Hand and Foot Card Game: Complete Rules, Scoring, and How to Play

Hand and Foot Card Game: Complete Rules, Scoring, and How to Play

Hand and Foot is one of the most popular Canasta variants in North America. If you already play Canasta, you'll pick this up quickly. If you don't, that's fine too. The rules below will walk you through everything from setup to scoring.

The game is best with four players in two teams, though you can play with different numbers. We'll cover the standard partnership version first, then touch on common variations you might run into at different tables.

What You Need to Play

Players: 4 (in teams of 2, partners sitting across from each other)

Cards: 5 standard decks with 2 Jokers each (270 cards total). Yes, that's a lot of cards. You'll need them.

Other supplies: A score pad and something to write with. You can download our free printable Canasta score sheet if you need one.

How Hand and Foot Differs from Canasta

The biggest difference is right there in the name. Each player gets dealt two separate hands of cards:

  • The Hand -- your first set of 13 cards. You play these first.
  • The Foot -- your second set of 13 cards, kept face-down. You can't touch these until your Hand is completely used up.

This double-hand mechanic changes the strategy significantly. You're always thinking two steps ahead because you don't know what's waiting in your Foot.

Card Values and Scoring

For deeper detail on point values, melds, and bonus cards, see our Canasta Scoring Guide. Most rules transfer directly between Canasta and Hand and Foot.

Before we get into gameplay, here's what each card is worth:

Point values for melded cards:

  • Jokers (wild): 50 points each
  • Twos/Deuces (wild): 20 points each
  • Aces: 20 points each
  • 8s through Kings: 10 points each
  • 4s through 7s: 5 points each
  • Red Threes: 100 points each (bonus, laid down automatically)
  • Black Threes: 5 points each (cannot be melded normally)

Book bonuses (completed sets of 7 cards):

  • Clean Book (no wild cards): 500 points
  • Dirty Book (contains wild cards): 300 points

Going out bonus: 100 points

Penalty: Any cards left in your Hand or Foot when the round ends count against you at their face value.

The Deal

One partner handles the Hand, the other handles the Foot. Here's how:

  1. Shuffle all five decks together thoroughly. This takes a minute with 270 cards.
  2. One partner deals four stacks of 13 cards each, passing one to each player clockwise. These are the Hands.
  3. The other partner deals four more stacks of 13 cards. These are the Feet.
  4. Each player places their Foot stack face-down in front of them. Don't look at it yet.
  5. The remaining cards go in the center as the stock pile.
  6. Flip the top card of the stock face-up to start the discard pile. If it's a red Three, a Two, or a Joker, bury it back in the stock and flip another.

Pick up your Hand (just the Hand!) and you're ready to play.

How Rounds Work

A full game consists of four rounds. Each round has a minimum meld requirement that goes up:

  • Round 1: 50 points minimum to open
  • Round 2: 90 points minimum
  • Round 3: 120 points minimum
  • Round 4: 150 points minimum

Your first meld (or combination of melds) in each round must meet that minimum point value. After that, you can meld freely.

Gameplay: Turn by Turn

Play starts with the player to the dealer's left and goes clockwise. On your turn:

1. Draw cards

You have two options:

  • Draw the top 2 cards from the stock pile, OR
  • Pick up the top 7 cards from the discard pile (but only if you can immediately meld the top card with at least 2 matching cards from your hand)

If you draw a red Three from the stock, place it face-up in front of you immediately and draw a replacement card.

2. Meld cards (optional)

A meld is a group of 3 to 7 cards of the same rank, laid face-up on the table. Melds belong to your team, not just you. Either partner can add cards to any of your team's melds.

Rules for melds:

  • Minimum of 3 cards, maximum of 7 (a completed Book)
  • Must contain at least twice as many natural cards as wild cards
  • So a meld of 3-5 cards can have at most 1 wild card
  • A meld of 6-7 cards can have at most 2 wild cards
  • You cannot meld Threes

Types of melds:

  • Clean meld: All natural cards, no wilds
  • Dirty meld: Contains one or two wild cards (with at least 4 natural cards)

3. Discard

End your turn by placing one card on the discard pile. You must always discard, even if you could meld everything.

Note: Discarding a black Three freezes the pile temporarily. The next player cannot pick up the discard pile. After that turn, the pile unfreezes.

Picking Up Your Foot

This is the signature moment of the game. When you play, meld, or discard the last card from your Hand, you pick up your Foot and continue playing.

If you run out of Hand cards during the melding phase of your turn, pick up your Foot and keep melding. If you run out on your discard, pick up your Foot and continue on your next turn.

Announce to the table that you're now playing from your Foot.

Books: Completing a Set of Seven

When a meld reaches 7 cards, it becomes a Book. Stack the cards in a pile:

  • Place a red card on top for a Clean Book (500 bonus points)
  • Place a black card on top for a Dirty Book (300 bonus points)

Your team needs Books to go out. Specifically, most tables require:

  • At least 2 Clean Books
  • At least 2 Dirty Books

Some tables also require a Wild Book (7 wild cards). Check your house rules.

Going Out

To end the round, one player must "go out" by getting rid of all their cards (both Hand and Foot). You must meet these conditions:

  1. Your team has the required number of Books (typically 2 Clean + 2 Dirty)
  2. Your partner has already picked up their Foot
  3. You ask your partner "Can I go out?" and they agree
  4. You meld or discard your remaining cards (you must make a final discard)

If your partner says no, you can't go out on that turn. Play continues.

Scoring at the End of Each Round

Add up your team's score:

  • Point value of all melded cards
  • Book bonuses (500 per Clean, 300 per Dirty)
  • Red Three bonuses (100 each)
  • Going out bonus (100 points)

Then subtract:

  • Point value of any cards left in either partner's Hand or Foot

Record the score. The team with the higher total after all four rounds wins.

Common Variations

Hand and Foot doesn't have one official rulebook, so you'll find variation from table to table. Here are the most common differences:

Number of cards dealt: Some groups deal 11 cards per hand instead of 13. Both are widely played.

Picking up the pile: Some tables only let you take the top 5 cards instead of 7. Others require you to take the entire discard pile (like in traditional Canasta).

Wild card melds: Some groups allow a meld made entirely of wild cards (Twos and Jokers). When completed, a Wild Book is worth 1,500 points. Other groups don't allow wild melds at all.

Number of Books required: The most common requirement is 2 Clean and 2 Dirty to go out. Some tables add a requirement for 1 Wild Book. Others only require 1 of each.

Round structure: Some groups play 5 rounds instead of 4, adding a 5th round with a 200-point meld minimum.

Red Threes: In most versions, red Threes are simply placed face-up for a 100-point bonus. In some, they have no value or act differently.

Our advice: before sitting down at a new table, always ask about house rules. The core game stays the same, but these details can affect strategy.

Strategy Tips for Hand and Foot

Watch the discard pile. A large pile is tempting, but picking it up means you're committing to meld the top card immediately. Sometimes it's better to draw from the stock and keep your options open.

Don't rush to your Foot. Some players try to burn through their Hand quickly, but your Foot is unknown territory. Keep some flexibility in your Hand so you don't get stuck.

Communicate with your partner. You can't show your cards, but you can make strategic plays that signal what you need. Pay attention to what your partner is melding.

Balance Clean and Dirty books. You need both to go out. Don't stockpile all your wilds early -- you might end up with lots of Clean progress but no Dirty Books.

Save black Threes. They're great discard pile blockers. Drop one when the pile is fat and the next player clearly wants it.

Hand and Foot vs. Canasta: Quick Comparison

The two games share DNA, but Hand and Foot has some key differences:

  • Double hand mechanic: Canasta gives you one hand. Hand and Foot gives you two.
  • Larger decks: Hand and Foot typically uses 5 decks versus Canasta's 2.
  • Book requirements: Most Hand and Foot games require specific numbers of Clean and Dirty Books to go out.
  • Round structure: Hand and Foot is usually played over 4 rounds with escalating meld minimums, while Modern American Canasta plays to 8,500 points.
  • Picking up the pile: The rules for drawing from the discard pile vary more in Hand and Foot than in standard Canasta.

If you enjoy one, you'll almost certainly enjoy the other. Many Canasta players switch between the two depending on who's at the table.

Ready to Play?

The best way to learn Hand and Foot is to sit down and play a round. Don't worry about memorizing every rule. Keep this guide handy for reference, grab five decks of cards, and deal them out. The game makes a lot more sense once the cards are in your hands (and your foot).

If you're looking for the perfect card set for your next game night, check out our Canasta Deluxe Game Set. It comes with everything you need, including premium cards, a rotating tray, and a score pad that works for both Canasta and Hand and Foot.