Hand and Foot Card Game Rules

Hand and Foot Card Game Rules, updated 10/21/19, 11:22 PM

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HAND & FOOT CARD GAME RULES
Note: There are many versions of Hand & Foot Rules published on the Internet
and other sources. Along with basic rules, there are also many optional rules that
may be adopted for play. The below rules have been modified in an effort to
reflect those rules that will be used used by the SCE Community Ed Hand & Foot
Card Club.
Introduction
Hand and Foot is a North American game related to Canasta, in which each player
is dealt two sets of cards - the Hand, which is played first, and the Foot, which is
played when the hand has been used up. There are numerous variations of this
game and no standard rules. described below.

Players, Cards, Deal
One more deck of cards than players are used to play Hand & Foot. If there are 4
players 5 decks are used, etc. After the cards have been thoroughly shuffled,
choose which player will play first by high card selection. Then each player will
deal two face-down stacks of 11 cards each.
Of the two stacks of cards, one will become the Hand and the other the Foot.
Each player, without looking at the cards, will select which stack will be their Hand
and which will be their Foot.
The remainder of the undealt cards are put in a face-down pile in the middle of
the table to form a stock. Unlike Canasta, the top card of the stock is not turned
face-up and placed next to it to start a discard pile. The players' "foot" stacks are
set aside face down and the players are not allowed to look at them until they
have played all the cards in their hands. Each player picks up their "hand" stack,
and the first round of play begins with the player who won the high card
selection. That player will draw two cards from the stock and complete their turn
by discarding one card on the discard stack. After the first complete round of play,
the turn to play first passes to the left. A complete game consists of four deals.

The Object of the Game: Melds
The aim is to get rid of cards from your hand, and then from your foot, by melding
them. A meld is a set of from three to seven cards of equal rank placed face up
on the table. A meld cannot have fewer than three cards. Melds belong to the
individual player. After a meld of three or more cards has been started, the
player can add further cards to it until there are seven to make a book. You can
make a meld of cards of any rank from A, K, Q, ... down to 4.
The Three (3) cards have special uses and cannot be melded. Twos and jokers are
"wild cards" and can be used as substitutes in melds, as long as there at least one
more real (or natural) cards of the rank of the meld as wild cards. Thus a meld of
two natural cards can contain at most one wild card and a meld of three can
contain at most two wild cards. Melds consisting entirely of wild cards or Threes
are not allowed. There are two types of meld:
• a natural, clean, or red meld has no wild cards
• an unnatural, dirty, or black meld has one to three wild cards
A meld of seven cards is complete and is called a Book. While melds are laid down
faceup vertically (like in solitaire), complete books are squared up and the cards
placed on top shows the type - a red card for a clean book and a black card for a
dirty book. Adding wildcards to a book is not allowed but a natural card may be
added to a completed book or three naturals may be melded to begin a new
book. (or a wild and 2 naturals). You must always have at least one card in your
hand at all times, until you go out.
Red Threes
Red threes may be laid down on a separate pile but only after your initial meld is
played. The red 3 cannot be used for count to reach the required 50, 90, 120 or
150 initial meld. The red 3 counts as 100 points if laid down and minus 500 points
if in your hand or foot when someone goes out.

End of Hand
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". You must have at
least two red (clean) books and two black (dirty) books to be eligible to go out.
You score points for cards you have melded, and lose points for any cards left in
your hand and foot at the end of the play.

Card Values
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:
Jokers .......................................50 points each
Twos & Aces ............................20 points each
Eight through King ...................10 points each
Four through Seven .................. 5 points each
Black Threes ............................. 5 points each
Red Threes ................................100 points each

Bonus Points
There are also the following Bonus Points. Any red three counts a minus 500
points each, if a player is caught with them in their hand or foot when any player
goes out.
Each complete "Red or Clean" Book of 7 cards (or more) ........... 500 points
Each complete "Black or Dirty" Book of 7 cards ......................... 300 points
For "Going Out" ........................................................................ 100 Points

Minimum Initial Meld Requirements
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.
Round 1 .......... 50 points
Round 2 .......... 90 points
Round 3 .......... 120 points
Round 4 .......... 150 points
The bonus for a seven card book does not count toward a meld. For example,
seven sixes count only 35 points and are not sufficient for an initial meld.

The Play
The player who won the high card draw begins the play, and the turn to play
passes clockwise around the table until someone goes out. A turn normally
consists of:
1. Taking the top two cards from the stock, (or picking up from the discard
pile, see below);
2. Optionally melding some cards;
3. Discarding one card on top of the discard pile.

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
need to wait until there are seven cards in the pile. In order to pick up from the
discard pile you must fulfill all of the following conditions:
1. The top card of the discard pile must not be a three or a wildcard;
2. You must hold two cards which are the same rank as this top card;
3. You must immediately meld these three cards (the two you are holding
and the top discard), possibly along with other cards that you are holding.
After picking up from the discard pile and melding, you complete your turn by
discarding one card as usual.
If you have not yet melded, 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
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.
Example: It is the first round (minimum 50 points). A nine is discarded by the
player to your right and in your hand you hold two nines and a two. You can use
your two nines to take the top 7 cards of the discard pile and make a dirty meld of
three nines and a two for 50 points. You would not be allowed to do this if the
two was buried in the discard pile rather than held in your hand.
If you discard a wildcard or a black three, this blocks the next player from picking
up from the discard pile.
Picking up the Foot
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 on the pile, you may pick up your "foot" and begin playing with it at
the start of your next turn.
Red & Black threes
Red and black threes cannot be used in melds. The black card can only be used as
a discard. The red three can be laid down on a separate pile, face up and counts
as 100 each at the end of the game.



End of the play
The play ends when either
• A player goes out by melding all of his or her remaining foot cards, or by
melding all but one card and discarding the last card
As already explained you cannot go out until you have completed the required
books (two red and two black)
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 pile, as long as each player is able and
willing to pickup and meld the previous player's discard plus the next six cards,
but as soon as someone wants to draw and is unable to, the hand is over.