The Complete Guide On How To Play Foot And Hand: Rules, Strategy, And Scoring

The Complete Guide On How To Play Foot And Hand: Rules, Strategy, And Scoring

Hand Feet Game Printable

Foot and Hand is a strategic variation of Canasta played with multiple decks of cards, where each player manages two distinct sets of cards: the "hand" and the "foot." The primary objective is to meld all cards into sets of seven, known as books, before your opponents, while adhering to specific requirements for opening and completing the final "foot" phase.


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Essential Prerequisites and Equipment Requirements

Foot and Hand is a variation of the rummy family that relies heavily on card volume and logistical organization. Unlike standard games, it requires a specific inventory of decks based on the number of participants.



  • Essential Gear: You must have one more deck of standard 52-card playing cards than the number of players. For four players, use five decks (260 cards total, including all Jokers).
  • Mandatory Standards: All Jokers and Deuces (2s) are wild cards. Aces have a value of 20 points, 8s through Kings are 10 points, 4s through 7s are 5 points, and 3s (black) are 5 points. Red 3s are bonus cards.
  • Skill Prerequisites: Players should be familiar with the concepts of melding, drawing from the discard pile, and the distinction between "clean" books (no wild cards) and "dirty" books (containing wild cards).
  • Duration Benchmarks: A standard game typically lasts between 60 to 90 minutes. Ensure the playing surface is large enough to accommodate multiple meld piles for each team.

Step-by-Step Procedure for Playing Foot and Hand



Step 1: Distribution of Hands and Feet

After shuffling the decks thoroughly, deal 11 cards to every player; this is the "hand." Deal a second set of 11 cards to every player, face down; this is the "foot." Place the remaining cards in the center as the draw pile.

Pro-Tip: Keep your "foot" pile clearly separated from your "hand" pile and your personal discard area. Accidentally mixing the two is a common penalty-inducing error.



Step 2: Initiating the Draw and Meld Phase

The player to the left of the dealer begins the turn by drawing two cards from the draw pile. After drawing, the player may meld cards onto the table. A meld must consist of at least three cards of the same rank. You cannot use wild cards to start a meld; you must have at least two natural cards for every wild card used.



Step 3: Managing the Discard and Pickup

A turn ends by discarding one card onto the face-up discard pile. If you wish to pick up the discard pile, you must be able to use the top card immediately in a meld. You must also pick up the entire discard pile, not just the top card.

Warning: Check the house rules before beginning, as some variations forbid picking up the discard pile unless you have already established a meld of that specific rank in your hand.



Step 4: Accessing the Foot

Once a player runs out of cards in their "hand," they pick up their "foot" pile and continue playing. If you empty your "hand" by discarding the last card, you pick up your "foot" and start playing with it on your next turn. If you empty your "hand" by melding the final card, you immediately pick up the "foot" and continue melding during the same turn.



Step 5: Closing the Game

To "go out," a team must have completed at least one clean book (seven natural cards) and one dirty book (seven cards including wilds). Once these requirements are met, you must discard your final card. If a partner has not yet accessed their "foot," the team cannot go out.


FOOT and HAND BONES Set of 2 Posters, Human Anatomy, Learning Anatomy ...

FOOT and HAND BONES Set of 2 Posters, Human Anatomy, Learning Anatomy ...

Scoring Parameters and Card Valuation Matrix

Effective play requires a deep understanding of point thresholds. The game concludes when a team reaches a predetermined score, often 10,000 points.



Card/Action Type Point Value Technical Requirement
Joker 50 Points Wild card, can represent any rank
Deuce (2) 20 Points Wild card, can represent any rank
Ace 20 Points Natural card
King through 8 10 Points Natural card
7 through 4 5 Points Natural card
Black 3 5 Points Cannot be melded; discarded only
Clean Book 500 Points Seven cards, zero wild cards
Dirty Book 300 Points Seven cards, at least one wild card

Frequent Operational Errors and Field Fixes



  • Error: Picking up the discard pile without a valid meld.

    • Root Cause: Misunderstanding the requirement that the top card of the discard must be immediately playable.
    • Actionable Fix: The player must retract the move and return the cards to the discard pile, potentially incurring a penalty of 100 points deducted from the team score.
  • Error: Failure to declare a completed book.

    • Root Cause: Overlooking the status of a set during a high-speed turn.
    • Actionable Fix: Once the game enters the scoring phase, books must be physically separated. If a book is not clearly demarcated, it may be scored as individual cards rather than a set bonus.
  • Error: Prematurely ending the game.

    • Root Cause: Attempting to go out before the required clean/dirty book quota is met.
    • Actionable Fix: If a player tries to discard the last card without the prerequisite books, the discard must be retracted, and the player must continue drawing until the conditions are satisfied.

Frequently Asked Questions



What happens if the draw pile runs out?

If the draw pile is exhausted, the game continues as long as a player can pick up the discard pile. If no player can pick up the discard pile or complete a move, the game ends immediately and scores are tallied based on current melds.



Can I add cards to my partner’s melds?

Yes, in team-based Foot and Hand, partners share all melded piles. You are encouraged to collaborate to complete books as quickly as possible, as the team cannot go out until the mandatory book requirements are fulfilled.



Are there limits on how many wild cards can be in a book?

A book is limited to exactly seven cards. While you can use wild cards, you must maintain a ratio of at least two natural cards for every one wild card used. You cannot create a book consisting entirely of wild cards.



How do Red 3s impact the score?

Red 3s are not melded. They are placed on the table in front of the player as soon as they are drawn. At the end of the round, each Red 3 counts as 100 bonus points for the team.

Mastering the ebb and flow of Foot and Hand requires constant assessment of your partner's remaining cards and the state of the discard pile. Practice these rules in low-stakes rounds to refine your decision-making speed and card management efficiency.


Hand And Foot Game Printable at Karen Medina blog

Hand And Foot Game Printable at Karen Medina blog

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