Official Hand and Foot Rules

Last Updated on May 8, 2026 by The Official Game Rules Team

Hand and Foot is a multi-round rummy-style card game that involves building melds and managing two distinct piles of cards: the “Hand” and the “Foot.” This page provides a clear breakdown of the rules, guiding you through the melding requirements, card drawing, and strategic pile management that define this game.

Hand and foot title card on green felt background with playing cards surrounding it

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How to Play Hand and Foot


Objective

The goal in Hand and Foot is to be the team with the most points scored by getting rid of all the cards in your “hand” and then your “foot” by melding them strategically.


Setup

1. In Hand and Foot, the number of decks used depends on the number of players. A general rule is to use one deck per player, plus one extra deck. Here’s the breakdown:

  • 2 players – 3 decks (162 cards)
  • 3 players – 4 decks (216 cards)
  • 4 players – 5 decks (270 cards)
  • 6 players – 7 decks (378 cards)

Each player is typically dealt two sets of cards: a hand and a foot, each containing 11 cards. The remaining cards form the draw pile.

2. Deal the Cards:Each player receives 11 cards for their Hand, which they can look at immediately.
Each player is dealt a second set of 11 cards for their Foot, which is kept face down until their Hand is played.

3. Prepare the Stock and Discard Piles:Place the remaining cards face-down as the Stock pile.
Flip the top card to start the Discard pile. If it’s a Red Three, Deuce (2), or Joker, replace it with a new card.

hand and foot game rules setup illustration showing the stock pile, discard pile, hand and foot piles.

Card Values & Scoring

  • Jokers (Wild Cards): 50 points each
  • Deuces (2) (Wild Cards): 20 points each
  • Aces: 20 points each
  • Eights through Kings: 10 points each
  • Threes through Sevens: 5 points each

Game Rounds

The game is played over four rounds, each requiring a minimum point total for the first meld.

  • Round 1: Minimum meld of 50 points
  • Round 2: Minimum meld of 90 points
  • Round 3: Minimum meld of 120 points
  • Round 4: Minimum meld of 150 points

To meet the minimum requirement, players can combine multiple melds, using cards from their hand, wild cards, and the top discard. However, the other six cards from the discard pile cannot contribute toward the minimum points.


Gameplay

The goal is to play through your Hand, then move to your Foot, creating melds along the way.

  1. Turns:
    • Draw two cards from the Stock pile at the start of your turn.
    • Create melds or add cards to existing melds.
    • Discard one card at the end of your turn.
  2. Melds:
    • A meld consists of 3 to 7 cards of the same rank, placed face up.
    • Clean Meld (Red Book): Seven natural cards (no wild cards). Worth 500 points.
    • Dirty Meld (Black Book): At least four natural cards and one or more wild cards. Worth 300 points.
    • Once a meld reaches seven cards, it is complete and becomes a Book.
  3. Picking Up the Discard Pile:
    • Players can take the top seven cards from the discard pile if:
    • They have two cards in their Hand matching the top card of the discard pile.
    • They immediately lay down those three cards as part of a meld.
    • Only the top card of the discard pile can count toward the minimum meld requirement.
  4. Playing the Foot:
    • Once your Hand is depleted, announce you’re playing your Foot and continue.
    • Discarding your last card marks the end of your turn.
  5. Going Out:
    • To end a round, a player must have at least one Clean Book, one Dirty Book, and discard their final card.

Scoring

At the end of each round:

  1. Calculate points for completed melds.
  2. Add the value of all cards played during the round.
  3. Deduct points for any cards left in a player’s Hand or Foot.

The team or player with the highest cumulative score at the end of all rounds wins the game.


Hand and Foot Strategy

While Hand and Foot relies heavily on luck of the draw, smart play can make the difference between winning and losing. Here are some strategy tips to keep in mind:

  • Manage Your Hand and Foot Wisely
    Don’t rush into your Foot pile too early. Make sure your Hand is under control before opening up the second stack, or you risk spreading yourself too thin.
  • Use Wild Cards Carefully
    Jokers and 2s are powerful, but burning through them early can leave you with nothing to complete melds later. Save them for finishing Canastas or meeting minimum meld requirements.
  • Prioritize Canastas
    Building full Canastas is key to scoring. Work with your partner (if playing teams) to focus on creating multiple Canastas instead of scattering your melds across too many ranks.
  • Control the Discard Pile
    Always watch what you throw away. Giving opponents access to a pile full of useful cards can swing the game. Similarly, if the pile is dangerous, consider “freezing” it by discarding a wild card.
  • Balance Going Out
    Sometimes the temptation is to go out quickly, but waiting can give you more time to build extra Canastas and rack up points. Know when it’s worth holding off versus when to close the round.
  • Team Coordination
    If playing in pairs, communicate non-verbally by the melds you lay down. Focus on complementing each other’s plays rather than working separately.

Ready to take your Hand and Foot game to the next level? Checkout our Advanced Strategies for Hand and Foot guide!


Video Tutorial


Hand and Foot FAQ

How many decks are needed for Hand and Foot?

Most versions use five to six standard decks of cards, including jokers. The number of decks should be enough so that each player has a “hand” and a “foot” plus plenty left for the draw pile.

How many players can play Hand and Foot?

It is usually played with four players in partnerships, but it can also be played with three, five, or six players using slight rule adjustments.

What is the difference between the hand and the foot?

The hand is the initial set of cards each player starts with. Once a player uses all the cards in their hand, they pick up their foot and continue playing.

How do you win in Hand and Foot?

Players score points by forming melds and completing books of seven cards. The game usually ends when one player goes out, and the partnership with the highest total score wins.

What are red and black threes in Hand and Foot?

Red threes are special bonus cards worth extra points when laid down.
Black threes are blocking cards that cannot be used in melds and can prevent players from discarding strategically.

Can you pick up the discard pile in Hand and Foot?

Yes, but only if you can use the top card of the discard pile immediately in a meld, and sometimes rules require extra matching cards from your hand to pick it up.

What is a clean book vs. a dirty book?

A clean book (natural) contains seven cards without wilds.
A dirty book (mixed) contains up to four wilds along with natural cards.

How long does a game of Hand and Foot take?

A typical game lasts about 90 minutes to 2 hours, depending on the number of players and house rules.


Notes/Variations

  • Starting Melds (Optional):  Some variations allow players to create their first meld(s) on the table before their first turn by using cards from their hand. This can jumpstart the game.
  • Red Threes:  While red Threes cannot be used in melds, drawing one allows you to immediately discard another card from your hand without ending your turn.

Hand and Foot is a rummy-style card game, so similar games include other Canasta variations and rummy-based games. Here are a few you might enjoy:

Canasta Variants

  • Traditional Canasta – The original game that Hand and Foot is based on, played with two decks and teams.
  • Samba – A variation that allows sequences (runs) in addition to sets.
  • Pennies from Heaven – A more complex Canasta variant with extra rounds and more cards per player.
  • Bolivia – Similar to Samba but with stricter rules about wildcards.

Other Rummy-Based Games

  • Kalooki (Kaluki) – A rummy-style game with jokers acting as wildcards.
  • Gin Rummy – A two-player game focused on forming sets and runs.
  • Phase 10 – A set-building game with specific phases to complete in order.

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