer succeeds in taking no tricks, 250 points are added to the teams score. If the declarer fails, 250 points are subtracted. In any case, the defending team will receive 0 points.
The bid of open nullo is worth 500 points. Except for the point difference, it is scored just like the nullo bid.
After the scores for this hand are determined, the hand scores are added to the total game scores. The game ends when one team reaches plus or minus 500 points.
There are many helpful web sites discussing Five Hundred. Here are a few we found helpful.
Five Hundred can be played with many different rule options. We have included some preset rules to show some of the variety. See Rule Options to customize the rules.
We have preset options for the following game rules.NeuralPlay Five Hundred offers many features to help you learn and improve your play. These features may be enabled, disabled, and/or adjusted in settings. The features include the following.
Play with the Five Hundred rules you like! NeuralPlay's Five Hundred offers many rule options for you to customize the game to your liking. Preset rules include defaults for the American, Australian, and Canadian variants. You can further customize them with many options, including the following.
| Level | Spades | Clubs | Diamonds | Hearts | Notrump |
|---|---|---|---|---|---|
| 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 |
| Level | Spades | Clubs | Diamonds | Hearts | Notrump |
|---|---|---|---|---|---|
| 6 | 40 | 60 | 80 | 100 | 120 |
| 7 | 80 | 120 | 160 | 200 | 240 |
| 8 | 120 | 180 | 240 | 300 | 360 |
| 9 | 160 | 240 | 320 | 400 | 480 |
| 10 | 200 | 300 | 400 | 500 | 600 |
| Level | Spades | Clubs | Diamonds | Hearts | Notrump |
|---|---|---|---|---|---|
| 6 | 20 | 40 | 60 | 80 | 100 |
| 7 | 120 | 140 | 160 | 180 | 200 |
| 8 | 220 | 240 | 260 | 280 | 300 |
| 9 | 320 | 340 | 360 | 380 | 400 |
| 10 | 420 | 440 | 460 | 480 | 500 |
NeuralPlay computer players offer 6 levels of play. Play at level 1 is reasonably easy and good for beginners. Play at level 3 should be fun for most players. Play at level 6 will be the most challenging.
The AI bots employ different AI methods depending on the level. Levels 1 and 2 use simple methods to provide an introduction to beginners. We will not describe them in detail here.
Level 3 uses a rule-based AI. The AI consists of rules such as: "In 3rd seat, do not trump partner's high card" and "In 4th seat, play just high enough to take it when an opponent is winning", etc. We find the rules work quite well and can provide good play.
Levels 4+ use Monte Carlo Simulation to determine the best play. Basically, the AI will deal out the unknown cards randomly. The AI will then try each legal play and play 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 legal play with the best average result is chosen.
Levels 4+ differ in how many times the unknown cards are dealt out. In general, the more deals the more accurate the simulation. This results in better quality plays. The trade-off is that more deals take more time, play may be slower on level 6 than level 4 depending on the device.
Since levels 4+ do not use rules, you may observe either surprisingly good plays or odd mistakes that may seem not to follow any logical rules. Overall, our tests show that the levels are better than the rule-based level 3. We also find the randomness makes the computer feel a bit more human-like and fun.
If you prefer a more consistent, logical, and predictable partner AI and/or opponent AI, then level 3 may be best.
We are continuing to research improvements and new computer AI algorithms. We continue to update the bots as we develop improved algorithms.
See Settings -> Hand Sorting. You can change the rank order, suit order, and choose to alternate red and black suits.
Go to the Main Screen and choose Menu -> Reset.
These terms are used in bridge games. You are always South and your partner is always North. The terms You and South are used interchangeably.
Claim means you will take the remaining tricks. When your hand is clearly high, you may claim the remaining tricks to speed up play. If the claim is successful (the AI will check), you will receive the remaining tricks and the hand will end.
Please contact us at support@neuralplay.com.