Utilisateur:Bib47/500 (Jeu de cartes)

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Description de l'image 4CardPlayers.svg.
Ce jeu appartient au domaine public
Date de 1re édition 1904
Format jeu de cartes
Mécanisme levées
Joueur(s) 2 à 6
Durée annoncée environ 15 min par contrat
habileté
physique

 Non
 réflexion
décision

 Oui
générateur
de hasard

 Oui
info. compl.
et parfaite

 Non


Modèle:Infobox CardGame Le 500 est un jeu de cartes conçu en Amérique peu avant 1900 et qui a été popularisé par la United States Playing Card Company, qui a mis sous copyright les règles en 1904 en plus d'en faire la promotion. .[1] Ce jeu peut être joué par deux à six joueurs, mais la forme la plus courante est à quatre joueurs, en paterneuriat mais si des sources affirment que le jeu a été conçu pour trois joueurs.[2] Le 500 est une extension de l'Euchre[3] qui incorpore les principes de base du Bridge.

Historique[modifier | modifier le code]

Le 500 a toujours été considéré comme un jeu de carte social et qui a été très populaire aux États-Unis jusqu'en 1920 (approximativement) quand l'Auction bridge l'a dépassé. Par la suite, le Contract Bridge le chassa de la ferveur populaire en Amérique,[4] mais il continue d'être populaire en Australie, en Nouvelle-Zélande et il est couramment joué au Québec.

Le jeu est joué avec un jeu de cartes standard auquel on enlève certaines cartes. Les jeux de cartes spécialisés pour le 500 contiennent 63 cartes, soit un jeu complet avec ajout d'un joker, les 11 et les 12 dans chaque couleurs et les 13 dans les couleurs rouges. Le paquet spécialisé complet est requis pour joué à six joueurs. Avec moins de joueurs, des cartes sont enlevés, le principe de base étant d'avoir 10 cartes par joueurs plus trois cartes supplémentaires.

Préparation[modifier | modifier le code]

Dans plusieurs variantes du 500, le jeu standard comprend 43 cartes, soit: un jeu complet avec ajout d'un joker et auquel on enlève les 2, les 3 et deux 4 (les noirs). Les cartes sont distribués à chaque joueur et trois cartes sont laissés au centre de la table (ce qu'on appelle la veuve), face vers le bas. Dans d'autres variantes, 45 cartes sont utilisées, ce qui fait que les 4 ne sont pas enlevés et que cinq cartes sont laissés dans la veuve.

Les joueurs jouent en pair, assis face à face. Chaque joueur agit comme donneur à tour de rôle. Après avoir mélangé les cartes, le donneur demande au joueur à sa droite de couper les cartes puis entame la distribution. Traditionnellement, trois cartes sont données à chaque joueur, une à la veuve, quatre cartes à chaque joueur, une à la veuve, trois cartes à chaque joueur et finalement une carte à la veuve. Dans les versions à 45 cartes, la distribution est faite en donnant trois cartes à chaque joueur, trois à la veuve, quatre cartes à chaque joueur et deux à la veuve et finalement trois cartes à chaque joueur.

Comme pour l'Euchre, dans une suite sans atout, l'ordre des cartes, du plus haut au plus bas est: As, Roi, Dame, (Valet), 10, 9, 8, 7, 6, 5, (4). Dans une suite avec atout, la plus haute carte est le Joker (souvent identifié comme le "best bower"), suivi du valet de l'atout (le Right Bower) puis le valet de l'autre sorte de la même couleur que l'atout (Left Bower) et qui est considéré comme faisant partie de la sorte de l'atout suivi de l'As, Roi, Dame, 10, 9, 8, 7, 6, 5, (4).

Le terme bower est une anglicisation de l'allemand Bauer, un mot signifiant fermier, paysan ou pion. Ce nom est souvent utilisé pour faire référence aux valets dans les jeux allemands.

Mises[modifier | modifier le code]

Les règles concernant les mises varient beaucoup. Les plus courantes sont décrites ici.

After the deal, players call in turn, electing either to bid or to pass. A bid indicates the combined number of tricks the bidder believes he and his partner will take and the suit that will be trumps for that hand, or that there will be no trump suit. For instance, a bid of "seven spades" indicates that the player intends to win seven or more tricks with spades being the trump suit, whereas a bid of "seven no-trumps" indicates that the player intends to win seven or more tricks with no trump suit (in which case the only trump card is the joker).

In American play, a bid of six is called an "inkle". A player who bids "inkle spades" is indicating to their partner that they have some spades but not enough to bid seven. Only the first two players may inkle.

A player may elect not to bid, or to "pass". Bidding proceeds clockwise around the table, with each player passing or making a higher-scoring bid. A player who passes cannot subsequently make a bid in that hand.

A player who has bid may only bid again in that hand if there has been an intervening bid by another player. However, in Newcastle (Australia) play, a player who has bid and not passed may always bid again in that hand.

The order of seniority of suits in bidding (highest to lowest, as reflected in the scores below) is hearts, diamonds, clubs, spades. Therefore, for example, a player who bids "seven clubs" may be outbid by a subsequent bidding player on seven diamonds or seven hearts, but not seven spades. A "no trumps" bid beats any suited bid of the same number. Inkles are typically also similarly ranked: If the first player bids "six hearts", the next player cannot inkle spades, clubs, or diamonds. Their only options are to inkle no trump, bid seven or more (of any suit, or no trump or Misère), or pass. Eventually, all but one player passes and the bid is decided.

In American play, there is only one round of bidding, with each player getting one chance, in turn, to either bid or pass. The player making the successful bid then collects the kitty. This player sorts through his hand and discards the least-useful three (or five in the case of a 45 card deck) cards (possibly including cards picked up from the kitty), and places them face down; the discarded cards playing no further part in the hand.

If nobody makes a bid, there are multiple variations. Most commonly, the hand is declared dead and a reshuffle and re-deal is made. This can be repeated only twice, after which the deal passes to the next player. Alternatively, the game is played where no bids mean the round is played as no trumps, and scoring is ten points per trick. Other variations include that the deal passes to the next player (no reshuffle); or that if no one else makes a bid, the dealer is required to make a bid.

Special bids[modifier | modifier le code]

  • No trump means that the joker is the only trump card (there are no bowers and no trump suit when playing no trump or "no-ies").
  • A Misère (also called Nullo, Nula or Nello) bid means the bidding player is trying to lose all ten tricks. If playing with a partner, the partner folds their cards and does not participate in the round. Misère is the French word meaning "poverty". It can only be bid after a 7 bid and before an 8 bid. However, because Misère is worth 250 points, and an 8-Spades bid is worth 240 points, players must decide before the start of play if the 8-Spades bet can beat a Misère since it is worth fewer points but it is considered 'over' the Misère. Alternatively, this bid need not wait until after a 7 bid and always beats 8-Spades.
  • Open Misère is the same as misère except the player playing this bid must reveal all of their cards to their opponents after the first trick. It can only be bid after an 8 bid, and is one of the highest bids which can only be beaten by a 10-No Trump bet. Also called Lay Down Misère.
  • Double nullo is an American variant in which both players of the bidding team play and must lose all tricks. This is also called Grand nullo, which is often corrupted to Granola.
  • Wilkinson Version of Misère is agreed to before the outset of the game, and is bid as such: 'closed misère' can be bid any time (even as a first bid) but is played open, and 'open misère' may also be bid likewise but is played open and without the kitty.
  • Hi/Lo or 5 and 5 bid means one player intends to win 5 tricks and lose 5 tricks in the hand. The game is typically worth 350 points, and therefore outbids a 9 black bid, but not a 9 red bid. The game play is similar to a No trump game in that the Joker is the only trump card and may only be used if the player cannot otherwise follow suit. When a Hi/Lo call is made the bidder's partner folds their cards and does not participate in the hand.

Special inkles[modifier | modifier le code]

  • Inkle No is sometimes distinguished from Inkle No Trump, with the former meaning the player has high cards and the latter meaning they have the joker. Inkle No Trump is the highest inkle. However, such a distinction is often forbidden and considered by be illegal table talk, with the only legal No Trump inkle being the full "Inkle No Trump", and with the player's partner left to determine whether the inkle means their partner has high cards, the joker, both, or that they are simply blocking the opponents from inkling.
  • Players cannot Inkle Nullo.
  • Some versions allow bids of 6 tricks, but others consider them only equal to inkles.

Gameplay[modifier | modifier le code]

The game focuses on tricks. The lead starts with the player who won the bidding. In some variations, the player to the dealer's left leads first regardless of who won the bid. Players must follow suit if they can (This includes the left bower or any other card that is considered a trump, if trumps are led). If a player no longer has any cards of the suit that is led, he may play any card in his hand. After all four players have played a card, the highest trump takes the trick. If no trumps are played, the highest card of the lead suit wins the trick. The winner of the trick leads on the next trick. Once all ten tricks have been played, the hand is scored. The player to the left of the previous dealer deals for the next hand, so that the deal moves clockwise around the table.

Double nullo may be called by one partner even if the other partner passes. In this instance the player who calls nullo draws in his/her partner and both must play and not take any tricks. The person who calls double nullo picks up the kitty and gives the five cards he/she wants to discard to their partner. Their partner then must take those five cards and pick the ones he/she wants to keep and discard the rest.

Variations[modifier | modifier le code]

The standard game described above is the setup and deck for the most common four-player (two teams of two) variety of 500. Variations exist, with appropriate additions or deductions to the deck for playing three, five or six-handed 500. Three-handed uses no teams, five-handed teams rotate and each player takes a turn without a partner, six-handed can be played as either three teams of two or two teams of three. Six-handed 500 requires a special deck with 63 cards.

Two-handed 500[modifier | modifier le code]

Two-handed 500 is played with a deck of 43 cards as per the standard game. Whereas in the standard game which includes partners, in the Two-handed game each player plays both the hand that is dealt to them and their partner’s which is dealt to the table. The deal is the same as the standard game, except that the partners hands are dealt to the table so that they have 5 cards face down, each covered by a face up card (to give a total of 10 cards). Bidding is the same as the standard game except Misère is generally not allowed. The kitty is used with the player’s hand only and no cards can be swapped between the hands. Order of play is as per the standard game. After each trick any exposed face down cards from the partner’s hands are turned up and revealed. Play then continues with the lead from the hand that won the last trick.

Alternatively, the game can be played as per three-handed but with a "dead hand".

Versions of 500[modifier | modifier le code]

Three-handed 500[modifier | modifier le code]

Three-handed 500 is played with a deck of 33 cards. Dealing, scoring and game play are as for the standard game. The common variant is in bidding, where misère may be bid before a bid for seven tricks. This variant is permitted due to the relative rarity of seven-trick bids outside of team play. Open misère may be bid in a similar fashion. Alternatively, the game may be played with the standard deck (45 or 43 cards) with one hand dealt face down, which remains untouched during the game (a so-called "dead hand"). The common strategy is that the two players who are unsuccessful in bidding form a temporary alliance in an attempt to force the other player to lose his bid.

Five-handed 500[modifier | modifier le code]

Another variation allows five players to play. All of the cards in a deck are used (although only one joker) so that each player can be dealt ten cards. The bidding starts to the dealer's left, and works by the same system as normal 500. The player who wins the bidding then gets to choose a card (the joker cannot be chosen). One of the bowers is usually chosen, or another high card. There are two versions of this variation. In one, the player who owns the chosen card announces that they have it, and then becomes the bidder's partner for that round. In the other, the player winning the bidding will not know who their partner is until the chosen card is played. Note that the partnership will usually change for each round. The remaining three players then play against the partnership. The player who won the bid gets to play the first card.

Scoring for this variation uses the same values as normal 500. If the partnership wins the required amount of tricks, they will both get points (full points each or half points each, depending on the variation), and if they don't, they will both lose points (either full or half). If one of the three remaining players wins a trick, that player will receive ten points. Neither misère nor open misère is usually permitted in this variant since it is too easy to win. Because the partnership changes each round, there are no fixed teams and each player plays for themselves. This adds dynamic, and new strategies will arise.

Six-handed 500[modifier | modifier le code]

Special decks of cards exist for playing six-handed 500, using a total of 65 cards. Besides using all 52 cards of the standard poker deck, plus one joker, these sets include 11's, 12's, and 13's of all four suits. Each player receives 10 cards, and the kitty receives 5. Players seated in alternating positions around the table form two teams of three players each. (Queen's Slippers 500 pack does not have black 13's, usually 6 handed is played with 63 cards and 3 in kitty)

No Trump 500[modifier | modifier le code]

In some versions, no trump games (including misère), the only trump card is the joker (i.e. the best card) and it has no suit. There are no bowers and all the jacks fall between the queen and ten of their respective suits. Players must always follow suit and may use the joker to trump a trick only if they cannot otherwise follow suit. A player may not "renege" with the joker - i.e., use it as a card of a suit in which the player has already claimed to be void. In some variations, the joker may only be played as the first or last card in a suit.

In other variations, the person who wins the bid also has the option to 'Declare'. Such a declaration entitles the winner of the bid to receive one card from his partner after discarding from the kitty or blind. The partner picks his best card and hands it face down to the winning bidder, who must then discard one additional card to retain a ten-card hand. The winning bidder now plays against the opponents without the assistance of the partner and must take all ten tricks. If such a bid is unsuccessful it is scored as -500 (negative 500).

Walker Ultimate 500[modifier | modifier le code]

A variation in which the winning team/player must win exactly 500 points. The game is played as normal, with the additional rule that 1000 points (like negative 500 points) loses the game. "Peggings" (or "Scab Points") must be played. This variation usually (not always) results in a longer game, but generates an enjoyable level of complexity to both the bidding and playing.

Local variants may not include either open misère, misère or both.

Variante Canadienne-Française[modifier | modifier le code]

Cette variante pour quatre joueurs utilise deux jokers et une jeu de cartes standard auquel on a enlevé les 2 et les 3. Le joker coloré est considéré plus fort que le joker blanc. Les joueurs reçoivent 10 cartes en trois lots de 3-3-4. Quand trois cartes sont données, trois autres sont également déposées au centre de la carte. Des sous-variantes permettent de rendre la dernière carte de la veuve visible pour tous les joueurs.

Le joueur qui a annoncé le meilleur contrat ramasse les cartes du centre de la table et retire six cartes de son jeu (sans que les autres joueurs ne les voient).

Au niveau des mises, la "misère" peut être autorisée. La petite misère vaut 500 points et seule la mise "8 sans atout" peut la surpasser. La grosse misère vaut 1000 points et seul la mise 10 sans atout peut la surpasser. Dans le cas de la grosse misère, toutes les cartes sont visibles sur la table.

Le jeu est joué pour un total de 1000 points. Si une équipe ne remplit pas son contrat, les points sont donnés à l'autre équipe. Aucune soustraction de points n'est faite.


Score keeping for 500[modifier | modifier le code]

The goal is for the team who wins the bid to take at least as many tricks as they bid. If the high bid is "eight hearts,"[5] then the team wins the hand if they take 8, 9, or all 10 tricks and are awarded points according to the table below. There are no bonuses for overtricks[6] (tricks over the number bid). If they do not make their bid, the same number of points is subtracted from their score. Whether or not the bid winning team achieves its bid, the opposing team receives 10 points for each trick they take. A team wins the game by scoring at least 500 points. A team whose score dips to -500 points or below loses the game. This is also known as going "out the back door" or "out backwards."

Plis pique ♠ trèfle ♣ carreau cœur Sans Atout
6 plis 40 60 80 100 120
7 plis 140 160 180 200 220
8 plis 240 260 280 300 320
9 plis 340 360 380 400 420
10 plis 440 460 480 500 520
Slam 250 for contract below total points of 250, normal for above 250
Nullo 250
Double Nullo 500

Variations in score keeping

  • 6-trick bids are considered inkles, raising the minimum bid to 7-Spades.
  • If a team bids 8-Spades or less, but takes all 10 tricks, they can receive 250 points; known as a "slam".
  • A team wins the game by scoring at least 500 points through winning bids, which means that any team surpassing 500 points solely with tricks has not yet won the game.
  • If both teams pass 500 points on the same hand, the bidding team wins even if they have fewer points.
  • A team whose score dips below -500 points loses the game only if the other team is not in the negative.
  • A common variation is to play the game where opening bids must be 6 or greater, and a bid of 7 or greater is required to start game play. In this variation it is typical to have unrestricted bidding. In an unrestricted bidding game, there are no limitations on which hands can be called when, such as only allowing a Nullo call after a bid of 7 has already been made. Instead, each subsequent player need only be able to outbid the current highest bid, or pass. In addition to dropping the 6 bid point system, this variation also uses special bids to split the colors. In this method Nullo scores 150 outbidding 7 black, but not 7 red; Open Nullo scores 250 outbidding 8 black, but not 8 red; Hi/Lo scores 350 outbidding 9 black, but not 9 red; and Double Nullo scores 450 outbidding 10 black, but not 10 red.

Notes[modifier | modifier le code]

  1. Goren's Hoyle encyclopedia of games, p. 210, Charles Henry Goren, Ely Culbertson, 1961
  2. Hoyle's Card Games, L. Dawson, Edmond Hoyle, p. 222 (ISBN 0-415-00880-8)
  3. The book of card games, Peter Arnold, p. 122 (ISBN 1-56619-950-6)
  4. Oxford Dictionary of Card Games, David Parlett, p. 108, (ISBN 0-19-869173-4)
  5. Phillips, Hubert & Westall, B. C. (1939) The Complete Book of Card Games. London: Witherby; pp. 172-175
  6. The Little Giant Encyclopedia of Card Games, Diagram Group, p. 78 (ISBN 0-8069-1330-4)

External links[modifier | modifier le code]

Jeu de société Jeu de cartes traditionnelles Jeu de levées