πŸ’ Hand and Foot Card Game Rules - How to Play Hand and Foot

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Hand and Foot Canasta. This version is a quad deck game that is played with a hand and a foot, unlike traditional canasta that just has a hand. Hand and Foot is a Canasta variant involving four to seven decks and is played by teams of two players (usually two teams, but it also works with three or four teams).


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Discard: to play a card from your hand on top of the discard pile, signaling the end of a turn. Gin rummy: a popular version of rummy played with two people. Often confused with traditional rummy. Go out: To get rid of the last card in your hand, to win and end a round. Go rummy: Going out in a single turn by melding or laying off an entire hand.


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By Keith Owings ; Updated April 12, 2017 Hand and Foot constitutes one of the more unusual variants to the typical rummy-style card game.
Four people typically play as partners.
Decks And Number Of Cards According to Rummy-Games.
For example, if you have a four-player hand and foot rummy game, then you must have five decks.
Each player receives two sets of thirteen cards.
The first set is called the hand, while the second set is referred to as the foot.
The foot remains face down until the player empties the hand.
Canasta According to Rummy-Games.
In Hand and Foot, this is referred to as a "book," and https://agohome.ru/and-games/disney-online-games-lady-and-the-tramp.html occur in one of three oranges and lemons nursery hand and foot rummy game red book is a Canasta that completes the book with no wild cards deuces or jacks.
When you finish a red book, stack the cards face up, with a red card on top.
A black book completes the book with wild cards included.
When you get a black book, stack the cards face up, with a black card on top.
A wild book contains only wild cards.
In this case you would stack the cards face up with one of the wild cards on top.
Playing The Foot You can pick up your foot if you either meld or discard the final card in your hand.
If you discard the final card, then you begin playing the foot on your next hand.
Scoring Each completed red book earns 500 points, while a black book earns 300 and a wild book awards 1,500.
Once the hand ends, any black threes in your hand incur a five-point penalty.
Red threes receive a 500-point https://agohome.ru/and-games/jack-and-the-beanstalk-interactive-games.html />To hand and foot rummy game the hand, a team must complete at least one red book, one black book and one wild book.
The game hand and foot rummy game when someone reaches 20,000 points.
Keith Owings began writing professionally in 2010, with his work published on various websites.
He worked for several years in the financial and travel agency industries.
He has trained and coached employees in the art of customer service.
Owings has a Bachelor of Arts in psychology from Dallas Baptist University and holds several financial licenses.

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Canasta Hand and Foot Canasta. 1,030 likes Β· 16 talking about this. Hand and Foot is a Canasta variant involving three to six decks rather than two. The...


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Hand and Foot Card Game Rules - How to Play Hand and Foot
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Two or more 108-card sets of Canasta cards will be needed for Hand and Foot games that require larger decks.
A range of is also available.
There are numerous variations of this game and no standard rules.
The most usual version is for four players in partnership, and this will be described first; these rules were contributed by Bill Whitnack.
A number of variations are then given - I would like to thank Barbara Bain, Dave Petrie, Brian Brouillette and Steve Simpson for providing information about these.
Although most people say that Hand and Foot is best played by four people in partnerships, it can also be played by six in two teams of three, or by any number of people playing as individuals.
We would like to thank the following partner sites for their support: Adda52 offers live, multiplayer 13 and 21 Card Indian Rummy on the web and Android phones and tablets.
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Partnership Hand and Foot for Four Players based on a contribution from Bill Whitnack Players, Cards, Deal Partners sit opposite each other.
Five decks of cards are used, including two jokers per deck 270 cards in all.
Choose which partnership will deal read more />After the cards have been thoroughly mixed, one partner takes part of the deck, deals four face-down stacks of 13 cards and passes them around the table in a clockwise direction until each player has a stack - the hand.
Meanwhile the partner of the hand dealer takes another part of the deck and deals another four stacks of 13 cards each and passes them also in a clockwise direction until each player has a second stack - the foot.
The remainder of the undealt cards are put in a face-down pile in the middle of the table to form a stock.
The top card click at this page the stock is turned face-up and placed next to it to start a discard pile.
If this card is a red three or wild card two or joker it is buried in the stock and a new card turned up.
The players' "foot" stacks are placed face down around the stock and discard piles - 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 play begins with the player to the left of the one who dealt the hands.
After the end of the play, the turn to deal 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 or more than seven.
Melds belong to a partnership, not to an individual player.
After a meld of three or more cards has been started, either player of the partnership can add further cards to it until there are seven.
You can make a meld of cards of any rank from A, K, Q.
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.
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 threeswhile the other partner keeps the incomplete melds of three to six visit web page />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".
If partner agrees you must meld all of your remaining cards, or meld all but one of your remaining cards and discard your last card.
If partner says no, you are not allowed to go out on that turn.
See also the section.
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.
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 100 points if they have been placed face up on the table with your melds, but minus 100 points if not for example if you do not manage to pick up your foot before an opponent goes more aces games and, any red threes in it will score minus 100 points.
Each complete "Clean" Pile of 7 cards.
The Play 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.
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.
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 meldingthen the first time that you meld you must put down cards whose individual values add up to at least the.
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.
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.
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 disney online games lady and the tramp 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.
Example: The top card of the discard pile is an eight, and there is another eight buried three cards deep.
You have two click here and a two in your hand and a meld of five eights on the table.
You are not allowed to pick up from the discard pile, because having completed your pile of eights, you will only have two cards with which to start your new meld of eights the buried eight cannot be included until you have made a legal meld.
If you had three eights and a two in your hand, you could use the top eight from the discard pile and one of your eights to complete your eight pile, and start a new meld with two eights and a two.
You could then pick up the next 6 cards of the discard pile and add the buried eight to your new meld as well.
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.
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, you can pick up your "foot" and begin playing with it at the start of your next turn.
The red and black threes Red and black threes cannot read more used in melds.
Red threes hand and foot rummy game 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, or very exceptionally pick it up from the discard pile this could only happen if the original turned up card happened to be a red three.
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.
Asyou cannot go out until your team has completed the required piles two dirty, two clean and one wildand 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.
Advice on Tactics contributed by Bill Whitnack As with most card games, hand and foot rummy game 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.
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 click here 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 meldsunless 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.
Variations Wild card or red three turned up By agreement, if the card turned up to start the discard pile happens to be a wild card or a red three, it may be put back into the stock pile and another card turned up.
Other numbers of players Any number of people from two to six can play, using one more deck of cards than the number of players.
Four or six can play as partners; with two three or five, everyone must play for themselves.
The game for four players in partnerships is said to be best.
Saskatchewan Hand and Foot This variation was contributed by Dave Petrie.
This version has much in common with and has therefore been moved to that page.
Steve Simpson's Hand and Foot Rules This is a version of Hand and Foot without partners, and was the first form of the game to be included on this page.
Steve Simpson reports that he learned this version from Rob Groz.
Players Two or more players, playing as individuals.
Cards Normal playing cards including click here jokers.
One more deck than the hand and foot rummy game of people playing - i.
The Shuffle All the cards are shuffled together and placed in the middle of the table in TWO piles.
A gap is placed between the two piles for the discard pile.
The Deal Each player deals his own cards to himself.
Each player picks up a small pile of roughly 22 cards from either of the two piles.
Each player then deals his cards in front of him into two piles of eleven cards each.
If the player picked up exactly 22 cards on the first try then he gets 100 bonus points added to his score.
If he has less than 22 cards he picks up more, as needed, from either of the two main decks.
If he has more than 22 cards then the extra cards are returned to the main piles.
Each player now has two piles of cards in front of himself.
The left hand pile is the player's hand and the player picks up this pile.
The right hand pile of cards is passed to the player on his right.
This pile becomes the other player's foot.
The foot piles stay face down until later in the game.
Game Object The object of the game is to get the most points.
There are four rounds to the game and on each round each player tries to get rid of all his cards while putting the most points he can on the table.
Points for cards Red Threes 500 points these always count against you - read on.
Joker 50 points Twos and Aces 20 points Eight through King 10 points Four through Seven 5 points Black Threes 5 points Other Points Picking up 22 100 points For "Going out" 100 points Each "Clean" pile 300 points Each "Dirty" pile 100 points The Cards Jokers and Twos are wild cards.
In the game you make "sets" of cards which are three or more of the hand and foot rummy game card - three kings, five eights, etc.
The suit of cards makes no difference.
You cannot make a set of Jokers or Twos - these can only be used as wild cards.
You cannot make a set of threes, regardless of the colour.
Cards "down" on the table count for you and are added to your score.
Cards left in your hand or in your Foot count against you and are subtracted from your score.
Since you cannot make sets of Threes, a Three can only count against you.
Discard red threes immediately.
Minimum Points to "Put Down" for Each Round On each round you have to have a number of points the first time you "put down" points onto the table.
game and games free online play a player has the minimum points down, the player has no minimum for the rest of the round.
Round 1 50 points Round 2 90 points Round 3 120 points Round 4 150 points Picking Up and Discarding On each player's turn he picks up cards, optionally puts cards down on the table for points, and then discards.
On each turn a player picks up TWO cards from the main piles.
He can pick up both cards from the same pile or one card from each pile.
He plays his turn and then discards one card.
Instead of picking up two cards a player may pick up the top card on the discard pile but he must pick up the TOP SEVEN cards in the discard pile.
Wild cards cannot count for the two cards in his hand.
You cannot pick up a top discard of twos, threes or jokers because you cannot make a "set" from those cards.
Remember that if this is the first time the player is "putting down" cards for that round he has to have a minimum to put down the first time.
Picking up the Foot When a player gets rid of all his cards from his hand, he picks up his Foot and continues to play from there.
If someone "goes out" before a player gets into his Foot, all the points in his Foot count against him including any dreaded red threes.
There are two ways to "get into your foot".
One is to put down all your cards except one discard card which you discard.
Your turn ends, you have no cards, you pick up your Foot.
You can begin using your Foot on your next turn.
The other way to get into your Foot is to completely use up all the cards in your Hand by putting them down as points on the table.
If you can put down all your cards without discarding then you can immediately pick up your Foot and begin using the cards during the same turn.
Clean and Dirty Piles During the game you attempt to get piles of seven or more of the same card.
If a pile has seven or more cards and there are no wild cards in the pile then the pile is called a Clean Pile.
If there are seven or more cards in the pile and there are wild cards in the pile, then the pile is called a Dirty Pile.
By convention, once a pile reaches seven cards they are pulled together into a neat stack and either a red or black card from the pile is moved to the top of the pile.
A red card on top signifies that the pile is a Clean Pile.
A black card on top signifies a Dirty Pile.
A Clean Pile is worth 300 points and a Dirty Pile is worth 100 points.
These points are in addition to the points from the cards themselves each King is worth 10 points for example.
Limits on Wild Cards In any set of cards you must have at least one more normal card than wild cards.
For example, if you have three fives you can add up to two wild cards to the set.
You can't add a third wild card until there are four fives down.
Note that any wild card in a set makes the entire set dirty.
You cannot click at this page more than one set of the same card.
For example, you cant have a pile of two fives and a wild card and then start a new pile of fives.
Going Out In order to "go out" you must get rid of all the cards in your Hand and your Foot and have at least one Clean and one Dirty pile.
You must also have a discard card.
You can have as many clean and dirty piles as you want but you must have at least one of each in order to "go out".
Players get points for clean and dirty piles even if they are not the player that goes out.
Once a player "goes out", play ends for that round.
The points on the table are added to your score.
Points in your hand or your Foot are counted against you and are subtracted from your score.
Brian Brouillette's Hand and Foot Rules These variations of above were contributed by Brian Brouillette.
In this game there are two versions of the bonus scores.
In the lower scoring version, the bonus scores are as in above.
In the higher scoring version of the game, a clean also called "natural" meld scores 500 points while a dirty also called "unnatural" meld scores 300 points.
This allows a player caught with one or more red threes during a round a chance to recover since the red threes always count as minus 500 points each.
In round four, a player must possess two clean and two dirty melds in order to be eligible to go out.
When going out, you may if you wish meld all your cards; you are not obliged to end by discarding a card.
If a wild card is discarded, the discard pile is "frozen" and removed from the playing surface of the table.
These cards may be thoroughly shuffled and placed under the draw piles if more cards are needed to complete a round.
Black threes can be used to create a clean meld that only scores 300 points in the higher scoring version of the game or 100 points in the lower scoring version of the game minus five points for each card in the meld since black threes always count as minus five points each, even if melded.
Wild cards may not be used in creating a meld of threes!
The discard pile may not be picked up with a pair of black threes!
Partner version This form of Hand and Foot can also be played as a partnership game.
The rules are exactly the same as the basic version, except that players work in pairs, facing across the table from one another.
One partner is chosen to keep all of the partial melds under construction that are put down on the table, while the other partner looks after the completed melds.
Once one partner has put down, the other partner's minimum is immediately satisfied, since there is only one set of melds under construction per partnership.
As with most partnership games, there can be no "talking across the table" to discuss the cards in play or strategies.
The only game related discussion allowed is that when one person wishes to go out, that person must ask the partner, "May I go out?
To go out on rounds one through three, the requirement is to possess two clean melds and two dirty melds.
To go out on round four, the requirement is for a partnership to possess four clean and four dirty melds.
Other Hand and Foot versions and pages Roger DeMeritt's rules can be found on this archive copy of his.
He also collected numerous variations with the aim of producing an improved uniform set of rules for the game that could be adopted by players everywhere.
A variant for 5 to 7 players is described on the page.
Here is an archive copy of Bill Whitnack's.
Here are Gary Grady's Microsoft Word document.
Another description can be found on the page of Randy Rasa's Rummy-Games.
Hand and Foot Software and On Line Games Larry Whitish's shareware is available from SAC Products.
The site provides an on line Hand and Foot server for Windows and Macintosh users.
Special Hand and Foot Cards Hand 'n Foot, manufactured by JD Ventures, can be ordered from their web site.
This deck has 262 cards: the 4 to king of a normal deck are replaced by cards numbered 1 to 12 16 of eachthere are 20 lords, which correspond to aces, 20 jesters, corresponding to twos but worth click the following article points instead of 20, 10 jokers, 10 villains black threesand 10 ladies, corresponding roughly to red threes, but they can be discarded to block the next player source added to a clean pile for a bonus.
This page is maintained by John McLeod.
Β© John McLeod, 1996, 1997, 2003, 2009.

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Join the best Gin Rummy, and play online with your Facebook friends. The objective in Gin Rummy is to score points, and reach an agreed number of points, usually 50 or 100, before the opponent does. Gin has two types of melds: Sets of 3 or 4 cards sharing the same rank, and runs of 3 or more cards of the same suit.


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Card Games: Hand and Foot
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The Hand and Foot card game follows a specific set of rules that includes the playing of both a "hand" pile of cards and a "foot" pile of cards. Once the hand pile is used, the foot pile comes into play.


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Card Games: Hand and Foot
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Canasta Hand&Foot - Tutorial video - YouTube
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Hand and Foot is a Canasta variant involving three to six hand and foot rummy game />The number of click used is typically one more than the number of players.
You need to pick up the Foot and have one natural and one mixed Canasta to go out.
Red threes are valued 500 points, always against you.
And Black threes block the pile.
When you pick up the pile, you only pick up the top 7 cards.
Hand and Foot is a game of strategy and skill.
Play in partnerships or solo against your opponent.
A real multi player game, and the best Hand and Foot on Android!
By purchasing this item, you are transacting with Google Payments and agreeing to the Google Payments and.

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Rummy is still one of the best-known card games in the United States, though in many regions it has been superseded by Gin Rummy and Oklahoma Gin. Rummy works better than Gin Rummy when there are more than two players. A pleasing feature of the game is that it is so simple to play and has many variations. Rank of Cards


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What are the Rules for Canasta Triple Play Hand & Foot? | Our Pastimes
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Hand and Foot Card Game Rules - How to Play Hand and Foot
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Hand And Foot Card Game Rules

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Due to these reasons the game play strategy tends to differ in Canasta. In Rummy, it is more advantageous to keep the cards in your hand to a minimum and go out quickly. However, in Canasta keeping a bunch of cards in your hand and taking time to build up canastas can be very advantageous.


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Hand and Foot Card Game Rules - How to Play Hand and Foot
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Hand and Foot Card Game Rules - How to Play Hand and Foot
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Hand and Foot (Canasta) Card Game: Mini Video Promo

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Hand and Foot card game is a game related to Canasta. In Hand and Foot, players are dealt two sets of cards: the hand, which is played with first, and the foot, which is played after. This game does not have standard rules and is played with a variety of variations.


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Canasta Hand&Foot - Tutorial video - YouTube
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Hand and Foot Canasta - Rules To Rummy Games
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Hand and Foot is a Canasta variant involving three to six decks.
The number of decks used is typically one more than the number of players.
You need download pharaoh and game pick up the Foot and have one natural and one mixed Canasta to go out.
Red threes are valued 500 hand and foot rummy game, always against you.
And Black threes block the pile.
When you pick up the pile, you only pick up the top 7 cards.
Hand and Foot is a game of strategy and skill.
Play in partnerships or solo against your opponent.
A real multi player game, source the best Hand and Foot on Android!
By purchasing this item, you are transacting with Google Payments and hand and foot rummy game to the Google Payments and.

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Tutorial video how to play Canasta Hand&Foot. NEW VIPKID HIRING PROCESS: JANUARY 2019 (Interview, Demo, Mock Class, Certification Center!)


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Hand and Foot Card Game Rules - How to Play Hand and Foot
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Hand and Foot Card Game Rules - How to Play Hand and Foot
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Canasta equipment from amazon.
Two or more 108-card sets of Canasta cards will be needed for Hand and Foot games that require larger decks.
A range of is also available.
There are numerous variations of this game and no standard rules.
The most usual version is for four players in partnership, and this will be described first; these rules were contributed by Bill Whitnack.
A number of variations are then given - I would like to thank Barbara Bain, Dave Petrie, Brian Brouillette and Steve Simpson for providing information about these.
Although most people say that Hand and Foot is best played by four people in partnerships, it can also be played by six in two teams of three, or by any number of people playing as individuals.
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Partnership Hand and Foot for Four Players based on a contribution from Bill Whitnack Players, Cards, Deal Partners sit opposite each other.
Five decks of cards are used, including two jokers per deck 270 cards in all.
Choose which partnership will deal first.
After the cards have been thoroughly mixed, one partner takes part of the deck, deals four face-down stacks of 13 cards and passes them around the table in a clockwise direction until each player has a stack - the hand.
Meanwhile the partner of the hand dealer takes another part of the deck and deals another four stacks of 13 cards each and passes them also in a clockwise direction until each player has a second stack - the foot.
The remainder of the undealt cards are put in a face-down pile in the middle of the table to form a stock.
The top card of the stock is turned face-up and placed next to it to start a discard pile.
If this card is a red three or wild card two or joker it is buried in the stock and a new card turned up.
The players' "foot" stacks are placed face down around the stock and discard piles - 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 play begins with the player to the left of the one who dealt the hands.
After the end of the play, the turn to deal 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 or more than seven.
Melds belong to a partnership, not to an individual player.
After a meld of three or more cards has been started, either player of the partnership can add further cards to it until there are seven.
You can make a meld of cards of any rank from A, K, Q.
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.
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 threeswhile 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".
If partner agrees you must meld all of your remaining cards, or meld all but one of your remaining cards and discard your last card.
If partner says no, you are not allowed to go out on that turn.
See also the section.
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.
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 100 points if they have been placed face up on the table with your melds, but minus 100 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 100 points.
Each complete "Clean" Pile of 7 cards.
The Play 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.
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 see more 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.
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 meldingthen the first time that you meld you must put down cards whose individual values add up to at least the.
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.
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 hand and foot rummy game 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.
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 hand and foot rummy game 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.
Example: The top card of the discard pile is an eight, and there is another eight buried three cards deep.
You have two eights and a two in your hand and a meld of five eights on the table.
You are not allowed to hand and foot rummy game up from the discard pile, because having completed your pile of eights, you will only have two cards with which to start your new meld of eights the buried eight cannot be included until you have made a legal meld.
If you had three eights and a two in your hand, you could use the top eight from the discard pile and one of your eights to complete your eight pile, and start a new meld with two eights and a two.
You could then pick up the next 6 cards of the discard pile and add the buried eight to your new meld as well.
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.
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, you can pick up your "foot" and begin playing with it at the start of your next turn.
The red and black threes Red and black threes cannot be used in melds.
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, or very exceptionally pick it up from the discard pile this could only happen if the original turned up card happened to be a red three.
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.
Asyou cannot go out until your team has completed the required piles two dirty, two clean and one wildand your partner has picked up their foot and played at least part of one turn from it.
If you have not read article 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.
Advice on Tactics contributed by Bill Whitnack 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.
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 meldsunless 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.
Variations Wild card or red three turned up By agreement, if the card turned up to start the discard pile happens to be a wild card or a red three, it may be put back into the stock pile and another card turned up.
Other numbers of players Any number of people from two to six can play, using one more deck of cards than the number of players.
Four or six can play as partners; with two here or five, everyone must play for themselves.
The game for four players in partnerships is said to be best.
Saskatchewan Hand and Foot This variation was contributed by Dave Petrie.
This version has much in common with and has therefore been moved to that page.
Steve Simpson's Hand and Foot Rules This is a version of Hand and Foot without partners, and was the first form of the game to be included on this page.
Steve Simpson reports that he learned this version from Rob Groz.
Players Two or more players, playing as individuals.
Cards Normal playing cards including the jokers.
One more deck than the number of people playing - i.
The Shuffle All the cards are shuffled together and placed in the middle of the table in TWO piles.
A gap is placed between the two piles for the discard pile.
The Deal Each player deals his own cards to himself.
Each player picks up a small pile of roughly 22 cards from either of the two piles.
Each player then deals his cards in front of him into two piles of eleven cards each.
If the player picked up exactly 22 cards on the first try then he gets 100 bonus points added to his score.
If he has less than 22 cards he picks up more, as needed, from either of the two main decks.
If he has more than 22 cards then the extra cards are returned to the main piles.
Each player now has two piles of cards in front of himself.
The left hand pile is the player's hand and the player picks up this pile.
The right hand pile of cards is passed to the player on his right.
This pile becomes the other player's foot.
The foot piles stay face down until later in the game.
Game Object The object of the game is to get the most points.
There are four rounds to the game and on each round each player tries to get rid of all his cards while putting the most points he can on the table.
Points for cards Red Threes 500 points these always count against you - read on.
Joker 50 points Twos and Aces 20 points Eight through King 10 points Four through Seven 5 points Black Threes 5 points Other Points Picking up 22 100 points For "Going out" 100 points Each "Clean" pile 300 points Each "Dirty" pile 100 points The Cards Jokers and Twos are wild cards.
In the game you make "sets" of cards which are three or more of the same card - three kings, five eights, etc.
The suit of cards makes no difference.
You cannot make a set of Jokers or Twos - these can only be used as wild cards.
You cannot make a set of threes, regardless of the colour.
Cards "down" on hand and foot rummy game table count for you and are added to your score.
Cards left in your hand or in your Foot count against you and are subtracted from your score.
Since you cannot make sets of Threes, a Three can only count against you.
Discard red threes immediately.
Minimum Points to "Put Down" for Each Round On each round you have to have a number of points the first time you "put down" points onto the table.
Once a player has the minimum points down, the player has no minimum for the rest of the round.
Round 1 50 points Round 2 90 points Round 3 120 points Round 4 150 points Picking Up and Discarding On each player's turn he picks up cards, optionally puts cards down on the table for points, and then think, play online doctor and hospital games your />On each turn a player picks up TWO cards from the main piles.
He can pick up both cards from the same pile or one card from each pile.
He plays his turn and then discards one card.
Instead of picking up two cards a player may pick up the top card on the discard pile but he must pick up the TOP SEVEN cards in the discard pile.
Wild cards cannot count for the two cards in his hand.
You cannot pick up a top discard of twos, threes or jokers because you cannot make a "set" from those cards.
Remember that if this is the first time the player is "putting down" cards for that round he has to have a minimum to put down the first time.
Picking up the Foot When a player gets rid of all his cards from his hand, he picks up his Foot and continues to play from there.
If someone "goes out" before a player gets into his Foot, all the points in his Foot count against him including any dreaded red threes.
There are two ways to "get into your foot".
One is to put down all your cards except one discard card which you discard.
Your turn ends, you have no cards, you pick up your Foot.
You can begin using your Foot on your next turn.
The other way to get into your Foot is to completely use up all the cards in your Hand by putting them down as points on the table.
If you can put down all your cards without discarding then you can opinion. christopher columbus day games and activities opinion pick up your Foot and begin using the cards during the same turn.
Clean and Dirty Piles During the game you attempt to get piles of seven or more of the same card.
If a pile has seven or more cards and there are no wild cards in the pile then the pile is called a Clean Pile.
If there are seven or more cards in the pile and there are wild cards in the pile, then the pile is called a Dirty Pile.
By convention, once a pile reaches seven cards they are pulled together into a neat stack and either a red or black card from the pile is moved to the top of the https://agohome.ru/and-games/online-games-for-13-and-uphill-rush-4.html />A red card on top signifies that the pile is a Clean Pile.
A black card on top signifies a Dirty Pile.
A Clean Pile is worth 300 points and a Dirty Pile is worth 100 points.
These points are in addition to the points from the cards themselves each King is worth 10 points for example.
Limits on Wild Cards In any set of cards you must have at least one more normal card than wild cards.
For example, if you have three fives you can add up to two wild cards to the set.
You can't add a third wild card until there are four fives down.
Note that any wild card in a set makes the entire set dirty.
You cannot have more than one set of the same card.
For example, you cant have a pile of two fives and a wild card and then start a new pile of fives.
Going Out In order to "go out" you must get rid of all the cards in your Hand and your Foot and have at least one Clean and one Dirty pile.
You must also have a discard card.
You can have as many clean and dirty piles as you want but you must have at least one of each in order to click out".
Players get points for clean and dirty piles even if they are not the player that goes out.
Once a player "goes out", play ends for that round.
The points on the table are added to your score.
Points in your hand or your Foot are counted against you and are subtracted from your score.
Brian Brouillette's Hand see more Foot Rules These variations of above were contributed by Brian Brouillette.
In this game there are two versions of the bonus scores.
In the lower scoring version, the bonus scores are as in above.
In the higher scoring version of the game, a clean also called "natural" meld scores 500 points while a dirty also called "unnatural" meld scores 300 points.
This allows a player caught download video games for android and ios one or more red threes during a round a chance to recover since the red threes always count as minus 500 points each.
In round four, a player must possess two clean and two dirty melds in order to be eligible to go out.
When going out, you may if you wish meld all your cards; you are not obliged to end by discarding a card.
If a wild card is discarded, the discard pile is "frozen" and removed from the playing surface of the table.
These cards may be thoroughly shuffled and placed under the draw piles if more cards are needed to complete a round.
Black threes can be used to create a clean meld that only scores 300 points in the higher scoring version of the game or 100 points in the lower scoring version of the game minus five points for each card in the meld since black threes always count as minus five points each, even if melded.
Wild cards may not be used in creating a meld of threes!
The discard pile may not be picked up with a pair of black threes!
Partner version This form of Hand and Foot can also be played as a partnership game.
The rules are exactly the same as the basic version, except that players work in pairs, facing across the table from one another.
One partner is chosen to keep all of the partial melds under construction that are put down on the table, while the other partner looks after the completed melds.
Once one partner has put down, the other partner's minimum is immediately satisfied, since there is only one set of melds under construction per partnership.
As with most partnership games, there can be no "talking across the table" to discuss the cards in play or strategies.
The only game related discussion allowed is that when one person wishes to go out, that person must ask the partner, "May I go out?
To go out on rounds one through three, the requirement is to possess two clean melds and two dirty melds.
To go out on round four, the requirement is for a partnership to possess four clean and four dirty melds.
Other Hand and Foot versions and pages Roger DeMeritt's rules can be found on this archive copy of his.
He also collected numerous variations with the aim of producing an improved uniform set of rules for the game that could be adopted by players everywhere.
A variant for 5 to 7 players is described on the page.
Here is an archive copy of Bill Whitnack's.
Here are Gary Grady's Microsoft Word document.
Another description can be found on the page of Randy Rasa's Rummy-Games.
Hand and Foot Software and On Line Games Larry Whitish's shareware is available from SAC Products.
The site provides an on line Hand and Foot server for Video games please and thank you and Macintosh users.
Special Hand and Foot Cards Hand 'n Foot, manufactured by JD Ventures, can be ordered from their web site.
This deck has 262 cards: the 4 to king of a normal deck are replaced by cards numbered 1 to 12 16 of eachthere are 20 lords, which correspond to aces, 20 jesters, corresponding to twos but worth 25 points instead of 20, 10 jokers, 10 villains black threesand 10 hand and foot rummy game, corresponding roughly to red threes, but they can be discarded to block the next player or added to a clean pile for a bonus.
This page is maintained by John McLeod.
Β© John McLeod, 1996, 1997, 2003, 2009.

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This game is a variation of Canasta. Hand and Foot card games is played with 4 to 6 standard decks, and was ideally designed for 2 players but four to six players can also play it forming a team of two or three. Usually, number of decks is one more than the player but it is not standard.


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Another description can be found on the Hand and Foot page of Randy Rasa's Rummy-Games.com site. Hand and Foot Software and On Line Games. Larry Whitish's shareware Hand and Foot program is available from SAC Products. The Hand & Foot Online site provides an on line Hand and Foot server for Windows and Macintosh users. Special Hand and Foot Cards


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How to Play Hand and Foot (Canasta) Card Game: Points & Rules Full

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This game is a variation of Canasta. Hand and Foot card games is played with 4 to 6 standard decks, and was ideally designed for 2 players but four to six players can also play it forming a team of two or three. Usually, number of decks is one more than the player but it is not standard.


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Hand and Foot is a Canasta variant involving three to six decks. The number of decks used is typically one more than the number of players. You need to pick up the Foot and have one natural and one mixed Canasta to go out.


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Hand and Foot is a Canasta variant involving three to six decks.
The number of decks used is typically one more than the number of players.
You need to pick up the Foot and have one natural and one mixed Canasta to go out.
Red threes are valued 500 points, always against you.
And Black threes block the pile.
When you pick up the pile, you only pick up the top 7 cards.
Hand and Foot is a game of strategy and skill.
Play in partnerships or solo against your opponent.
A real multi player game, and the best Hand and Foot on Android!
By purchasing this item, you are transacting with Google Payments and agreeing hand and foot rummy game the Google Payments and.

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Hand and Foot is a North American game related to canasta. Each player is dealt two sets of cards using one as the β€œhand” and one as the β€œfoot. There are numerous variations of the game and no β€œstandard” rules, but here's our favorite way to play.


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A similar game called β€œHand and Foot” (see separate article) has attracted attention. Canasta is also played online at various sites. Here is the way to play this Classic game. 2. PAIRS: This is the most popular variation. Four players in two partnerships are required to play the basic game. Variations for 2 to 5 players are also popular.


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Hand 'n Foot, is a 262 - card game developed and trademarked by Durwood and Joyce Miller, distributed under JD Ventures. The game is played similarly to Rummy and Canasta. The face cards were developed as medieval characters Lord, Lady, Joker, Jester, and a Villian. Players can play as individuals or partners. Two to six players can play the game.


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Hand and Foot Canasta - Rules To Rummy Games
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Canasta Hand&Foot - Tutorial video