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The card table

Hand

Hand & Foot · You versus the computer. Build your books, then empty your foot.

Computer

Your books and melds

Your hand

Select cards, then meld or discard. Tab and Enter/Space work on every card and button. “Play my turn” delegates one turn; your opponent always plays automatically.

How to play Hand & Foot

This is a two-seat, stock-only house variant using three decks with six jokers (162 cards). Each player receives an 11-card hand and a hidden 11-card foot. Draw two cards, make any number of melds, then discard one. There is no opening-point minimum and no discard-pile pickup or stock recycling. If only one stock card remains, draw it; when a player must draw from an empty stock, the round is scored.

A meld has three to seven cards of one rank, regardless of suit. Twos and jokers are wild. Each meld needs at least two natural cards, more naturals than wilds, and at most three wilds. Threes cannot meld. A seven-card meld is a closed book: clean with no wilds, dirty with wilds. You may start another meld of the same rank.

Empty your hand by melding to pick up your foot and continue immediately. Empty it by discarding to pick up your foot for your next turn. To go out, you must have at least one clean and one dirty book and empty your foot, by melding or discarding. Without both books, you must keep at least one card.

Round scoring

Melded cards score their face values: jokers 50; aces and twos 20; 8 through king 10; 4 through 7 score 5. Each clean book adds 500, each dirty book 300, and going out adds 100. Cards remaining in both hand and unopened foot count against their holder at those values; red threes cost 300 each and black threes 100. Highest round score wins the round, even if the other player went out. Ties are allowed. Next round keeps cumulative totals; reload starts a new match.

Hand and Foot has many local variations; this page states the rules used here. Original game code, no account required, no live multiplayer.