- Printable Rules For Hand And Foot Card Game
- Hand And Foot Card Game Rules Hoyle
- Hand And Foot Card Game Rules For 2 Players
Printable Rules For Hand And Foot Card Game
»»Hand and Foot RulesHand and Foot is a version of in which each player is dealt two sets of cards,known as the 'hand' and the 'foot'. Hand and Foot is closely related to.The normal Canasta rules apply except for the following:.The game is typically played by four players in two partnerships of two players each, although it can also be playedwith numbers of players ranging from two to eight, individually or in partnerships.Use one deck more than the number of players, so for a four-handed game you'd use five 52-card decks plus ten jokers (270 cards).Each player is dealt two separate thirteen-card hands. The first is called the 'hand', and the second is called the 'foot'.Initially, each player plays from their 'hand', while leaving the 'foot' face-down on the table.
Hand And Foot Card Game Rules Hoyle
The 'Foot' is not used untilthe 'hand' is empty.When drawing from the stock, draw two cards at a time.The discard pile may only be taken by a player having a natural pair matching the upcard, or if they're able to add the upcardto an existing meld.In Hand and Foot, a canasta (a meld of seven cards) is called a book, and will take one of the following forms:.A red book contains only natural cards (no wildcards). When you make a red book, square up the cards into a pile and top itwith a red card. (Some rules refer to this as a clean meld; it is analogous to a 'natural canasta' in Canasta.).A black book contains a mixture of natural and wild cards. When you make a black book, square up the cards into a pile and top itwith a black card. (Some rules refer to this as a dirty meld; it is analogous to a 'mixed canasta' in Canasta.).A wild book contains only wild cards (deuces and jokers in any combination). When you make a wild book, square up the cardsinto a pile and top it with a wild card. (Some rules refer to this as a wild meld.).Wild cards may be melded as a set of their own (three or more).There is no distinction between jokers and twos; both are wild, and may be mixed freely.A mixed meld must always contain more natural than wild cards.A 7-card meld (a book) cannot be extended.
(However, some versions of the rules do allow books larger than 7 cards.).A game is played as four hands. The initial meld requirements are based on the hand number, and not the team's score:Hand NumberMinimum Count4150.If you meld the last card in you hand, you may pick up your foot and use it immediately. If you discard the lastcard of your hand, you may pick up you foot, but not use it until your next turn.To go out, a player must get rid of the last card from their foot, either by melding it or discarding it.However, a player cannot go out until his side has made at least one wild book.
Also, a player cannot go out bymelding black threes. Also, before going out, a player must as and receive permission from his partner.Each red book is worth 500 points, each black book is worth 300 points, and each wild book is worth 1500 points.Any black threes left in your hand incur a 5-point penalty each. Any red threes left in your hand incur a 500-point penalty each.To go out, a side must have completed, at a minimum, a red book, a black book, and a wild book.Game is 20000 points.Note: Hand and Foot is a game that hasn't made it into most standardized rulebooks, and there is a good deal of varietyin the rules available on the web. The preceding is a good consensus of the rules from various sources. Check out some of thefollowing links for other versions of the game. Hand and Foot Canasta Links.Hand and Foot Canasta Card Games.
The Hand and Foot card game is a variation of. It originated in North America and is played with two piles of cards called a “hand” and a “foot,” hence the name. This differs from traditional Canasta, which uses just a hand pile. The game uses between four and seven full decks of cards and is designed to be played in teams.Each team is normally made up of two players with only two teams playing at a time. That said, the game can still work with up to three or four teams. In some versions, the number of decks used is one more than the number of players.
Other variations call for equal numbers of players and decks. So, for example, if you have six players, use six to seven decks of cards.
To set up a Hand and Foot card game, the dealer will give each player two sets of cards. One set is used as the “hand” and the other as the “foot.” You may encounter people who play in different ways since there is no set of “standard” rules as there are for some other card games like. As mentioned before, playing in teams is most common, but there are single player variations too. Also, although teams of two are the status quo, teams of three are acceptable. There are advantages and disadvantages to every option. Still, it is best to sort out the player layout everyone prefers early on.The instructions below will deal specifically with playing with four people paired into teams of two with an equal deck to player ratio. 1) Choose which team will deal cards first.
That team will shuffle all the cards thoroughly and then one of the members will act as the dealer. The dealer will take half of the available cards and deal them 11 cards per player face down. The first stack will be each player’s “hand” stack.The other player on the team will then act as the dealer, taking the second half of the cards and dealing them 11 cards per player face down. The second stack will be each player’s “foot” stack.The two shuffled piles that were dealt from should be placed in the center of the table, face down. All following deals will rotate clockwise to spread the deal. 2) Decide which player will have the first turn. That player will select a stack of cards from one of the center piles while trying to get as close to 22 cards as possible without going over.
That player then counts the cards they chose, separating them into two stacks of 11. One stack for the “hand” and another for the “foot”.If they have too many cards, they have to replace or pull stacks from the center decks until they have a total of 22 cards (two piles of 11). Going clockwise, each player does the same. Note: In the event that a player actually pulls exactly 22 cards, that player gets 300 points.. The object of the Hand and Foot card game is to get rid of all 11 cards from your hand and all 11 of your foot cards as well. This is accomplished through “melding”.
Melding happens when you place a set of three to seven cards face up on the game table. The cards must all be of equal rank. Melding is where working with your team members is essential.There are two types of melds:1) A clean or natural meld is one that contains no wild cards.2) A dirty or wild meld has wild cards and becomes a black pile.Although melds are played fanned out and face up for all players to see, once a meld is completed (thus becoming a pile) it is stacked up, and the card placed on the top of the pile identifies its type. A red card marks a red pile, and a black card marks a black pile. A meld must be no less than three cards. A meld can have no more than seven cards. Melds are a team activity, not one of an individual player.
Once a meld has started, all partners can build on it until the meld reaches its maximum of seven cards. Once a meld is completed, another of the same rank can be started. Melds can include any rank of cards between aces and 4’s.
Threes of any suit cannot be used in melds. You can only play on melds that belong to members of your team. A completed meld is called a pile. If the discard pile is fewer than five cards, the player can take the whole pile. No more than five cards can be taken. You must hold two cards that are the same rank as the top card in the discard pile, and those cards must immediately be melded.The other significant thing to mention about the discard pile is that it is risky to take cards from it.
This is because red and black threes have no use in this and each player will be trying to discard them into the discard pile. There is also a point penalty for having threes in your hand or foot piles at the end of each round. in your hand or foot at the end of a round will cause your team to be docked 300 points. Black threes cost five points per three off your team’s total score at the end of a round. There is no way to get rid of threes other than to discard them.You are allowed to pick up your foot pile once your hand is fully played. If a player completes their hand during a turn–without discarding the final card–they may continue with their foot until they discard.
If a player’s hand is finished by discarding the final hand card, then they have to wait until their next turn to play their foot. The play is over when a member of a team goes out. That is accomplished by the team completing at least two red and two black piles as well as the following:. The second partner must have picked up AND played cards from their foot pile.
The team member going out must have consent from their partner before doing so.If a player’s partner agrees to let them go out, the two team members must meld all of their cards and discard their final card. If all the cards can be melded, a discard is not required to go out.Leftover cards belonging to the team that has not yet gone out count against their final score. Keep your wild cards available until you reach your Foot pile. Wild cards can come in handy when you are in a pinch, so it is often best to save them for the last stages of your Hand pile and most of your Foot pile to help out as the game becomes progressively more difficult.
Hand And Foot Card Game Rules For 2 Players
If you still have a lot of cards left in your hand, hold onto your wild cards. Organize your cards into potential melds as you go along. Forming melds on the fly can prove to be particularly challenging. With a number of options already laid out, you will always have a good idea of how you can proceed. Always discard the lowest ranking cards quickly.
The lowest ranking cards in the game can become troublesome to dispose of, especially if they are threes which lower your score. Get rid of them as soon as you can to stay ahead of the game. You should aim to go out as quickly as you can, unless your opponents have a significant point lead on you. If your opponents have a much larger score in the game than you, then going out too soon could actually cost you the game.
In this case, you’ll be better off sticking around for a little longer to make more melds and raise your score.