After all the cards have been sufficiently shuffled place all the cards in the middle of the table in two face down stacks.
The player counts their cards into two stacks of 11 cards each, one for the hand stack and one for the foot stack. If they have selected too many or too little cards, replace or pull additional cards from the stack in the middle of the table to get to a total of 22 cards, 11 in the hand, 11 in the foot. If the pile contains fewer than five cards, you may take the whole pile, but you may never take more than five cards from the discard pile at any one time.
In order to pick up from the discard pile you must:. After picking up from the discard pile, complete your turn by by discarding one card as usual. A game consists of four rounds. Each round has a minimum meld requirement that increases with each round. Fight the Landlord see Dou Dizhu. Finagle see Manipulation Rummy. Find the Lady see Three Card Monte. Fish see Go Fish. Fish see Literature.
Five Card Draw Poker. Five Card Draw with a Bug Poker. Five Card Omaha poker. Five Card Stud Poker. Five Up Dominoes. Fives and Threes Dominoes. Flush see Teen Patti.
Follow The Queen Poker. Football Poker. Forty-Fives see Auction Forty-Fives. Forty-One Exchange. Forty-One Syrian. Forty-Two see Texas Fouine, La see Two Hundred. Four-Two-Three Poker see Four-Two-Two Poker. Freeze Out Dominoes. French Dominoes. Frustration Speed. Gallerini see Minchiate. Game to Lose. Game, Flip, Flop. Garbage see Hollywood Garbage. George see Rummy. German Bridge see Oh Hell!
Germini see Minchiate. Cuckoo cards Cuckoo pieces. Goju ichi see Golf Eight Card. Golf Four Card. Golf Nine Card. Golf Six Card. Good, the Bad and the Ugly, The Poker. Goofenspiel see GOPS. Grocery Store Dots Poker. Gullgravere see Yukon. Gurka see Cucumber. Haitian Dominoes.
Hand and Foot Bain. Happy Families. Hara Kiri see Golf. Have a Heart Poker. Heaven Nine see Tien Gow. Henway Poker. High Chicago Poker. High Five see Pedro. High-Low Poker. High-Low-Jack see Pitch.
Hillbilly Rummy see Rummy. HOE Poker. Hollywood Garbage. Honest John. Honeymoon Bridge. Horse Race cards. Horse Race Dominoes. HOSE Poker. Hosen 'runter see Schwimmen. Howdy Doody Poker. Hundred and Ten. Hungarian Dominoes. I Doubt It Cheat see Bullshit. Illustrated Tarokk Hungarian. Indian Poker. Irish Poker. Iron Cross Poker. Italian Canasta see Canastone. Italian Dominoes. Italian Poker.
Jack Foolery see One-Eyed Jack. Jack Off see One-Eyed Jack. Jack the Shifter Poker. Jacks Back 5 Card Draw Poker. Jacks or Better 5 Card Draw Poker. Jass Swiss. Jeu de Carte Sipa. Jeu de Sept Familles see Happy Families. Jhyap Yaniv. Jig see Snip Snap Snorum. Joker Rummy see Rummy Jokers and Marbles see Pegs and Jokers. Jokers and Pegs see Pegs and Jokers. Judgement see Oh Hell! Junk Poker see Hollywood Garbage.
K'ap Shap. Kachuful see Oh Hell! Kaiserjass see Kaiserspiel. Kaiserspiel Nidwalden. Kalabriasz see Clobyosh. Kalooki Caribbean. Kalookie British. Kaluki South Africa. Kansas City Lowball Poker. Karma see Shithead. Kasino Finnish. Kasino Swedish. Kifameno see Traversone. King Pede see King Pedro. Kiu Kiu see QiuQiu. Kjempetosk see Stortok. Klob see Clabber. Klootzakken see President. Knack see Schwimmen. Kseri see Xeri. Kurkku see Cucumber. Ladinisch Watten see Blind-Watten.
Lambapea see Saskop. Lame Brain Pete Poker. Lamsees see Crazy Rummy. Landlord see President. Lanterloo see Loo. Lappi see Ristiklappi. Late Show Poker see Low Hole. Leng see Joker Karo. Liverpool Rummy see Contract Rummy. Loba Argentina.
Loba Honduras see Carioca. London Lowball 7-card Stud Poker. Long Don see Nine Card Don. Loo Dominoes. Lora Serbian, Croatian. Lost Heir. Low Chicago Poker. Low Hole Poker. Lowball 5 Card Stud Poker. Lowball Draw Poker.
Magrasso see Madrasso. Mah Jan Bridge see Seven Bridge. Main Merah. Maltese Cross. Mandrasso see Madrasso. Manilla see Malilla. Manipulation Rummy. Marbles and Jokers see Pegs and Jokers. Marriage Rummy. Mas see Skitgubbe. May I? Memory see Pelmanism. Memory Bridge. Mexican Rummy see Crazy Rummy. Mexican Stud Poker. Mexican Sweat Poker.
Mexican Train. Michigan Rummy see Tripoli. Midnight Baseball Poker see Night Baseball. Millone Tarocchi Bolognesi. Minuman see Omben. Mississippi Mud Poker. Mittlere Jass. Mitts see Mitaines. Mixing Tens see Sam Sip. Molotow Jass. Muggins Dominoes. Napoleon British see Nap. Napoleon Japanese. Nerts see Racing Demon. Newmarket see Michigan. Night Baseball Poker. Nine-card Brag. Nine-Five see Pedro Sancho. Ninety-Nine adding game. Ninety-Nine trick-taking. No Peek Poker. Nominations Clag.
Nommie see Noms. Ochos Locos see Crazy Eights. Off Suit Lowball see Badugi. Oh Pshaw! Oh Shit! Oklahoma Rummy see Arlington. Oklahoma point Pitch. Old Sledge see All Fours. Omaha Poker. 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. The large number of playing cards makes forming piles much easier in the Hand and Foot card game than with the standard version of Canasta.
For that reason, most people feel the Hand and Foot card game is suitable for beginning players. This article is designed to teach you how to play this fun and challenging speed card game. To set up a Hand and Foot card game, the dealer will give each player two sets of cards. 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. Here is a rundown of how the game is played:.
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 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 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.
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 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 Going clockwise, each player does the same. When this does happen, because of restriction 1 above, the next player is not allowed to take the discarded card and add it to a meld on the table.
If the card is taken from the discard pile it must be used immediately with cards from the player's hand to form new meld. Discarded wild cards are subject to an additional restriction:.
A player is not allowed to meld all their cards and win on their first turn to play: they must wait until everyone has completed one turn and can then end the play by melding all their cards on their second turn. When a player wins by melding their cards over the course of more than one turn, this is known as a "partial hand" or "dhamoon".
The winner scores points , and the winner's opponents calculate their penalty points as follows:. If the winner ends the play by melding their entire hand of 14 cards in one turn, without adding any cards to other players' melds, and having previously melded nothing, this is known as a "hand" or a "full hand" and the winner scores points. In this case the opponents' calculate their penalty points as above and double them. So an opponent who has not melded scores penalty points and those who have melded score twice the value of the cards in their hands.
If the winner, without having previously melded, melds some of their cards in combinations from their hand, and then disposes of the remainder of their cards in the same turn by adding them to other player's melds, this counts as a partial hand. The winner scores only and the opponents' penalties are not doubled. As mentioned above, the point minimum for the initial meld does not apply to a player who melds all their 14 cards in a single turn.
In this case the player's meld can be worth less than 51 points, irrespective of whether it is a full hand no cards added to other player's melds or a partial hand at least one card added to other players' melds. In an individual game, a cumulative score is kept for each player, and the player with the lowest score at the end of seven rounds is the winner. Cumulative scores can be negative. In a partnership game, a cumulative score is kept for each team.
At the end of a round the winner's team subtracts 30 or 60 points for a partial or full hand. The the opposing team add the values of both players' hand to their score. So in the case of a full hand where neither opponent has melded, the losing team will score penalty points - that is for each player. The winner's partner's cards are not counted and have no effect on the score. The team with the lower score at the end of seven rounds wins. Rounds which are not scored, either because the cards are thrown in by a player with identical pairs or because the stock is exhausted, do not count towards the seven rounds that make up a game.
However, if the final round cannot be dealt more than three times. That is, if six rounds have been scored, and two attempts have been made to play the seventh round but ended with no score, then the third deal of the seventh round must be the last deal of the game. If this ends with no score the seventh round is abandoned and the winner is the player who had the lowest score after six rounds.
If there is a tie for lowest total score at the end of the game, in order to determine the winner further rounds are played until there is a single player or team with the lowest score. Some play that the players take turns to deal.
After each round that ends with a score, the turn to deal passes to the right. Some people play Hand with Jokers as the only wild cards.
In that case, Aces are natural cards and no wild card indicator is revealed in the beginning. This arrangement is much more straightforward than the normal game and makes no significant difference to the play. The motive for the usual more complicated arrangement where the wild card can be either a Joker or an Ace is presumably to reduce the temptation for a dishonest player to try to recognise the wild cards from their backs.
If the wild card changes from round to round, this kind of cheating becomes significantly more difficult. Some people play with a deck of cards without Jokers. In this case the wild cards are always the Aces of the suit shown by the wild card indicator and there are no natural Aces of this suit.
If the indicator card is an Ace there are two possibilities:. Some play that each successive player's initial meld must be greater in value that the previous initial meld. For example if the minimum is initially set at 51 and the first player who melds puts down 56 points, the next player will need at least 57 points for their initial meld.
Some players allow a card taken from the discard pile to be added to an existing meld on the table, either alone or together with a card or cards from the player's hand, provided that the player who discarded the card already has meld on the table and also the player who takes it has already melded or can satisfy the initial meld requirement.
If a wild card is discarded, some players allow it to be taken by the next player only if it is melded in a group of Aces, not in a sequence A or J-Q-K. Some players do not allow a discarded wild card to be taken by the next player in any circumstances.
On the other hand, some allow the next player to take the discarded wild card and use it in any meld where a wild card could normally be used always provided that they already have meld or can satisfy the initial requirement. When replacing a wild card with a card or cards from hand, some require the wild card to be reused immediately on the table, either in a new meld or by adding it to an existing meld.
The player is not allowed to keep the wild card in their hand for later use. Some allow a third equal card to be added to group of two equal cards and a wild card by any player who has already melded or can meet the initial meld requirement. For example if Q- Q-wild has been melded, the Q or Q can be added to it.
The restriction that this can only be done when a player is going out or when at least one player is reduced to one card is not enforced. Some allow the play continue until the face down stock is completely empty. In this variant, if the player who draws the last card of the stock does not meld all their cards and win, the round ends without a score and the same dealer deals again.
Some do not end the play when the stock is exhausted. Instead, when the stock pile is empty, they create a new stock pile by shuffling all the cards of the discard pile apart from its top card, which remains in place. In Egypt, and maybe in some countries of the Arabian Peninsula, scores are doubled for winning with certain special types of hand. Such a hand may include one or two wild cards, whose colour is irrelevant. These doubles for ending with wild card discards, single colour and single suit can be combined.
The Jawaker website has rules in English. Hand can be played online on their website or using their Hand app for Android.
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