WHAT ARE 500 CARD GAMES?
500 is a classic Swedish card game belonging to the rummy family and often referred to as femhundra or femhundra rummy. The essence of the game is to collect points by forming combinations of threes, fours or sequences of the same suit. The aim is to get rid of all the hand cards and be the first player or team to reach 500 points to win the game.
Combinations can be built with cards in ascending order of the same suit or with multiple cards of the same denomination. Each round involves planning, luck and strategy, with each action - such as drawing cards from a pile or taking up the whole pile - determining the dynamics of the game.
WHO PLAYS AND WHERE DO 500 CARD GAMES COME FROM?
The game originated in North America around 1900 as a development of older card games, and became particularly popular both in the United States and later in Australia, New Zealand and Sweden. Originally 500 was designed for three players, but there are now rules for two, four, five and more players.
Today, 500 is played in many social settings - both in families and among friends - and is firmly rooted as an entertaining parlour game. Because it can be customised to suit the size of the group, it is very popular at gatherings, parties and game nights.
HOW ARE 500 CARD GAMES PLAYED? - GAME STRUCTURE AND BASIC CONCEPTS
When the game starts, each participant receives seven hand cards. The remaining cards form a pile in the centre, with the top card being turned face up and forming the start of the so-called pile.
PLAYER ORDER AND MOVES
The game is played clockwise and the starting player is chosen at random.
On their turn, a player may draw the top card from the pile, or take the entire pile.
If the player takes the pile, at least one of the cards must be used in a new combination during the same turn.
The player can create new combinations or build on existing ones, both on his own and opponents' posted combinations.
The turn ends by placing a hand card face up on the pile.
FOCUS CATEGORIES IN THE DICTIONARY
Hand: The cards a player has in their hand.
High: The deck or stack of cards in the centre of the table.
Stick: Name of a won collection of cards in some variants.
Draw: A game moment where the player takes or lays cards.
Hand cards: The cards the player keeps hidden from the opponents.
Round: A complete game in which all players have acted.
COMBINATIONS, BONUSES AND PENALTIES - GAME MECHANICS AND TACTICS
In 500 card games, combinations and the right timing are crucial. Combinations can be divided into two main types:
Group: Threes or fours of the same denomination (e.g. three ladies).
Sequence: Three or more cards in ascending order of the same suit (for example 5-6-7 in spades).
The scoring system is linked to the combinations laid out on the playing field:
Two to nine: 5 points/card
Ten to King: 10 points/card
Ace: 5 or 15 points depending on the sequence mode
If a player takes the pile without being able to lay down at least three new cards, a penalty of minus points is applied.
PHASES AND DOCUMENTS
Starting phase: Preparation and distribution of hand cards
Game phase: Regular draws and laying out of combinations
Endgame: The round ends when a player is without hand cards or the pile is exhausted. Points are then scored for cards dealt and cards remaining.
500 CARD GAME RULES - STEP BY STEP
PREPARATIONS
Number of players: 2-8. Two decks for five or more players.
Deal out: Seven cards to each player.
The rest of the deck is a pile, with a face-up card as the start of the pile.
Starting players draw first.
THE COURSE OF THE GAME
footbridge | Description of the programme |
---|---|
Tour/Drag | Draw a card from the pile or the entire pile (at least one new deal is required if the pile is taken) |
Expenditure | Adding new combinations or building on them |
Choice of action | Building on your own or others' outsourced combinations |
End of tour | Place a hand card face up on the pile |
Step Description
Turn/Draw Draw a card from the pile or the entire pile (at least one new deal is required if the pile is taken)
Expenditure Adding new combinations or building on
Choice of action Building on own or others' posted combinations
End of turn Place a hand card face up on the pile
The first round does not allow cards to be dealt - everyone must be allowed to draw before dealing can take place.
At the end of the round, minus points are given for remaining hand cards and plus points for dealt combinations.
PLAY-OFFS AND POINTS
The round ends when someone is without a hand card or the game is over.
The remaining cards in the hand are deducted from the score.
Whoever reaches 500 points wins the game.
WHY ARE 500 CARD GAMES SO IMPORTANT IN THE WORLD OF GAMBLING RULES?
500 is a great example of game design where simple game mechanics meet tactical depth. The game encourages long-term strategy, luck and tactical utilisation of each round. The clear scoring and flexibility to play in different sized groups make 500 an educational game, often used to introduce beginners to combination play and basic card logic.
In addition, 500 serves as a natural foundation for teaching important concepts: hand, pile, stick, luck, strategy, tactics. The game offers both individual and collective challenge, especially when co-operation and endgames come into play.
HOW ARE 500 CARD GAMES USED IN A LINGUISTIC AND CULTURAL CONTEXT?
The word and game 500 have been in Swedish vocabulary for over a hundred years. In conversations about card games, it is often used as a reference for scoring games and combination strategy - and as a model for related game mechanics in other card games. Even in digital variants, 500 adapts classic rules to online and mobile games.
500 is popular with both young and old, with family players as well as in gaming clubs and at gaming parties. The linguistic use of terms such as "combination", "stick", "bonus", "draw" and "round" has become standard among Swedish card players thanks to 500.
ADVANCED STRATEGY AND TIPS FOR 500 CARD GAMES
Plan actions in several stages.
Try to form combinations early to reduce the risk of negative points.
Remove high hand cards to avoid losing points at the end of the round.
Keep track of the cards played and adjust your tactics.
Build on others' spending when it favours your score.
THE MEANING OF THE TERM IN THE DICTIONARY
500 card games are a timeless part of Swedish gaming culture - and their concepts, rules, and strategies deserve a prominent place in every rules dictionary. Understanding how hands, piles, combinations, bonus points and strategies interact provides a broader understanding of both classic and modern gaming culture.