Hand & Foot
- Mary Nisly
- Mar 20, 2020
- 5 min read

INTRODUCTION TO HAND AND FOOT
Hand and Foot a card game similar to Canasta or Rummy. In Hand and Foot, you have two sets of cards; the hand, which is played first, and the foot, which is played last.
There are many different versions but this is how our family plays. This game can be played with 2-6 players. If you have 4 or 6 players you can play partners, otherwise, you play as individuals.
PLAYERS, CARDS, & THE DEAL
If playing partners, partners sit across from each other at the table.
You will need on more deck than players. Note: if you have different colored backs on your cards it makes separating them much easier when done.
2 players = 3 decks
3 players = 4 decks
4 players = 5 decks
5 players = 6 decks
6 players = 7 decks
Each player will need 2 piles of 13 cards. Each player will pick what they think is exactly 26 cards, without counting them, and will proceed in dealing their own cards into 2 piles of 13.
If a player picks up exactly 26 cards when dealing he/she will get 100 bonus points.
The remaining cards are placed in the center of the table and will form the draw pile. The top card is flipped up beside it to start the discard pile.
"Foot’"stacks are placed off to the side until your “hand” is completely played, no cards left.
The deal passes left and the game consists of four deals total.
· In round 1 players need 60 points to start laying out melds.
· In round 2 players need 90 points to start laying out melds.
· In round 3 players need 120 points to start laying out melds.
· In round 4 players need 150 points to start laying out melds
MELDING
The objective of Hand and Foot is to get rid of all your cards by forming them into melds/books. A meld is created with 3 to 7 cards of the same number/face.
Once a meld has seven cards it is called a book. Books are pushed together, unlike a stacked meld is still in the process of being added to. Melds you can easily see each card.
The card on top of the book will indicate the kind of book it is for scoring later (discussed below): red card for clean books, black card for dirty books, and a joker for wild books.
If playing partners, one partner has the completed books, in front of them and the other has the incomplete melds. If playing individual you will have both melds and books in front of you. Melds will lay vertical and books will lay horizontal.

Cards are placed face-up on the table in front of the player when creating melds. If playing partners melds belong to partners as opposed to the individual player. This means either player in a partnership may add to any of the melds or books they both have created.
Players score points for cards they have melded and lose points for cards left in hand. The round ends once one player has managed to play both their "hand" and "foot".
When a player has "gone out" there are two things the player must have done
1. The partners/individual players must have completed 1 more book than players.
2 players = 3 books
3 players = 4 books
4 players = 5 books
5 players = 6 books
6 players = 7 books
2. The player "going out" has to have played all his cards in his foot.
RED & BLACK THREES
Melds are formed with cards from Ace to 4. Threes, are the exception, they may not be melded in the normal way.
RED THREES can be used as a bonus when a "book" has been completed. You may add 1 red three under each "book" for a 100 bonus point at the end of the game. Place it under the "book", leaving it stick out so you can see it. It makes scoring at the end easier. If you a player goes out and there are red threes in your "hand" or "foot" they will count 500 points against you.
If you discard a red or black three it will block the next player from picking up the discard pile.
BLACK THREES can only be used to block the discard pile or creating a "book" as the very last thing before "going out". This will mean that you will need 7 or more threes in your hand and not doing the traditional meld. Black threes left in your hand count as minus five points when scoring.
TWOS & JOKERS
Twos and jokers are wild cards. Wild cards can be used for any card in a meld or creating a meld of all wild cards, which are worth a lot of points, 2500 for a "book"
SCORING (individual cards)
Ace, Joker, 2 = 20 points
K-8 = 10 points
7-3= 5 points
(RED 3 = -500 points if left in your hand/foot when a player goes out)
SCORING BONUS POINTS
Red book= 500 bonus points
Black book= 300 bonus points
All wilds book = 2500 bonus points
Red 3 under a book= 100 bonus points
Once you have counted up all your bonus points you will now count up all the individual card points in your books and melds. And you will count individual card points left in your hand as negative points. If playing partners your scores are combined as one.
THE PLAY
Play begins with the player whoever thinks they should go first and passes clockwise. Play continues until someone ‘goes out.’
Taking Turns
A typical turn consists of:
1. Drawing two cards form the top of the stock pile.
2. Melding cards- start a meld or add to a meld (yours or your partners)
3. Discard a single card to the top of the discard pile, face-up.
You may not start a melding until your melds equal the points (individual card points) that are required for each round.
If you do not wish to draw two cards from the stock you may pick up the draw pile.
If you pick up the draw pile...
1. It can't have a 3 on top. 3s lock the pile.
2. You have to have to be able to play the top card.
3. You have to take the entire pile.
Complete your turn by discarding a single card to the discard pile.
Again, the first meld(s) set down on the table must meet the round requirement. (this is the total sum of the value of the cards played). Multiple melds may be started to reach this point requirement. Cards in the initial meld may be wild cards.
The ‘Foot’
After you get rid of all the cards your "hand" you may pick up your "foot".
The foot may be picked up in one of two ways:
1. All cards in the "hand" are melded, the foot is pick up, and you continue your play.
2. All cards in your "hand" are melded and you discard one card to the discard pile, your turn ends and you pick up your "foot". You may not play until it is your turn again.
END GAME
The play ceases when either:
1. A player successfully goes out as discussed above.
2. Or, the stock pile is depleted.
At the end of the game player’s score their books and melds, including bonuses. The team/player with the greatest number of points after four deals wins.
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