Five Hundred (500) is a simple trick taking card game that uses a standard deck of playing cards. Each player is dealt ten cards, and bids to take 6-10 tricks with the help of cards in the kitty. With 4 or 6, it's usually played in partnerships.
Two or three players use a 33 card deck with all 2-6's removed plus a Joker added. Four players use a 43 card deck: remove 2s, 3s, and black fours (leaving the 4 of Hearts, 4 of Diamonds) and a Joker added. Five players use a 53 card deck with only a Joker added.
Six players need a special deck of 63 cards with 11's, and 12's in each suit and a 13 of Diamonds, a 13 of Hearts, and a Joker.
The variant most popular in French Canada is four players (in partnerships) with a 46-card deck (removing all 2s and 3s, and adding two Jokers, a black-and-white one and a coloured one). Decreasing card strength is white joker, colour joker, first and second "edges" (the trump jack and the matching colour jack), ace, king, queen, 10 down to 4. Decreasing bidding strength is hearts-diamonds-clubs-spades. A special hand is "nulot", in which a player tries not to take any tricks; his partner sits out the hand.
- Tight, rewarding decision space with multiple viable paths
- Charming, indie aesthetic and clever theme
- Accessible entry point while offering depth for experienced players
- Satisfying combination of strategic planning and adaptive play
- High variability due to draft and top-deck risk
- Modular expansions can destabilize balance and planning windows
- Some strategies may need careful tuning or house rules in mixed groups
- Last-in-initiative penalties can feel unfair or forced depending on player count
- Building a seaside community with a mosaic of interconnected streets and local color
- Seaside town in Wales
- Whimsical, humorous, indie-spirited
- Forest Shuffle
- Tempi
- Forest Shuffle 2
Mechanics (from transcript analysis)
- Adjacency Scoring — Cards score based on neighboring cards and features, with some cards altering the reach or multiplying points.
- card drafting — Players draft cards to add features to their streets, each card with multiple scoring conditions.
- deck manipulation — If you are late in turn order, drawing for cards may force unlucky draws ('top decking'), drastically altering strategy.
- landmark cards — Special landmark cards score every card in the street; only one per street.
- Live Boys (resources) and card actions — A resource mechanic where accumulating 'live boys' allows performing powerful card actions, including using landmark actions earlier.
- Module-based expansions — Optional modules (add-ons) that alter rules and add new interactions (e.g., guides module) and can increase chaos or strategic depth.
- tile placement — Placed cards into streets; streets can be extended with various card types (terrace vs pier) and must follow adjacency rules.
- Tile/Street placement — Placed cards into streets; streets can be extended with various card types (terrace vs pier) and must follow adjacency rules.
- Top decking risk — If you are late in turn order, drawing for cards may force unlucky draws ('top decking'), drastically altering strategy.
- Turn order and initiative — Turn order cards determine when you act; lower initiative means earlier turns with fewer actions; high initiative can give many options but comes late in the round.
Video topics + discussion points
Quotes (from this video)
- 10B is full of these beautiful trade-offs.
- A one-man 10B band to 10ify your 10B.
- 10B is a crowd-pleaser and it's bound to please you as well.
- No choice is ever quite perfect, and it leaves you wanting for more as you desperately try to round off every element of strategy you introduced into your tableau in a flash of intoxicated hubris.
References (from this video)
- Beautiful town imagery and thematic setting in Wales
- Puzzly, strategic rhythm with placement and adjacency scoring
- Flexible day-card actions and market-driven resource gain
- Encourages pictorial continuity across streets and panoramas
- Clear, interesting tension between extending existing streets and starting new ones
- Thematic flavor of Welsh coastal towns enhances immersion
- Urban planning and architectural aesthetics with a strong puzzle element, featuring terraces, piers, and landmarks.
- Coastal Welsh town-building in a fantasy-represented Tenb; players build streets with town cards to form panoramas.
- Expository, instructional with enthusiastic personal commentary
Mechanics (from transcript analysis)
- adjacency-based scoring — Scoring conditions apply to features on adjacent cards, with reach determined by the arrows on each card.
- card drafting — On a turn, players choose a day card which triggers actions such as gaining terrace or peer cards from the market.
- Card drafting from market — On a turn, players choose a day card which triggers actions such as gaining terrace or peer cards from the market.
- Compound Scoring — Scoring conditions apply to features on adjacent cards, with reach determined by the arrows on each card.
- Landmark limitation — Only one landmark card may be placed per street, adding a constraint to layout planning.
- Market-driven resource gain — Gaining terrace and peer cards from the market to support growth.
- Placement and construction — Town cards must fit pictorially and be placed at either end of an existing street or start a new street; landmarks are limited to one per street.
Video topics + discussion points
Quotes (from this video)
- This is a game where on your turn you will add terraces, peers, and 10b towns landmarks onto your streets.
- 10B is one of the most beautiful towns in Wales.
- You'll be able to wander the colorful streets, walk along the peers, and with some scrumptious fish and chips and relax on the stunning beaches with a nice cold ice cream.
- It's a really puzzly game.
- I gave it 10B out of 10B and I love
References (from this video)
- Cute artwork throughout
- neat and cute city visuals
- cute, children's storybook aesthetic
- Cute city-building world
- whimsical
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- art is incredibly subjective.
- I love aquariums.
- This is absolutely gorgeous artwork.
- The art just screams anime in every way.
- It's the best art I think of 2025.
References (from this video)
- Fast, satisfying tableau-building
- Strong options to mitigate luck (life preservers, choice of cards)
- Clear visual language and intuitive scoring from cards
- Engaging in multiplayer with social dynamics like hate-drafting
- Solo mode heavily dependent on luck of the draw
- Potential for underwhelming landscapes/landmarks if you draw poorly
- Rules-lite feel may obscure deeper strategy for some players
- Urban planning and neighborhood scoring with maritime motifs
- A colorful coastal Welsh town with terraced houses, piers, and sea edges; city-building through street development
- explanatory let's-play with live commentary
- 10B (multiplayer)
Mechanics (from transcript analysis)
- card drafting — Players select cards from a shared offer to shape street-building and scoring opportunities.
- Edge-type constraints — Edges determined by sea/terrace/peer affect where cards can be placed and scoring opportunities.
- end game bonuses — Optional end-game modules and goals that affect scores (not shown in solo demo).
- Endgame/extra scoring options — Optional end-game modules and goals that affect scores (not shown in solo demo).
- Life Preservers (mitigation) — Mitigation actions that modify the draft pool or provide penalties/remedy; used to influence draws in solo/multi.
- Pattern Building — Players build rows of cards (streets) left-to-right with constraints for edges (sea, terraces, peers).
- Scoring from cards — Each card has own scoring and also street-wide bonuses, plus landmarks scoring for entire street.
Video topics + discussion points
Quotes (from this video)
- It's a fun breezy time.
- The solo mode is super luck-based.
- Multiplayer 10B is the way to go and it plays really well.
- Say You'll Be Wine. Welks and Cockals.