So, you want to learn Hand and Foot, eh? Good choice! This card game is like the cooler, more strategic cousin of Canasta. It’s fast-paced, cutthroat (in a friendly way!), and perfect for those who like a little bit of chaos with their card games.
Whether you’re a card game novice or a seasoned pro looking for a refresher, this guide is your one-stop shop for mastering Hand and Foot rules and strategies. We’ll walk you through everything from basic setup and gameplay to advanced tactics and those pesky rule variations that always seem to spark debate. What sets this guide apart? We go beyond the basic rulebook, providing clear explanations, relatable examples, and strategic insights to help you outwit your opponents and become a true Hand and Foot champion.
I. What You Need to Play Hand and Foot
Before diving into a game of Hand and Foot, gather your supplies. You’ll need 2-6 players (or more with variations), 5-6 decks of standard playing cards (add another deck for each player beyond four), and a pen and paper for scorekeeping.
Specialty Hand and Foot decks with larger print and helpful markings are also available.
II. Objective
Similar to the shedding card game like Uno, Speed, and Crazy Eights, the goal in Hand and Foot is to be the first player to empty your hand and “foot” cards by forming melds, which are sets of three or more matching cards. Melds are then built into seven-card “books” for bonus points.
In team play, partners collaborate to achieve this goal first and earn the highest combined score.
III. Scoring in Hand and Foot
Each card in Hand and Foot carries a point value. These points are tallied at the end of each round to determine the winner.
Card | Point Value |
---|---|
4 – 7 | 5 |
8 – King | 10 |
Ace | 20 |
Red 3 | 100 (special!) |
Black 3 | -100 (uh oh!) |
Wild Card (2) | 20 |
Wild Card (Joker) | 50 |
Now, for those bonus points I mentioned:
- Red 3s: These bad boys are like little bursts of sunshine. Play a Red 3, collect 100 points, and grab a replacement card. Easy peasy.
- Going Out: Remember that whole “be the first to ditch your cards” thing? Yeah, that’ll net you a cool 100-point bonus. Talk about ending things with a bang!
Oh, and if you’re lucky enough to get dealt exactly 22 cards (11 for your Hand and 11 for your Foot) – congrats! You’ve achieved the elusive “perfect deal” and snag an extra 100 points just for good measure.
But wait, there’s more! The real point extravaganza comes from those glorious “melds” and “books.”
- Melds: Sets of 3 or more cards of the same rank (think three Queens or four 7s).
- Books: Once you’ve got a meld of 7 cards, bam – you’ve got yourself a book! Books come in two flavors:
- Clean Book: All 7 cards are natural (no Wild Cards). That’s 700 big ones!
- Dirty Book: At least one Wild Card is invited to the party. Still a respectable 300 points.
For example, let’s say you lay down a Clean Book of 8s. That’s 700 points for the book itself, plus 80 points for those seven glorious 8s (10 points each). That’s 780 points, baby! See? Point salad, anyone?
IV. How to Play Hand and Foot
Right, enough chit-chat about points, let’s get this show on the road!
Game Setup
- Choosing a Dealer: Everyone draws a card. Highest card is the lucky dealer. (Aces typically reign supreme in Hand and Foot).
- Shuffle and Cut: Just like any card game that respects itself, give those decks a good shuffle. And hey, let someone else cut the deck for good measure.
- Dealing the Goods: Each player gets two stacks of 11 cards. The first stack is your “Hand” (pretty self-explanatory). The second stack? That’s your mysterious “Foot,” and you keep it face-down for now – a tantalizing secret for later.
- Stock Up and Discard: The remaining cards become the “Stock” pile (face down in the middle). Flip the top card of the Stock face up to start the “Discard” pile. If it’s a Wild Card or a pesky 3, shuffle it back in and flip another.
Playing the Game
- Your Turn, Your Move: On your turn, you’ll:
- Draw Two: Take two cards from either the Stock or the Discard pile (more on that sneaky Discard pile later).
- Meld (Maybe): Got enough points to meet the minimum meld requirement for the round? Time to start laying down those sets of cards!
- Discard One: Gotta end your turn by discarding one card. Choose wisely, my friend.
- The Dreaded (and Awesome) Discard Pile: Ah, the Discard pile – a tempting treasure trove and a potential pitfall. Here’s the deal: you can swipe the top card, BUT (and this is a big but) only if you can immediately meld it. We’re talking slap-it-on-the-table-like-it’s-hot immediate. Can’t play it right away? Hands off! Oh, and be warned: if you decide to pick up from the Discard pile, you’re in it for the long haul. You must take the entire pile, even those cards that might make you cringe a little.
- Melding Mania: Remember those glorious melds?
- Clean Meld: All natural cards, no Wild Cards allowed.
- Dirty Meld: At least one Wild Card is hanging out in the group.
- Minimum Meld Requirements: Okay, time for a little Hand and Foot math (don’t worry, it’s the fun kind!). Each round throws a different minimum meld requirement at you. Think of it like a cover charge for getting into the cool kids’ club (the cool kids’ club being, you know, playing cards freely). Here’s the breakdown:
- Round 1: You gotta bring at least 50 points to the table.
- Round 2: The stakes are higher! You’ll need a minimum of 90 points to start melding.
- Round 3: Time to step up your game. The minimum jumps to 120 points.
- Round 4: It’s the final showdown! You need a whopping 150 points to even think about laying down your melds.
- Meld Power-Up: You can add cards to your existing melds (or your teammate’s melds, if you’re playing teams). The bigger the meld, the better!
- Book ‘Em! Once a meld hits 7 cards, it graduates to “book” status:
- Clean Book: All natural cards (worth a juicy 700 points).
- Dirty Book: At least one Wild Card (still a respectable 300 points).
- The Big Deal: You need at least one Clean Book and one Dirty Book before you can “go out.”
Going Out and Claiming Victory
- Ready to Bolt? You can only go out if you have:
- No cards left in your Hand or Foot.
- At least one Clean Book.
- At least one Dirty Book.
- First Out Bonus: Remember that 100-point bonus for going out first? Yeah, that’s a big deal!
- Tallying the Spoils: Once someone goes out, the round ends, and everyone calculates their score. Points from books and played cards are good. Points for cards left in your Hand and Foot? Not so much.
V. Hand and Foot Strategy Guide
Okay, hotshots, you’ve got the basics down. Now, let’s talk strategy! Because in Hand and Foot, knowing the rules is just the beginning.
Early Game: Build Those Melds, My Friend
- Meet the Minimum: Each round has a minimum meld requirement (usually around 50-90 points). Your first mission? Get those melds down so you can start playing cards freely.
- Don’t Be Afraid to Be a “Slow Melder”: Look, I get it. You’re itching to get those melds down and start playing cards. But sometimes, playing it cool in the early game is the smarter move. Holding onto your higher-value cards (especially those juicy Wild Cards) can pay off big time later. Think of it as building up your arsenal for a strategic strike!
- Red 3 Management: Those Red 3s are point-scoring machines, but they can also be a double-edged sword. If you’re playing teams, try to coordinate with your partner to play them strategically. Maybe wait until you have a big meld ready, so you can cash in those Red 3s and play a bunch of cards for even more points. Teamwork makes the dream work!
- Hoard Those Wild Cards Like a Dragon: Seriously, those Wild Cards and Aces are your secret weapons. Don’t waste them on those early, desperate melds just to meet the minimum. Think of it like this: you wouldn’t fire a bazooka at a mosquito, would you? Those powerful cards are better saved for later in the game when you can use them to:
- Create game-changing books: Need one more card for a massive-point Clean Book? Wild Card to the rescue!
- Block your opponents: See someone getting close to going out with a bunch of Kings on the table? Time to “accidentally” drop a Wild Card on the discard pile.
- Negotiate with your teammate (if playing teams): Wild Cards are like bargaining chips. Need your partner to focus on a particular rank? Offer up a Wild Card as an incentive!
Mid Game: Book It, Baby!
- Building Up: Now’s the time to start beefing up those melds into beautiful, point-scoring books.
- Keep an Eye on the Enemy: Pay attention to what others are melding. If you see someone collecting a certain rank, you might want to hold onto yours in case you get a chance to snag their cards from the Discard pile.
- Don’t Forget About Your Foot: It’s easy to get caught up in the excitement of melding and booking, but don’t neglect that stack of cards sitting patiently by your side! Strategically using your Foot can be the key to victory. Got a hand full of low-pointers you need to ditch? Maybe it’s time to unleash the power of the Foot!
Late Game: Go for the Glory (But Don’t Be Reckless)
- The Balancing Act: You want to be the first to go out, but sometimes racking up a few more points with strategic plays is worth it.
- To Play or Not to Play: This is the big question. If you’re close to going out, but someone else looks even closer, it might be time to get aggressive and use those Wild Cards you’ve been hoarding!
- The “Go Out” Gamble: So you’re sitting pretty with a couple of books and just a few cards left. But wait! Your opponent is looking dangerously close to going out too. Do you play it safe and hope they stumble? Or do you go all-in, using those precious Wild Cards to try and beat them to the punch? It’s a gamble, but sometimes, fortune favors the bold!
- Point Calculation Conundrum: Going out first is great and all, but remember: the highest score wins the round. Sometimes, it’s worth sacrificing an early exit to build up a few more high-scoring books. Just make sure you don’t get caught holding a fistful of points when someone else goes out!
Discard Pile Trap: A common Pitfall
The Discard Pile Trap: I’ve been there – staring at the Discard pile, dreaming of those three glorious Queens that would complete my book. But hold your horses! Before you dive headfirst into that pile, ask yourself:
- How many cards are in there? Taking a massive Discard pile late in the game might backfire, leaving you with a hand full of cards and no time to play them.
- What’s the point value? Don’t get blinded by a couple of high-value cards. A huge pile full of low-pointers might be more trouble than it’s worth.
- Could I be helping my opponent? Sometimes, the best move is to leave the Discard pile alone. Picking it up might give your opponent the exact cards they need to go out.
VI. Hand and Foot Variations
Now, maybe you’re thinking, “But what if I only have one friend who’s willing to put up with my competitive card-playing antics?” Don’t worry, Hand and Foot has you covered!
Two-Player Hand and Foot: A Battle Royale
Think you’ve got what it takes to go mano a mano in a Hand and Foot showdown? Get ready for a strategic slugfest! Here’s how we tweak the rules for two players:
- Deal ‘Em Up: Instead of the usual 11 cards, each player receives a hefty 15-card hand. More cards, more possibilities, more chances to outmaneuver your opponent!
- Double the Canastas: To go out in a blaze of glory, you’ll need to complete two Canastas (remember, those are just fancy-pants books of 7 or more cards). That’s right, two Clean or Dirty Books to escape this card-slinging cage match!
Hand and Foot: The Remix!
Think you’ve mastered the basics? Get ready to shake things up with these popular Hand and Foot variations:
- Samba Style: Calling all thrill-seekers! Samba Hand and Foot takes everything you love about the original and cranks it up to eleven (pun intended!). We’re talking higher point goals, wilder meld combinations (think straights and sets), and a special bonus for those lucky enough to snag six Red 3s. Get ready for a high-stakes, fast-paced game that will leave you craving more!
- The “No Peek” Foot: Feeling daring? Try this variation that adds an extra layer of mystery (and potential chaos!). In “No Peek” Hand and Foot, you don’t get to look at your Foot when you start playing. That’s right – you’re diving in blind! It’s a test of memory, strategy, and a little bit of luck. Are you ready for the ultimate Hand and Foot gamble?
VII. FAQs
Q: Can I use a Wild Card to complete a Clean Book?
Nope! A Clean Book has to be all natural, no substitutions allowed. Wild Cards are only allowed in Dirty Books.
Q: What if I draw a Red 3?
Lucky you! Play it immediately for 100 glorious points, grab a replacement card from the draw pile, and do a little victory dance (optional, but encouraged).
Q: What happens to Black 3s?
Ah, the dreaded Black 3. You have to discard it, and it’ll cost you a painful 100 points at the end of the round. Try to get rid of it quickly, like a hot potato (or a card with a really bad reputation).