Views: 222 Author: Layla Publish Time: 2025-02-01 Origin: Site
Content Menu
>> Objective
● Gameplay
>> Melding
>> Discarding
>> Red Threes
>> Black Threes
>> Wild Cards
● Going Out and Ending the Round
● Scoring
>> 1. How many cards are needed to start a meld in Hand and Foot?
>> 2. Can you pick up the discard pile at any time during the game?
>> 3. What happens if you draw a red three in Hand and Foot?
>> 4. How do you determine the winner in Hand and Foot?
>> 5. Can partners share information about their cards in Hand and Foot?
Hand and Foot is an exciting and strategic card game that has gained popularity among card game enthusiasts. This variation of Canasta offers a unique twist with its use of multiple decks and the concept of playing from both a "hand" and a "foot." In this comprehensive guide, we'll explore the rules, strategies, and nuances of Hand and Foot, providing you with everything you need to know to start playing and mastering this engaging game.
Hand and Foot is typically played with four players in two partnerships, sitting across from each other. However, the game can be adapted for two to six players. The number of decks used depends on the number of players:
- For 2-3 players: Use 3 decks (156 cards)
- For 4 players: Use 4 decks (208 cards)
- For 5-6 players: Use 5-6 decks (260-312 cards)
Each deck includes standard playing cards plus Jokers, which serve as wild cards along with 2s.
The goal of Hand and Foot is to be the team with the highest score after four rounds of play. Players aim to create melds (sets of cards) and ultimately form "books" of seven cards. The game ends when a player or team goes out by using all their cards and meeting specific requirements.
1. Shuffle all decks thoroughly.
2. Deal each player two sets of cards:
- The "Hand": 11 cards dealt face-down
- The "Foot": Another 11 cards dealt face-down
3. Players can look at their Hand but must keep their Foot face-down until they're ready to play it.
4. Place the remaining cards in the center as the draw pile.
5. Turn over the top card to start the discard pile.
Understanding card values is crucial for strategic play and scoring:
Card | Point Value |
---|---|
Jokers | 50 points |
2s (Wild) | 20 points |
Aces | 20 points |
8-K | 10 points |
4-7 | 5 points |
Red 3s | 100 points |
Black 3s | 5 points |
The player to the dealer's left begins, and play continues clockwise. Each turn consists of drawing cards, melding, and discarding.
On your turn, you must either:
1. Draw two cards from the draw pile, or
2. Pick up the entire discard pile (subject to specific rules)
Melding is the process of laying down sets of cards. There are two types of melds:
1. Clean Melds (Red Books): Sets of seven cards of the same rank without wild cards.
2. Dirty Melds (Black Books): Sets that include wild cards (2s or Jokers).
Rules for melding:
- A meld must have at least three cards.
- Wild cards can be used, but there must always be more natural cards than wild cards in a meld.
- Once a meld reaches seven cards, it becomes a "book" and is closed.
At the end of your turn, discard one card face-up on the discard pile.
Once you've used all the cards in your Hand, you can pick up your Foot and continue playing. Announce to other players when you're "in your foot."
Red threes are bonus cards. When drawn or dealt, they must be immediately placed face-up and replaced with a new card.
Black threes are often used to "freeze" the discard pile, preventing the next player from picking it up.
Jokers and 2s are wild and can be used in any meld. However, a meld must always contain more natural cards than wild cards.
To go out and end the round, a player or team must:
1. Have at least one clean book and one dirty book
2. Use all cards in both their Hand and Foot
3. Be able to discard their final card
The first player or team to meet these conditions ends the round, earning a bonus.
After each round, teams calculate their scores:
1. Add points for all cards played in melds and books
2. Subtract points for any cards left in hand
3. Add bonuses for clean and dirty books
4. Add the going out bonus (if applicable)
The team with the highest score after four rounds wins the game.
1. Manage Your Wild Cards: Use wild cards judiciously to complete books quickly.
2. Watch the Discard Pile: Pay attention to what others discard to inform your strategy.
3. Communicate with Your Partner: While you can't share specific card information, general strategy discussions are allowed.
4. Balance Clean and Dirty Books: Aim for a mix to maximize points and meet the going out requirements.
5. Time Your Move to the Foot: Consider when it's most advantageous to finish your Hand and move to your Foot.
Hand and Foot has many variations, including:
- Cutthroat: A version for individual play rather than partnerships
- Smooth Hand and Foot: Uses smoother point values for easier calculation
- Las Vegas Hand and Foot: Incorporates additional rules for a more complex game
1. Keep your Hand and Foot separate and clearly visible to all players.
2. Announce when you're picking up the discard pile or moving to your Foot.
3. Be mindful of game pace; try to plan your moves while others are playing.
4. Respect the rules regarding communication with your partner.
1. Forgetting to replace red threes immediately
2. Miscounting the number of natural cards versus wild cards in a meld
3. Neglecting to announce when you're in your Foot
4. Picking up the discard pile without the required matching cards
Hand and Foot is a captivating card game that combines elements of strategy, luck, and partnership play. Its unique structure of playing from both a Hand and a Foot adds an extra layer of complexity and excitement. Whether you're a seasoned card player or new to the world of melding games, Hand and Foot offers a rich and rewarding experience. By understanding the rules, honing your strategies, and practicing regularly, you'll soon find yourself immersed in the thrilling world of Hand and Foot. So gather your friends, shuffle those decks, and get ready for hours of entertaining gameplay!
A meld must have at least three cards to be valid. This can be three natural cards of the same rank or a combination of natural cards and wild cards, as long as there are more natural cards than wild cards.
No, you can only pick up the discard pile if you have two cards in your hand that match the top card of the discard pile and can immediately use that top card in a meld. Additionally, some variations of the game may have restrictions on picking up the discard pile in the early stages of each round.
If you draw a red three, you must immediately place it face-up in front of you and draw a replacement card. Red threes are bonus cards that cannot be played in melds but contribute to your score at the end of the round.
The winner is typically determined by the team with the highest cumulative score after four rounds of play. Each round involves calculating points for melds, books, and bonuses, while subtracting points for any cards left in hand.
Partners are not allowed to share specific information about the cards in their hand or foot. However, general strategy discussions are often permitted, such as suggesting whether to try for more clean or dirty books.
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[2] https://boardgames.stackexchange.com/questions/3429/official-rules-for-hand-and-foot
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[9] https://www.handandfootremastered.com/pages/action-pack-faqs
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[12] https://www.youtube.com/watch?v=_JaOG2ubOJE
[13] https://www.mplgames.com/blog/wp-content/uploads/2022/06/hand-and-foot-game.png?sa=X&ved=2ahUKEwiY0tu05peLAxXvLEQIHerJCegQ_B16BAgAEAI
[14] https://www.handandfootremastered.com/pages/hand-foot-remastered-individual-play-instructions