Hand and Foot Rules — How to Play and Keep Score
Hand and Foot is the American family version of Canasta, and the joke in the name is the point of it. Everybody is dealt two packets. You play the first one, your hand, and only when it is empty do you pick up the second one, your foot, and carry on. Teams build piles of seven matching cards and the round is only over when someone has cleared both packets.
Score a game of Hand and Foot →
Overview
Hand and Foot is the American family version of Canasta, and the joke in the name is the point of it. Everybody is dealt two packets. You play the first one, your hand, and only when it is empty do you pick up the second one, your foot, and carry on. Teams build piles of seven matching cards and the round is only over when someone has cleared both packets.
Scoring is one net figure per team per round, so the rounds template is the right fit. Four rows, one per deal, and a running total down the side.
Setup
Use one full 52-card deck plus two jokers for every player, so five or six decks for a four-player game, shuffled together. Four or six players form partnerships; two or three play alone. Each player receives two packets of eleven cards, hand and foot, kept face down and separate. Turn one card to start the discard pile.
How to play
Draw two cards, meld if you can, discard one. You may instead take the top seven cards of the discard pile if you can use the top card straight away in a meld, subject to your group's pile rules. Melds are three or more cards of one rank, and a meld holding a wild card is dirty from then on. Wild cards are jokers and twos, and a dirty meld may hold at most two of them until it is complete.
When your hand runs out you pick up your foot and keep going. To end the round a player must empty the hand, empty the foot, and their team must already have the required piles finished. Red threes are laid out as soon as they are drawn.
Scoring
Each team gets one net number per round:
- Card points for everything melded on the table: joker 50, two 20, ace 20, king down to eight 10, seven down to four 5, black three 5.
- Plus 500 for each completed clean pile, meaning seven natural cards with no wild card in it.
- Plus 300 for each completed dirty pile, meaning seven cards including at least one wild.
- Plus 1500 for each completed wild pile, seven jokers and twos together.
- Plus 100 for going out.
- Plus 100 for each red three melded.
- Minus the card value of every card left in the hand and in the foot, using the same table, and minus 100 for each red three still held.
Card points for the cards inside a completed pile still count on top of the pile bonus. A team caught with a full untouched foot will comfortably finish a round below zero, which is normal and must be recorded as a negative.
The first time a team lays cards down in a round it must reach a card point minimum: 50 in round one, 90 in round two, 120 in round three and 150 in round four. Bonuses and red threes do not count toward that figure.
Ending the game
After the fourth round the totals are compared and the highest wins. Groups that prefer an open-ended game instead keep dealing, cycling the minimum meld, until a team passes an agreed total such as 10000.
Common variations
Some tables run three rounds or five. Wild piles are sometimes banned outright, sometimes capped at one per team. A common house rule requires a team to hold at least one clean and one dirty pile before going out, and another lets a player ask their partner for permission first.
Scoring at a glance
| Who wins | Highest score |
|---|---|
| Rounds | 4 fixed |
| Score sheet | One number per player per round, with a running total |
| Typical round score | -500 – 4000 |
| Negative scores | Possible |
| Worth knowing | One net figure per team per round. Rounds routinely land in the thousands, and a team caught holding an untouched foot will go negative, so the field must accept a minus sign and four digits. |
Hand and Foot — score sheet
House rules and settings
Every table plays Hand and Foot a little differently. These are the 11 rules groups argue about. Each one is a setting in the app — and changing it recalculates a match that is already in progress, which is the thing no other score keeper does.
Number of rounds: what is the default in Hand and Foot?
How many deals the game lasts. Four is standard, one for each rising minimum meld.
Default: 4. Adjustable from 3 to 6 in steps of 1.
In the app: “Number of rounds”.
Game ends by: what are the options in Hand and Foot?
Either play the set number of deals and compare totals, or keep dealing until someone passes an agreed score.
Default: Fixed number of rounds. Two options:
In the app: “Game ends by”.
Target score: what is the default in Hand and Foot?
Only used when the game ends by score rather than by round count. The first side to reach this total wins.
Default: 10000. Adjustable from 2000 to 30000 in steps of 500.
In the app: “Target score”.
Minimum first meld per round: what are the options in Hand and Foot?
How many card points a team needs the first time it lays cards down in each round. The requirement climbs as the game goes on.
Default: 50 / 90 / 120 / 150. Three options:
In the app: “Minimum first meld per round”.
Clean pile bonus: what is the default in Hand and Foot?
Bonus for a completed pile made only of natural cards, with no jokers or twos in it. Often called a red book.
Default: 500. Adjustable from 100 to 1000 in steps of 50.
In the app: “Clean pile bonus”.
Dirty pile bonus: what is the default in Hand and Foot?
Bonus for a completed pile that contains at least one wild card. Often called a black book.
Default: 300. Adjustable from 100 to 1000 in steps of 50.
In the app: “Dirty pile bonus”.
Wild pile bonus: what is the default in Hand and Foot?
Bonus for a completed pile made entirely of jokers and twos. Set this to zero if your group does not allow wild piles at all.
Default: 1500. Adjustable from 0 to 3000 in steps of 100.
In the app: “Wild pile bonus”.
Going out bonus: what is the default in Hand and Foot?
Extra points for the team whose player empties both hand and foot first and ends the round.
Default: 100. Adjustable from 0 to 300 in steps of 25.
In the app: “Going out bonus”.
Red three value: what is the default in Hand and Foot?
Points for each red three a team melds. The same amount is subtracted for a red three still sitting in a hand or foot at the end.
Default: 100. Adjustable from 0 to 500 in steps of 50.
In the app: “Red three value”.
Cards in a completed pile: what is the default in Hand and Foot?
How many cards make a finished pile. Seven is standard, but some groups play five for speed or eleven for a long game.
Default: 7. Adjustable from 5 to 11 in steps of 1.
In the app: “Cards in a completed pile”.
Piles needed to go out: what are the options in Hand and Foot?
What a team must have finished before one of its players is allowed to end the round.
Default: At least one clean pile. Four options:
In the app: “Piles needed to go out”.
Variants of Hand and Foot
Pennies from Heaven
A close relative in which sevens are collected separately and a completed pile of sevens pays a very large bonus.
Hand, Foot and Shoe
Each player gets a third packet of cards to work through, stretching every round considerably.
Hand and Foot is also known as
Hand & Foot, Cuban Canasta variant, Pennies from Heaven cousin. These are the same game — the rules and the score sheet above apply to all of them.
Keep score offline
The sheet above works in your browser. Cardzo for iPhone remembers your players, survives a closed tab, and works in a field with no signal.
Coming to the App Store.