Hand n foot card game




















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You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience. Necessary Necessary. Necessary cookies are absolutely essential for the website to function properly. Threes have special uses and cannot be melded in the normal way. Twos and jokers are "wild cards" and can be used as substitutes in melds, as long as there at least twice as many real cards of the rank of the meld as wild cards.

Thus a meld of 3, 4 or 5 cards can contain at most one wild card and a meld of 6 or 7 can contain at most two. You can also make a meld consisting entirely of wild cards - twos and jokers. In fact you must make such a meld to be allowed to go out and win the deal. There are three types of meld:. A meld of seven cards is complete and is called a pile. While melds are fanned out face up, complete piles are squared up and the cards placed on top shows the type - a red card for a clean pile, a black card for a dirty pile, and a joker for a wild pile or a two if it contains no joker.

Usually the complete piles of seven cards are kept in front of one member of a partnership along with red threes , while the other partner keeps the incomplete melds of three to six cards. You score points for cards you have melded, and lose points for any cards left in your hand at the end of the play.

The play ends when someone gets rid of all the cards in their "hand" and "foot", by melding or discarding them; this is known as "going out". In order to be allowed to go out, you must satisfy all of the following conditions:. Individual cards have values as follows. They count for you if you have melded them, but against you if they are left in your hand or foot at the end of the play:. There are also the following Bonus Points.

Both teams score points for any complete piles they have made, in addition to the scores for the cards within the pile.

Only the team that goes out scores the bonus for going out, obviously. The red threes count plus points if they have been placed face up on the table with your melds, but minus points if not for example if you do not manage to pick up your foot before an opponent goes out, any red threes in it will score minus points.

In each deal, there is a minimum requirement for the total value of the cards making up the first meld put down by each partnership. Red threes do not count towards this minimum; nor does the bonus for a seven card pile, so for example seven sixes count only 35 points and are not sufficient for an initial meld.

The player to the left of the person who dealt the "hands" then starts the play, and the turn to play passes clockwise around the table until someone goes out. Each player, immediately before taking their first turn, must place any red threes they hold face up on the table and draw an equal number of cards from the stock pile to replace them. They then proceed to draw cards for their first turn. A turn normally consists of:. If you draw a red three from the stock you should immediately place it face up on the table with your melds and draw a new card from the stock to replace it.

As an alternative to drawing two cards from the stock, you may take the top seven cards from the discard pile. If the pile contains fewer than seven cards, you may take the whole pile, but you may never take more than seven cards from the pile at one time. In order to pick up from the discard pile you must fulfill all of the following conditions:.

After picking up from the discard pile and melding, you complete your turn by discarding one card as usual. If your side has not yet melded putting down red threes does not count as melding , then the first time that you meld you must put down cards whose individual values add up to at least the minimum meld requirement.

You can put down several melds at once to achieve this if you wish. If you are picking up the pile, you can meld additional cards from your hand along with the the top discard and the two that match it to help make up your minimum count, and some of these additional cards could be wild.

However, you cannot count any of the other 6 cards you are about to pick up from the discard pile towards this minimum. A meld cannot contain more than seven cards, and a partnership is not allowed to have two incomplete melds of the same rank, but if you complete a pile, you can then start another meld of the same rank. Therefore if you have an incomplete meld of five or six cards on the table, you will not be able to pick up a card of that rank from the discard pile unless you have enough cards of that rank to finish the first seven card pile and make a new three card meld of the same rank.

These cards must all come from your holding and the top card of the pile - again you are not allowed to make use of other cards you are about to pick up from the discard pile to satisfy the requirement. If you discard a black three, this blocks the next player from picking up from the discard pile. You may discard a wild card though in practice it is unusual to do so. In this case the next player could only pick up the pile with two matching wild cards two twos to pick up a two, or two jokers to pick up a joker.

When you get rid of all the cards in your "hand", you then pick up your "foot" and continue to play from that. There are two slightly different ways this can happen. If you manage to meld all the cards from your "hand", you can immediately pick up your "foot" and continue your turn, discarding one card from it at the end.

Alternatively, if you meld all the cards from your "hand" but one, and then discard this last card, you can pick up your "foot" and begin playing with it at the start of your next turn.

Red threes count for the players if they are laid down on the table with their melds and against if not. Whenever you find that you are holding a red three you should immediately place it face up on the table with your melds and draw a replacement card from the stock.

This can happen because you find it in your hand, or pick it up in your foot, or draw it from the stock. If your opponents "go out" before you have picked up your "foot" cards, any red threes in your "foot" will count against you, along with all the other cards it contains. Black threes have no use except to block the next player from picking up from the discard pile when you discard them.

Any black threes that you are left with at the end count 5 points against you. There is no way to get rid of them other than by discarding them one at a time onto the discard pile. As already explained , you cannot go out until your team has completed the required piles two dirty, two clean and one wild , and your partner has picked up their foot and played at least part of one turn from it.

If you have not satisfied these conditions, or if you have satisfied them but your partner refuses permission for you to go out, then you are not allowed to leave yourself without any cards.

That means that if you are playing from your foot, you must keep at least two cards in your hand after melding - one to discard and at least one to hold in your hand so that the game can continue. If the stock is depleted, the play will end as soon as someone wishes to draw from the stock and there are insufficient cards there.

Both sides score for the melds they have put down, less the points for the cards remaining in their hands and feet, and no one gets the bonus for going out.

It may be possible to continue playing for a few turns without a stock, as long as each player is able and willing to take and meld the previous player's discard, but as soon as someone wants to draw and is unable to, the hand is over. As with most card games, one learns from experience what works best; different players adopt different kinds of strategies.

It is important to observe your partner's discards and melds and co-operate with what your partner is trying to do. There are two exceptions to this:. Try for higher "card count" melds such as aces if possible and if the cards are running for you. Try to keep a few pairs in hand of the ranks that you think the opposition may discard, so that you can perhaps pick up from the discard pile.

Often, however, you cannot take the discard pile because you are blocked by a black three discarded by your right hand opponent. Try not "burn" any more wild cards than you must by making dirty melds , unless you have the wild meld well in hand, or unless you need to dirty a meld to get into your foot. It's a good idea always to save one wild card for just that purpose, and hope to pick up a few more wild cards in your foot.

Wild cards are often the key to completing melds and "going out", although there are times when you may find you have too many of them.

The player also has the option of 'picking up the pile', which means that he can take the top seven cards from the discard pile. However, ensure that the top of the discard pile is not a black Three. The player must hold two cards of the same rank as the top card.

These three cards the two he is holding and the top discard must be immediately laid out, possibly along with the other cards he is holding. Also keep in mind that, the player's team must have melded till then, or he is melding while picking up the pile. Only the top card of the discard pile can be used towards the points needed for melding: the 6 other cards cannot be used towards points needed for the meld.

To meld, all the cards that are played must equal the number of points that are required for that round. Wild cards have bonus points. If the player chooses to pick up the pile, they must make a meld of the top card of the pile. As you go on making melds, the number of cards in 'Hand' keep reducing, and you then eventually go on to the 'Foot'.

You need to announce that you are playing your 'Foot', and then continue playing. If you happen to lay out all other cards except one, then you can discard it. This marks the end of your turn. When the 'Book' of seven is completed, the player has to place them in a single stack, with the topmost card being a Red for 'Clean' and Black for 'Dirty'.

To 'Go Out', the player must get a Clean and Dirty, and get completely rid of the cards. Players must discard the final card, and not 'simply run out of cards'.

When a player goes out, it marks the end of the round. The players are then supposed to calculate their scores, recording the 'meld count' first. The players then calculate their second point count, which is calculated from each card's value that is played.

If any card is left in the player's hand, it will count against the score for that round. Grab three friends and learn the game of Four Hand Sixty-Six, where the goal is to score 66 in one of six ways. Club Login Log in to Club Rewards using the email and password you provided when you signed up. Signup Lorem ipsum dolor sit amet, consectetur adipisicing elit. Hand and Foot. The Pack Hand and Foot uses five to six decks of cards with Jokers.

Object of the Game Be the first to get rid of all your cards, 'hand' first, and then 'foot'.



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