Hand and Foot is a captivating rummy-style card game related to Canasta, played with multiple decks․ Players aim to score points by melding cards into sets and books; The game uses a hand and a foot of cards, each player strategically managing both․
Objective of the Game
The primary objective of the game Hand and Foot is for players or teams to accumulate the highest score by strategically melding sets of cards, known as melds, and ultimately “going out” before their opponents․ This involves skillfully managing their “hand” and “foot” of cards to form these melds, which consist of three to seven cards of the same rank․
The game blends elements of strategy and luck, requiring players to make calculated decisions about when to draw from the stock, pick up from the discard pile, and meld their cards․ Successfully melding requires adherence to specific rules regarding minimum point values for initial melds and restrictions on wild cards․
Teams aim to complete “clean” and “dirty” books, which offer bonus points․ The game concludes after a predetermined number of rounds, with the team amassing the highest cumulative score declared the victor․ Effective communication and teamwork are essential for success in the partner-based variant of Hand and Foot․
Number of Players
Hand and Foot is a versatile card game that can accommodate a range of player counts, making it suitable for various social gatherings․ While the game is traditionally played with four players, forming two teams of two, it can be adapted for anywhere between two and six players․ This flexibility allows for both intimate and larger group settings to enjoy the game․
In a two-player game, each individual competes independently, employing strategic card management and melding to outscore their opponent․ Games with more than four participants often involve adjustments to the number of decks used to ensure an adequate supply of cards․
When playing with six players, it is common to form three teams of two, fostering collaborative gameplay and strategic partnerships․ Regardless of the number of players, the fundamental rules of Hand and Foot remain consistent, focusing on melding, scoring, and ultimately being the first to “go out” and end the round, making it a highly adaptable card game․
Dealing the Cards (Hand and Foot)
The dealing process in Hand and Foot is crucial for setting up the game correctly․ To begin, select a dealer who will shuffle the multiple decks used in the game․ The number of decks depends on the player count; typically, one deck per player is a good starting point․ After shuffling, the dealer distributes two hands to each player: the “hand” and the “foot․”
Each of these consists of eleven cards․ The “hand” is the set of cards players begin with, while the “foot” remains face down and is accessed later in the game․ These two stacks of cards must remain separate․
Following the distribution of hands and feet, the remaining cards form the stockpile, placed in the center of the playing area․ The top card of the stockpile is then flipped face up, initiating the discard pile․ If this card is a red three or a wild card, it is buried within the stockpile, and a new card is revealed to start the discard pile․
Card Values and Scoring
In Hand and Foot, understanding the card values and scoring system is essential for strategic play․ Each card holds a specific point value that contributes to a player’s or team’s total score․ Jokers, being the most powerful wild cards, are worth 50 points each․ Deuces (2s), another form of wild card, are valued at 20 points apiece․ Aces also carry a high value, scoring 20 points each․
Kings, Queens, Jacks, and Tens, hold a value of 10 points each․ Threes through Sevens are worth 5 points each․ These values are crucial for calculating scores at the end of each round and the overall game․
Furthermore, bonus points can be earned for completing specific achievements, such as creating clean or dirty books․ Red Threes laid down give a bonus of 100 points and Black Threes are -5 points on score․ Mastering these card values and bonuses is key to maximizing your score․
Melding Rules: Forming Melds and Books
Melding is the core mechanic in Hand and Foot, driving the game’s strategic depth․ A meld consists of 3 to 7 cards of the same rank, placed face up on the table․ Players aim to create these melds to score points and ultimately empty their hand and foot․ A completed meld with seven cards is known as a “book,” which can be either “clean” (containing no wild cards) or “dirty” (containing wild cards)․
Teams can have books of the same rank, but cannot start a new meld until the same ranked meld has been completed first․
Melds are formed with cards from A, K, Q all the way down to 4․ 3s, however, may not be melded in a normal way․
Understanding these melding rules is crucial for successful gameplay, enabling players to effectively manage their cards, score points, and progress towards winning the game․
Red and Black Threes
Red and black threes play distinct roles in Hand and Foot, influencing scoring and gameplay strategy․ Red threes are bonus cards, awarding 100 points if laid down on the table with a team’s melds․ However, unplayed red threes at the round’s end penalize the team by deducting 100 points each․ Players must immediately place red threes face up and draw replacement cards from the stock pile․
Black threes are used to block the next player from picking the discard after you discard it․ Black threes left in your hand count for minus five points on your score․ For more on this, check the Hand and Foot Card Values section above․ Keep in mind that you cannot play black threes; you can only discard them․
Mastering the utilization of red and black threes is essential for maximizing points and disrupting opponents’ strategies in Hand and Foot․
Wild Cards (Twos and Jokers)
Twos and Jokers serve as invaluable wild cards in Hand and Foot, adding flexibility and strategic depth to melding․ These cards can substitute for any other card in a meld, enabling players to complete sets and create books more easily․ A crucial rule dictates that melds must contain twice as many natural cards as wild cards, ensuring that wild cards don’t dominate․
A team must form one wild book to go out in order to win the round․
The strategic use of wild cards is crucial in Hand and Foot․ Players must carefully consider when to deploy them for maximum effect, balancing the need for immediate melds with the potential for future opportunities․ Mastering wild card management is a key element of success in this engaging card game․
Picking Up the Foot
After exhausting all cards in your hand, the next exciting step is picking up the foot․ This transition marks a significant phase in the game, granting access to a new set of cards and renewed opportunities for melding and scoring․ You can pick up the foot in one of two ways:
You may discard your final card to end your turn․ In this case, you would need to wait until your next turn to start playing your foot․
Once the foot is acquired, players continue melding and discarding, striving to create books and accumulate points․ The foot provides fresh possibilities for strategic play, allowing players to adapt to changing circumstances and pursue new avenues for victory․ You can pick up the foot in one of two ways:
In this version of Hand and Foot rules, there is no penalty for discarding a wild card in order to get to the foot․
Going Out and Ending the Round
The ultimate goal in Hand and Foot is to “go out,” signifying the end of the round and triggering the scoring process․ A player goes out by melding all cards from both their hand and foot, thereby emptying their card supply․ However, specific conditions must be met before a player can declare “going out․” There are three conditions players must satisfy before going out:
If your partner does not permit you to go out, after melding, you must have two cards left: one to discard and one to continue playing with․
At the end of the game, players score their books and melds, including bonuses that apply․ The team with the greatest number of points after four rounds wins․
Players score points for cards they have melded and subtract points for cards left in hand and foot after a player goes out․ The play ceases once one player has managed to play both their hand and foot cards․ That player has gone out․
Variations and House Rules
Hand and Foot, like many card games, is often subject to variations and house rules, adding a layer of customization to the gameplay experience․ These variations can affect dealing procedures, melding requirements, scoring systems, and even the use of wild cards, offering a diverse range of options to tailor the game to specific preferences․ A common house rule involves adjusting the minimum point value required for the initial meld, impacting the game’s pace and strategic depth․ For example, some groups might increase the point requirement for later rounds, forcing players to accumulate more substantial melds before going out․
There are many variations of rules when it comes to Hand and Foot․ You can mix and match rules depending on how you want to play․ Here are some of the more common house rules you are likely to come across when playing this game:
If you really want to mix things up, try a different rummy game․ Other similar games include: