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Card Game · Rummy

Hand and Foot

Hand and Foot is the partnership Canasta game played around kitchen tables across North America. You and your computer partner take on two computer opponents. Each of you plays through a hand of 13 cards, then picks up a second 13-card foot. Build piles of seven, clean, dirty and wild, and be the side that goes out first. Four deals make a game.

Partners and the deal

  • You sit opposite your partner, and your side shares its melds: either of you may add to anything the other has put down. Play passes clockwise.
  • Five packs with two jokers each are used, 270 cards. Everyone is dealt a hand of 13 and a foot of 13. The foot stays face down until your hand is gone.

Card values

Jokers 50. Twos and aces 20. Eights to kings 10. Fours to sevens, and black threes, 5.

Your turn

Draw two cards from the stock, or take the pile instead. Meld whatever you like, then end your turn by discarding one card.

Melds and piles

  • A meld is three to seven cards of the same rank, aces down to fours; suits don't matter.
  • Jokers and twos are wild, but a meld must always hold at least twice as many natural cards as wild ones. Three or more wild cards alone make a wild meld.
  • Your side may have only one unfinished meld of a rank at a time.
  • Seven cards complete a meld, which is squared up as a pile: a clean pile (no wild card) is worth 500, a dirty pile 300, and a wild pile of seven wild cards 1500. Once a pile is done, a new meld of that rank may start.

Your side's first meld

Each deal, your side's first meld must add up to at least 50 points in the first deal, 90 in the second, 120 in the third and 150 in the fourth. Several melds put down together count together.

Taking the pile

Instead of drawing, you may take the top seven cards of the pile. You need two natural cards matching the top card, and must meld them with it at once, along with any other cards from your hand you like. Only those count toward your first meld, not the cards picked up. With a wild card on top you need two of the same wild.

Threes

  • Red threes are laid out the moment you get one and replaced from the stock: 100 points each, but minus 100 if still in an unplayed foot.
  • Black threes can never be melded. Discard one to stop the next player taking the pile.

Your foot

Meld your whole hand and you pick up your foot and play straight on. Discard your last hand card instead and you pick up the foot at the start of your next turn.

Going out

To go out your side needs two clean piles, two dirty piles and one wild pile, your partner must have played from their foot, and you must ask your partner: tap GO OUT? If they agree, meld all your cards, or all but one and discard it. Until then, keep at least two cards while playing your foot. Your partner asks you the same when they are ready.

Scoring and winning

  • Each side scores its piles, the card values of everything it has melded, its red threes and 100 for going out, less the value of every card left in its hands and feet.
  • If the stock runs out, the deal is scored as it stands with no going-out bonus.
  • After four deals, the side with the higher total wins.

Controls

Tap cards in your hand to select them, then press MELD; the cards that can be melded are outlined in green. Tap the stock or press DRAW to draw, TAKE PILE to take the pile, and DISCARD with one card selected to end your turn. To add wild cards to a particular meld, tap that meld first.