Four friends playing Hand and Foot at a wooden kitchen table, each holding a fan of cards, with a face-down foot packet in front of a player and a draw pile of several decks in the middle
Everyone plays their hand first; the face-down foot waits until the hand is gone.

Hand and Foot is a North American rummy game related to Canasta. Each player is dealt two packets of cards: the hand, which you play first, and the foot, which you pick up when your hand is used up. You meld cards of the same rank into piles of seven, and the side that scores the most over four rounds wins. It is usually played by four people in two partnerships with five decks of cards, and there are many house rules and no single official version. This guide covers the most common Hand and Foot card game rules, the scoring, the main variations, tips and the odds.

Hand and Foot Rules at a Glance

Hand and Foot
Players4, in two partnerships sitting opposite. Any number from 2 to 6 can play (see Variations).
CardsFive 52-card decks plus their 10 jokers: {S[“N”]} cards. Use one more deck than the number of players.
Deal13 cards to each player as a hand and 13 as a foot.
Wild cardsTwos and jokers. Threes cannot be melded.
Melds3 to 7 cards of the same rank. Seven cards make a complete pile.
Your turnDraw two cards (or take the top seven of the discard pile), meld, discard one.
To go outTwo clean piles, two dirty piles and one wild pile, partner in their foot, and partner’s permission.
GameFour rounds. Highest total wins.

Card Values

Every card has a value. Cards you meld count for your side; cards still in your hand or foot when the round ends count against you.

CardPoints
Joker (wild)50
Two (wild)20
Ace20
King, Queen, Jack, 10, 9, 810
7, 6, 5, 45
Black three5
Red three+100 if laid on the table, −100 if not
Hand and Foot card values: joker 50, twos and aces 20, kings to eights 10, sevens to fours 5, black threes 5, red threes plus or minus 100. Pile bonuses: clean 500, dirty 300, wild 1,500, going out 100. Opening meld minimums: 50, 90, 120 and 150 points in rounds 1 to 4. To go out a partnership needs two clean, two dirty and one wild pile, the partner playing from their foot, and the partner’s permission
The numbers to keep on the score pad: card values, pile bonuses and each round’s opening minimum.

Setting Up and Dealing

  1. Sit opposite your partner and shuffle all five decks together.
  2. Deal the hands. One partner of the dealing side takes part of the cards and deals four face-down stacks of 13, passing them clockwise until everyone has one.
  3. Deal the feet. The other partner does the same with four more stacks of 13. Each player puts their foot face down in front of them without looking at it.
  4. Start the discard pile. The rest of the cards form the stock. Turn its top card face up. If it is a red three or a wild card, bury it in the stock and turn another.
  5. Play starts with the player to the left of the person who dealt the hands, and goes clockwise. The deal passes to the left each round.

Melds: Clean, Dirty and Wild

A meld is three to seven cards of the same rank, from aces down to fours, laid face up. Melds belong to the partnership, so either partner can add to them. When a meld reaches seven cards it is a complete pile: square it up and put a card on top to show its type.

  • Clean pile: no wild cards. A red card goes on top.
  • Dirty pile: one or two wild cards. A black card goes on top.
  • Wild pile: seven wild cards (twos and jokers). A joker goes on top, or a two if it has no joker.

A meld needs at least twice as many natural cards as wild cards, so a meld of three to five cards can hold one wild card and a meld of six or seven can hold two. Your side may have only one unfinished meld of each rank: once a pile of sevens is complete you can start another.

How to Play a Turn

  1. Draw two cards from the stock. If you draw a red three, lay it face up with your melds and draw a replacement. (Lay any red threes from your hand down the same way before your first turn.)
  2. Meld cards, or add them to your side’s melds, if you want to.
  3. Discard one card face up on the discard pile.

Picking up the pile. Instead of drawing, you can take the top seven cards of the discard pile (or all of it, if it has fewer). To do this the top card must not be a three, you must hold two natural cards of the same rank, and you must meld those three cards straight away. Then you finish your turn as usual.

Black threes block. When you discard a black three, the next player cannot pick up the pile. A discarded wild card can only be taken with two matching wild cards.

The Opening Meld

The first time your side melds in a round, the cards you put down must add up to a minimum value. You can lay down several melds at once to reach it.

RoundMinimum card points
150
290
3120
4150

Only the value of the cards counts: red threes and pile bonuses do not, so seven sixes (35 points) cannot open. If you open by picking up the pile, only the top discard and cards from your own hand count, not the other six you are about to take. For example, in round one, if the player before you discards a nine and you hold two nines and a two, you can take the pile and open with three nines and the two: 50 points.

Picking Up Your Foot

When your hand runs out, you move on to your foot. There are two ways to get there:

  • Meld every card in your hand. Pick up your foot straight away and carry on with the same turn, discarding at the end.
  • Meld all but one card and discard it. Your turn ends, and you start playing from your foot on your next turn.

If the round ends before you reach your foot, every card in it counts against you, and each red three inside costs 100.

Going Out and Ending the Round

To go out, your partnership must have two clean piles, two dirty piles and one wild pile, each exactly seven cards; your partner must have picked up their foot and played at least part of a turn from it; and you must ask your partner, “May I go out?” If they say yes, you meld all your cards, or all but one and discard the last. If they say no, you must keep playing, and while you cannot go out you may not leave yourself without cards.

The round also ends if the stock runs out and a player needs to draw. Both sides score what they have, and nobody gets the bonus for going out.

How to Score Hand and Foot

At the end of each round, both sides add up:

ItemPoints
Each complete clean pile500
Each complete dirty pile300
Each complete wild pile1,500
Going out (the side that went out only)100
Each red three on the table+100
Each red three still in a hand or foot−100
Cards in your melds+ their card values
Cards left in hands and feet− their card values

The bonuses alone for the five piles you need to go out, plus the going-out bonus, come to 3,200 points, and the wild pile is the biggest single item: 1,500 points before its cards, which add another 140 (seven twos) to 350 (seven jokers). Keep a running total over the four rounds; the side with the higher total wins.

Hand and Foot Variations

Hand and Foot is a family game passed around by word of mouth, so agree the rules before you start. These are the differences you are most likely to meet:

VariationHow it differs
Bicycle’s rules11 cards in each hand and foot, five or six decks. A clean pile (“red book”) scores 500 and a dirty pile (“black book”) 300, and you need one of each to go out.
Saskatchewan11 cards in the hand and 13 in the foot. Piles are called canastas and can grow past seven cards, up to three wild cards are allowed in a canasta, and you take the whole discard pile. Round four needs a canasta built in your hand to open; going out needs one clean, one dirty and one wild canasta.
Without partnersTwo or more players each play for themselves, with one more deck than players. In Steve Simpson’s version each player grabs about 22 cards from the stock (exactly 22 scores 100), clean piles score 300, dirty piles 100, and red threes always count −500.
Other numbersAny number from 2 to 6 can play with one more deck than there are players. Four or six play in partnerships; with two, three or five, everyone plays alone.
Live up-cardIf the first card turned up is a wild card or a red three, it stays put and goes to whoever first takes the discard pile.

Hand and Foot vs Canasta

Hand and Foot grew out of Canasta and keeps its card values, wild cards and red and black threes, but plays quite differently:

CanastaHand and Foot
Cards2 decks + 4 jokers (108)5 decks + 10 jokers (270) for four players
Cards per player1113 in the hand plus 13 in the foot
Draw1 card, or the whole discard pile2 cards, or the top seven of the discard pile
Complete meldCanasta: 7 or more cardsPile: exactly 7 cards
To go outAt least one canastaTwo clean, two dirty and one wild pile
Game lengthFirst side to 5,000Four rounds

If you know Canasta, the card values and the threes will be familiar. What changes is the second packet, the fixed seven-card piles and the bigger target for going out: you cannot finish until your partner has reached their foot too, so the two of you have to plan together.

Hand and Foot Strategy Tips

  • Watch your partner. Notice what they meld and discard, and help with the melds they are building.
  • Don’t race ahead. If you reach your foot first, avoid completing melds your partner needs to get rid of their own hand. The exceptions: complete as many piles as you can when the other side is close to going out, and finish the wild pile as soon as you can.
  • Keep pairs. Holding pairs of ranks the other side may discard gives you chances to pick up the pile.
  • Don’t burn wild cards. Use them in dirty melds only when you must. Save one to help you get into your foot.
  • Go for high-value melds such as aces when the cards are running your way.
  • Use black threes to block. They cannot be melded and cost 5 each if you are caught with them, and discarding one at a time is the only way to lose them, so play them when stopping the next player taking the pile helps you.
Chance of making the opening meld from your own cards. From the 13 cards dealt: round 1 78%, round 2 50%, round 3 26%, round 4 10%. After drawing on your first turn: 88%, 67%, 43% and 22%. A 13-card hand holds a wild card 79% of the time
The opening minimum climbs every round, and so does the chance you will need the discard pile to reach it.

Hand and Foot Odds

How often a player’s own cards are enough to make the opening meld, across 100,000 simulated deals with the five-deck partnership rules above:

Round (minimum)From the 13 cards dealtAfter your first draw (15 cards)
1 (50)78%88%
2 (90)50%67%
3 (120)26%43%
4 (150)10%22%
  • Round four is the hard one: only 22% of players can open from their own cards after the first draw, so expect to wait, or to need the discard pile.
  • Wild cards: 30 of the 270 cards are wild. A 13-card hand holds at least one 79% of the time and at least two 44%; the average is 1.4.
  • Red threes: a 13-card packet contains at least one 39% of the time, which is why getting into your foot matters: one left there costs 100.
  • The up-card: 1 deal in 7 starts with a red three or wild card turned up, which goes back into the stock.

The opening figures count every legal meld you could make from your cards, including an all-wild meld, and leave out picking up the pile.

More Rummy Games

If you enjoy Hand and Foot, try Canasta, the game it comes from, or Five Crowns and Phase 10 for more family rummy. For two players, see Gin Rummy and Rummy 500, or start with our rummy rules guide.

Hand and Foot: frequently asked questions

How do you play the Hand and Foot card game?

Four players in two partnerships use five decks with jokers. Each player gets 13 cards as a hand and 13 face down as a foot. On your turn you draw two cards, meld cards of the same rank, and discard one. When your hand is gone you play your foot. Your side builds piles of seven, and to go out you need two clean, two dirty and one wild pile. After four rounds the higher score wins.

Which is harder, Canasta or Hand and Foot?

They share the same card values, wild cards and threes. Hand and Foot adds a second packet, the foot, uses fixed piles of exactly seven cards, and sets a bigger target for going out: two clean, two dirty and one wild pile, with your partner already playing from their foot. So it asks more planning of a partnership.

What is the best strategy for winning Hand and Foot?

Work with your partner: watch their melds and discards. If you reach your foot first, avoid completing melds your partner needs, unless the other side is about to go out. Finish your wild pile early for its 1,500 bonus, keep pairs so you can pick up the discard pile, and do not use wild cards in dirty melds unless you need to.

Why is it called Hand and Foot?

The name describes the two packets of cards each player is dealt: the hand, which you pick up and play first, and the foot, which stays face down until the hand is used up.

How many decks do you need for Hand and Foot?

Use one more deck than the number of players, with the jokers: five decks (270 cards) for the usual four-player game, three for two players and seven for six.

How many cards are dealt in Hand and Foot?

In the common partnership rules each player gets 13 cards for the hand and 13 for the foot. Many families, and Bicycle’s rules, deal 11 of each instead.

Can you play Hand and Foot with 2 players?

Yes. With two, three or five players everyone plays for themselves, using one more deck than there are players. Four or six can play in partnerships.

What happens to red threes in Hand and Foot?

Red threes cannot be melded. Lay each one face up with your melds as soon as you get it and draw a replacement; it scores 100. A red three still in your hand or foot when the round ends costs you 100.

Fadi Hayek
Author & Casino Expert

After going through several successful experiences with several industry pioneers, Fadi Hayek has managed to excel in the world of content for online gaming by providing unique content for several projects that allowed him to obtain the necessary experience to launch his career. Last but not least, Fadi also holds several certificates, including but not limited to content marketing and iGaming.

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