How to play head and foot card game




















Give these to each player face-down and consist of 13 cards in the knee-pile and 11 in the foot-pile. Allow players at this stage to look at the 15 cards dealt but cannot yet touch the knee and foot piles. This is called the stock. This becomes the upcard and is the first card of the discard pile. If the upcard is either a 2, red 3, 5, 7 or a joker card then bury it back into the stock and choose the next card on top of the stock.

Players who are holding a red 3 lays it face up on the table and draws a replacement card. The players draw when the game begins. Melds of three to five cards can only have one wild card included and melds of six or seven may have up to two.

If possible players may also make a meld consisting solely of wild cards. Whether you can accept a meld depends on how many game rounds players are on. It requires a minimum point threshold. Players also cannot have two separate melds of the same rank unless a player forms a canasta. Certain cards also have different points and properties attached to them. Understanding them is important for gameplay. This is what teams are working towards throughout the game to score the most points at the end of each round.

The way that the scoring works is the main difference between the two games. Players can also make a meld of twos and wild cards. There are 3 categories of meld:.

Natural Meld — Clean Melds excluding all the wild cards. Dirty meld having more than one wild card. It will not have two or more than two unless there are at least six cards in the meld. Set of seven cards meld becomes Pile. When they are face up, entire pile is squared up for everyone else to see.

Players are awarded with points depending on the degree of their melds and lose points for the cards left. The game end terminates if any team get rid of all the Hand and the Foot either by melding or discarding them. To get rid of cards, players have to do this:. A team must accomplish at least two Natural Melds, two wild meld and two dirty melds. Carrying exactly 7 cards in each.

A team should agree to meld all the cards. An individual player is not allowed to go out. A team can melds all their cards or melds except the last one and discards it. Bonus Points are awarded for making entire piles and degree of hands within the pile. After the hands are dealt, player sitting left to the one who has dealt the cards starts the game in clockwise order till someone gets rid of all the Hand and the Foot.

Players after having their first turn must replace any red three they hold face up with equivalent number of cards from the stock pile. Player draw card for his first turn which consist of:. You can draw up to seven cards from the pile but if the pile contains less than seven cards, player is permitted to take entire pile.

Player cannot take more than seven cards. For replacing the card from the stock file, a player has to fulfill some requirements. It should not be a three. The topmost card of the discarded pile. There should be at least two cards of the same rank a player must hold of the top card of discarded pile. A player has completed his turn by drawing card from the pile and melding it by discarding a card.

If a team has not melded, then they have to meld card which fulfill the minimum meld requirements. For the first meld, it is usually 50 points. Players can accomplish this as they wish. Whether, they meld with the top card along with two cards they hold of the same rank with the additional card to achieve the minimum count or add some cards which are wild. It is not permitted to add other six cards from the discard pile to achieve the minimum count.

Consider the 1st round is of fifty points. If the 2 is buried in the discarded pile, a player would not be permitted to meld as he has to hold it in Hand. A team is not permitted to have two partial meld of same rank but they can make a new meld if they have completed a pile.

A single meld must not contain more than 7 cards. For example, if you hold partial meld of six cards it is not allowed to take cards from the discard pile unless you hold cards of same rank to accomplish a seven cards pile. Once you have completed, you can make another meld of three cards of same rank.

Again, another meld would be made from the hands you hold with the top card of pile and not with the cards from the discarded pile. Suppose the discard pile has its topmost card a 7 and there is another 7 which is buried four cards down. The cards which are buried are not allowed to include in a meld until a player has made a Natural Meld. If a team has meld all cards in their Hand and pick their Foot immediately carry on their turn and discard one card at the ending.

Or they have melded all their cards except one , discard that one and pick their Foot after it and commence playing when the next turn comes. The player has received permission by asking for going out by melding all the cards of Foot or melding all the cards from it and discarding the last one.

It has previously explained that the team should agree to Go Out already accomplish one wild , two clean and two dirty piles with the necessary condition that teammates have take their foot, playing at least one turn from it. Team should agree to Go Out, if any team member refuses it, a player is not permitted to leave without any cards.

You have to keep at least two cards after melding while playing from foot, one to hold on hand to proceed the game and the other one to discard. Game will come to an end soon if there are not sufficient cards from the stock and someone wants to draw cards from it. Each side will score points for the melds, no one would get bonus points and less points for the remaining cards. Players just turn the top card face up from the dealt cards. He then chose one hand to keep as his Foot and pass it to the player sitting to his left.

Player currently playing his Foot can play the top discard, than they take up the entire pile instead of just drawing two cards from it. Player taking the whole pile can encounter risk of having black threes and the opponent have the opportunity to go out first. Player playing his foot has the option to Pass or Float rather than discarding the last card. Now, player can avoid going out by keeping the last card. He wish to avoid discarding as it could be beneficial to opponents or too avoid breaking a pair.

I taught my roommate this game and they took it upon themselves to hold sets of three or more in there hand, sometime up to seven, and then lay everything down in 1 or a couple of their turns. Many times laying multiple full sets down at one time. Although most people say that Hand and Foot is best played by four people in partnerships, it can also be played by six in two teams of three, or by any number of people playing as individuals.

Partners sit opposite each other. Five decks of cards are used, including two jokers per deck cards in all. Choose which partnership will deal first. After the cards have been thoroughly mixed, one partner takes part of the deck, deals four face-down stacks of 13 cards and passes them around the table in a clockwise direction until each player has a stack - the hand.

Meanwhile the partner of the hand dealer takes another part of the deck and deals another four stacks of 13 cards each and passes them also in a clockwise direction until each player has a second stack - the foot. The remainder of the undealt cards are put in a face-down pile in the middle of the table to form a stock. The top card of the stock is turned face-up and placed next to it to start a discard pile. If this is a red three or wild card two or joker it is buried in the stock and a new card turned up.

The players' "foot" stacks are placed face down around the stock and discard piles - the players are not allowed to look at them until they have played all the cards in their hands. Each player picks up their "hand" stack, and play begins with the player to the left of the one who dealt the hands.

After the end of the play, the turn to deal passes to the left. A complete game consists of four deals. The aim is to get rid of cards from your hand, and then from your foot, by melding them. A meld is a set of from three to seven cards of equal rank placed face up on the table. A meld cannot have fewer than three cards or more than seven. Melds belong to a partnership, not to an individual player. After a meld of three or more cards has been started, either player of the partnership can add further cards to it until there are seven.

You can make a meld of cards of any rank from A, K, Q, Threes have special uses and cannot be melded in the normal way. Twos and jokers are "wild cards" and can be used as substitutes in melds, as long as there at least twice as many real cards of the rank of the meld as wild cards.

Thus a meld of 3, 4 or 5 cards can contain at most one wild card and a meld of 6 or 7 can contain at most two. You can also make a meld consisting entirely of wild cards - twos and jokers. In fact you must make such a meld to be allowed to go out and win the deal. There are three types of meld:.

A meld of seven cards is complete and is called a pile. While melds are fanned out face up, complete piles are squared up and the cards placed on top shows the type - a red card for a clean pile, a black card for a dirty pile, and a joker for a wild pile or a two if it contains no joker.

Usually the complete piles of seven cards are kept in front of one member of a partnership along with red threes , while the other partner keeps the incomplete melds of three to six cards.

You score points for cards you have melded, and lose points for any cards left in your hand at the end of the play. The play ends when someone gets rid of all the cards in their "hand" and "foot", by melding or discarding them; this is known as "going out".

In order to be allowed to go out, you must satisfy all of the following conditions:. Individual cards have values as follows. They count for you if you have melded them, but against you if they are left in your hand or foot at the end of the play:. There are also the following Bonus Points. Both teams score points for any complete piles they have made, in addition to the scores for the cards within the pile.

Only the team that goes out scores the bonus for going out, obviously. The red threes count plus points if they have been placed face up on the table with your melds, but minus points if not for example if you do not manage to pick up your foot before an opponent goes out, any red threes in it will score minus points.

In each deal, there is a minimum requirement for the total value of the cards making up the first meld put down by each partnership. Red threes do not count towards this minimum; nor does the bonus for a seven card pile, so for example seven sixes count only 35 points and are not sufficient for an initial meld. The player to the left of the person who dealt the "hands" then starts the play, and the turn to play passes clockwise around the table until someone goes out.

Each player, immediately before taking their first turn, must place any red threes they hold face up on the table and draw an equal number of cards from the stock pile to replace them. They then proceed to draw cards for their first turn. A turn normally consists of:. If you draw a red three from the stock you should immediately place it face up on the table with your melds and draw a new card from the stock to replace it.

As an alternative to drawing two cards from the stock, you may take the top seven cards from the discard pile. If the pile contains fewer than seven cards, you may take the whole pile, but you may never take more than seven cards from the pile at one time. In order to pick up from the discard pile you must fulfill all of the following conditions:. After picking up from the discard pile and melding, you complete your turn by discarding one card as usual.

If your side has not yet melded putting down red threes does not count as melding , then the first time that you meld you must put down cards whose individual values add up to at least the minimum meld requirement.

You can put down several melds at once to achieve this if you wish. If you are picking up the pile, you can meld additional cards from your hand along with the the top discard and the two that match it to help make up your minimum count, and some of these additional cards could be wild.

However, you cannot count any of the other 6 cards you are about to pick up from the discard pile towards this minimum. A meld cannot contain more than seven cards, and a partnership is not allowed to have two incomplete melds of the same rank, but if you complete a pile, you can then start another meld of the same rank. Therefore if you have an incomplete meld of five or six cards on the table, you will not be able to pick up a card of that rank from the discard pile unless you have enough cards of that rank to finish the first seven card pile and make a new three card meld of the same rank.

These cards must all come from your holding and the top card of the pile - again you are not allowed to make use of other cards you are about to pick up from the discard pile to satisfy the requirement. If you discard a black three, this blocks the next player from picking up from the discard pile. You may discard a wild card though in practice it is unusual to do so.

In this case the next player could only pick up the pile with two matching wild cards two twos to pick up a two, or two jokers to pick up a joker. When you get rid of all the cards in your "hand", you then pick up your "foot" and continue to play from that. There are two slightly different ways this can happen. If you manage to meld all the cards from your "hand", you can immediately pick up your "foot" and continue your turn, discarding one card from it at the end.

Alternatively, if you meld all the cards from your "hand" but one, and then discard this last card, you can pick up your "foot" and begin playing with it at the start of your next turn. Red threes count for the players if they are laid down on the table with their melds and against if not. Whenever you find that you are holding a red three you should immediately place it face up on the table with your melds and draw a replacement card from the stock.

This can happen because you find it in your hand, or pick it up in your foot, or draw it from the stock.



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