Card Table Notes

Hand and Foot Rules: How to Play, Score & Settle Disputes

Learn Hand and Foot step by step: the deal, melds, books, opening minimums, going out and scoring, with worked examples and a printable house-rules checklist.

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Contents

Hand and Foot is a rummy-style card game from the Canasta family, usually played by four people in two partnerships with five or more decks. Each player gets two piles of cards: a hand you play first and a foot you play after your hand is gone. Your team scores by building books (seven cards of the same rank) and by being the first to go out.

There is no single official rulebook. Published versions differ on deal size, how many books you need to go out, and how many wild cards a book can hold. This guide teaches one clearly defined set of house rules, our “Game Night Standard.” It’s a combination of published rules, not one established ruleset, and the table below shows where each rule comes from. After that, we show where other versions differ, so your table can agree before the first deal.

Our Game Night Standard (and where each rule comes from)

Rule Game Night Standard Source of this choice
Deal 11 cards to hand, 11 to foot Bicycle Cards
Opening minimums 50 / 90 / 120 / 150 Bicycle and Pagat agree
Wild-card limit Natural cards ≥ 2 × wild cards (max 2 wilds in a book) Pagat
Wild-only melds and wild books Not allowed Bicycle (a meld can’t be made entirely of wild cards). Pagat allows them. See “Common disputes”
Card values, red/black 3 scoring, 100 for going out As in the tables below Pagat
To go out 2 clean + 2 dirty books, both partners in their foot, partner’s permission Pagat requires both partners in foot and permission. The 2 + 2 requirement is a common house rule (the default on Back Porch Games). Bicycle needs only 1 clean + 1 dirty. Pagat’s main version also needs a wild book
Last card Meld it or discard it Pagat allows either. Bicycle requires a final discard

Quick reference

Game Night Standard Where versions differ
Players 4, in two partnerships (partners sit opposite) 2–6 players or individual play also exist
Decks 5 standard decks with jokers (270 cards) Pagat: one more deck than players. Bicycle: 5–6 decks
Deal 11 cards to the hand, 11 to the foot Pagat: 13 + 13
Turn Draw 2 from the stock (or take the pile), meld, discard 1 —
Wild cards Jokers and 2s —
Book 7 cards of one rank Some tables allow melds over 7
Rounds 4 —
Opening minimums Round 1: 50 · Round 2: 90 · Round 3: 120 · Round 4: 150 Agreed by Bicycle, Pagat and most sites

Card values

Card Points
Joker (wild) 50
2 (wild) 20
Ace 20
8, 9, 10, J, Q, K 10
4, 5, 6, 7 5
Black 3 −5 if left in your hand or foot (Pagat)
Red 3 +100 if laid down, −100 if left in your hand or foot (Pagat)

Bonuses

Bonus Points
Clean book (no wilds) 500
Dirty book (contains wilds) 300
Going out 100 (Pagat)

Setup and the deal

Table layoutFour seats: North, East, South, West. Partners: North and South; East and West. Each seat has Hand and Foot piles. Centre: Stock and Discard.PARTNERSPARTNERSSTOCKDISCARDNORTHHandFootEASTHandFootSOUTHHandFootWESTHandFoot
Table layout
  1. Shuffle all five decks together, jokers included.
  2. Deal each player 11 cards face down as their hand and 11 face down as their foot. Keep the foot to one side, untouched.
  3. Put the rest face down as the stock. Turn the top card face up to start the discard pile. If it’s a red 3 or a wild card, bury it in the stock and turn another.

Your turn, step by step

Your turnDraw 2 → Lay down red 3s → Meld → Discard 1.1Draw 22Lay downred 3sdraw a replacementfor each3Meld4Discard 1
Your turn
  1. Draw two cards from the stock, or take the discard pile (rules below).
  2. Lay down red 3s immediately and draw a replacement for each.
  3. Meld if you can (and, early in a round, if your team meets the opening minimum).
  4. Discard one card to end your turn.

Melds and books

Clean and dirty booksClean book: 7 Ks; 0 wild cards. Dirty book: 5 9s and 2 2s; 2 wild cards. Red card on top of clean book; black card on top of dirty book.CLEAN BOOK7 natural + 0 wildKKKKKKKKKKKKKKKDIRTY BOOK5 natural + 2 wild999999999922WILD22WILD
Clean and dirty books
  • A meld is 3 to 7 cards of the same rank, laid face up in front of your team. Ranks run from 4s to aces. 3s can’t be melded.
  • Melds belong to the team. Either partner can add to them.
  • When a meld reaches 7 cards it becomes a book. Square it up: put a red card on top for a clean book, a black card on top for a dirty book.
  • Wild-card limit: a meld needs at least twice as many natural cards as wild cards (Pagat’s ratio). That means a dirty book holds at most 2 wilds (5 natural + 2 wild). In the Game Night Standard, a meld can never be made entirely of wild cards. Bicycle Cards allows a book with as few as 4 natural cards, so up to 3 wilds. See “Common disputes” below.

The opening minimum

The first time your team lays down cards in a round, the cards’ values must add up to at least the minimum for that round: 50, 90, 120, then 150. You can lay down several melds at once to reach it. Red 3s and book bonuses don’t count toward it.

Taking the discard pile

Taking the discard pileIn hand: 2 8s; 0 wild cards. Top of pile: 1 8s; 0 wild cards. Together: a meld of three 8s.TWO NATURAL 8S IN HAND8888+TOP OF PILE88MELD OF THREE 8S888888
Taking the discard pile

You may take the discard pile only if all of these are true:

  • The top card isn’t a 3. A discarded black 3 “blocks” the pile for the next player (Pagat, Bicycle).
  • The top card isn’t a wild card. In the Game Night Standard, a discarded wild can’t be picked up, because we don’t play wild-only melds. Pagat’s version differs. See “Common disputes.”
  • You hold two natural cards of the same rank as the top card.
  • You meld the top card with those two cards immediately.

Does it count toward your opening minimum? The top card counts, because you meld it. The extra cards you take from beneath it don’t (Bicycle and Pagat agree).

Versions differ on what comes with it. Pagat lets you take up to the top 7 cards. Many tables take the whole pile. Agree before you start.

Moving from your hand to your foot

Once you’ve played every card in your hand, pick up your foot and keep playing. Most published rules let you get there either by melding your whole hand (then picking up your foot right away) or by melding all but one card, discarding it, and starting your foot on your next turn.

Going out

A round ends when one player gets rid of their last foot card. To go out, your team must:

  1. Have the books it needs. In the Game Night Standard that’s 2 clean and 2 dirty books. (Bicycle: 1 + 1. Pagat: 2 + 2 + 1 wild book. See “Common disputes.”)
  2. Have both partners in their feet. Your partner must have picked up their foot and played at least part of one turn from it (Pagat).
  3. Ask your partner’s permission first. “Partner, may I go out?” A “no” means you can’t go out this turn.
  4. End by melding your last cards or discarding your final card.

If the stock runs out before anyone goes out, the round ends, and nobody gets the going-out bonus (Pagat).

Scoring a round

For each team:

  1. Add the card values of every card your team has laid down (books and unfinished melds).
  2. Add book bonuses, red 3 bonuses and the going-out bonus.
  3. Subtract the card values of every card still in either partner’s hand or foot (red 3s −100, black 3s −5).

After four rounds, the team with the higher total wins.

Worked example: one full round

Team A went out legally under the Game Night Standard: 2 clean books + 2 dirty books. The partner had picked up their foot and played at least one turn from it, and gave permission.

Item Calculation Points
Clean book of kings (7 kings) 7 × 10 70
Clean book of 6s (7 sixes) 7 × 5 35
Dirty book of 9s (five 9s + two 2s; 5 ≥ 2 × 2 ✓) 5 × 10 + 2 × 20 90
Dirty book of aces (five aces + one 2 + one Joker; 5 ≥ 2 × 2 ✓) 5 × 20 + 20 + 50 170
Unfinished meld Q-Q-Q 3 × 10 30
Bonuses: 2 clean + 2 dirty books 2 × 500 + 2 × 300 1,600
Two red 3s laid down 2 × 100 200
Going out 100
Left in partner’s foot: 7, 4, black 3 −(5 + 5 + 5) −15
Team A total 395 card points + 1,600 + 200 + 100 − 15 2,280

Card points for Team A: 70 + 35 + 90 + 170 + 30 = 395.

Team B was caught with cards left.

Item Calculation Points
Dirty book of 5s (five 5s + two 2s; 5 ≥ 2 × 2 ✓) 5 × 5 + 2 × 20 65
Dirty book bonus 300
Unfinished meld Q-Q-Q 3 × 10 30
One red 3 laid down 100
Left in hands: Q, J, A, Joker −(10 + 10 + 20 + 50) −90
Team B total 65 + 300 + 30 + 100 − 90 405

Common disputes (and what the published rules say)

Dispute Option A Option B Sources
Cards per hand/foot 11 + 11 13 + 13 Bicycle (11) · Pagat (13)
Books needed to go out 1 clean + 1 dirty 2 clean + 2 dirty (+1 wild book in Pagat’s partnership game) Bicycle · Pagat
Wilds in a book Min. 4 natural cards (so up to 3 wilds) Naturals ≥ 2 × wilds (max 2 wilds in 7) Bicycle · Pagat
Wild-only melds and wild discards Not allowed: no meld may be entirely wild (Game Night Standard follows this) Allowed: all-wild melds are permitted, a wild book scores 1,500 and is required to go out in Pagat’s partnership game, and a discarded wild can be taken with two matching wild cards Bicycle · Pagat
Red 3s Laid down for +100; −100 if left in hand/foot Different card handling, not just a bigger penalty: red 3s are discarded immediately and always count against you (500) Pagat main rules · Steve Simpson’s variation (listed on Pagat)
Taking the pile Top 7 cards Whole pile Pagat · common house rule
Partner permission to go out Required Not required Pagat · common house rule
Wild-card limitsLeft: 5 9s and 2 2s; 2 wild cards; legal under Pagat ratio and Bicycle. Right: 4 9s and 2 2s and 1 Joker; 3 wild cards; legal under Bicycle, illegal under Pagat ratio.5 NATURAL + 2 WILD999999999922WILD22WILD✓ Pagat ratio · ✓ Bicycle4 NATURAL + 3 WILD9999999922WILD22WILDJOKERJOKERWILD✗ Pagat ratio · ✓ Bicycle
Wild-card limits

Sources