Hand and Foot
This is an implementation of the Canasta variant called Hand and Foot, in which players receive two sets of cards, played according to variations of standard Canasta rules, in which cards are played into melded sets. It supports from 3 to 7 players playing as individuals, with team play possible for as many as 12. The game supports a number of variant playing rules, based on a diversity of published rule sets.
The objective of the game is to create melds of cards of the same rank, possibly with the inclusion of wild cards, which are either jokers or deuces. Melds must be at least three cards in size, and are usually restricted to have no more than seven. The number of wild cards in a meld are usually limited to two or three, although melds of exclusively wild cards are permitted in many game rules. Black 3s are generally not permitted to be melded, and must be discarded. Red 3s are generally treated specially: they are played automatically on the board, and the player draws a replacement card.
Points are awarded for each card played, and bonuses are awarded for completed (seven-card) melds. 'Clean' melds, which have no wild cards, are awarded more points than 'dirty' melds, which have one or more. Wild melds are awarded more points. A game is ended either after a fixed number of rounds, or by a team reaching a specified score.
Number of players: 2,3,4,5,6,7,8,9,10,12
Game duration: 38 mn
Complexity: 3 / 5
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Play Hand and Foot and 1271 other games online.
No download necessary - play directly from your web browser.
With your friends and thousands of players from the whole world.
Free.
Rules summary
Hand and Foot is a rummy-style meld-building game based on Canasta. It can be played between two teams or two individuals and uses a large number of playing card decks (typically one or two more than the number of players).
Objective
Like in Canasta, the objective is to make melds (at least seven cards of the same rank). When one player has no cards in their hand, the round ends. Each card played is worth a certain number of points. At the end of four rounds, the team with the highest score wins.
In Hand and Foot, you must make 5 complete melds of different types before anyone on your team can go out. Two of the melds must be "natural" (consisting of no wild cards). Two of the melds must be "dirty" (have wild cards in them) and one must consist entirely of wild cards.
Setup
Each player is dealt two sets of 13 cards. One is set aside and placed facedown. This is the "foot". The other set is played as your "hand".
The undealt cards are stacked into a "draw pile". Next to it will be a "discard pile where accumulated discarded cards are placed.
Gameplay
Play goes clockwise around the table, alternating between teams. On your turn, a player can either:
- Draw two cards from the deck
- Take the contents of the discard pile. The player can only take the discard pile if:
- Made their team's initial meld.
- Must be able to make or add to a meld with the top card of the discard pile and two cards in the player's hand. These cards cannot be wild cards.
- The top card is not a black 3
Takes two cards into their hand. They then attempt to make melds. When finished, the player discards a single card. If this single card is the last remaining in hand, the player picks up the "foot" and begins playing with that.
Initial Meld
At the start of a round, when no melds have been made, a team can only place melds if the total score of the cards played reaches a certain number (see below for card values). The more points a team has, the higher the threshold. This allows a team to "catch-up" if they are too far behind to have a chance at winning. The points can be spread across multiple melds, but the melds must consist of at least 3 cards.
Scoring
Card Values
Each card played earns points for the team. Each card left in a player's hand (or foot) is counted against the team (subtracted from the score).
| Card | Value | Other |
|---|---|---|
| Joker | 50 points | Wild card |
| Ace | 20 points | |
| King | 10 points | |
| Queen | 10 points | |
| Jack | 10 points | |
| 10 | 10 points | |
| 9 | 10 points | |
| 8 | 10 points | |
| 7 | 5 points | |
| 6 | 5 points | |
| 5 | 5 points | |
| 4 | 5 points | |
| 3 | 100 | Red 3s cannot be used for melds and are set aside. Black 3s are worth no points, but can be discarded to "freeze" the pile (prevent a player from picking up the discard pile and using it to meld) |
| 2 | 20 | Wild card |
End of Round Points
Points are awarded to the team that goes out and ends the round. If the round ends by the draw pile being exhausted, no team gets points.
Completed melds earn points, depending on the type of meld.
| Meld Type | Value | Definition |
|---|---|---|
| Natural/Clean | 500 points | A meld containing no wild cards. |
| Unnatural/Dirty | 300 points | A meld containing a minority of wild cards. |
| Wild | 1500 points | A meld containing only wild cards. |
