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Hand & Foot

A little time at the table

Visual prototype
Dev preview

Sample states · switching replaces the current table
You · your turn
7s · A little head start
Your next
meld goes here
Stock 1 · —
Discard · 1
Stock 2 · —

Tap either stock to draw one from each.

Your turn

Draw from both stocks

Tap to select · Choose “Add here” on a meld, or play a new meld · Drag to rearrange

At the tableRound one
Your score—
Your books0
Hand remaining11
Foot face down11
Local game · You and three computer opponentsTurn order: You → Player 2 → Player 3 → Player 4 → You
Public information · demo

Not seen in melds

Maximum unseen by rank in the current demo, based only on displayed natural cards. This is not the actual stock; hidden hands and the discard are not counted. Deck selection applies on New deal.

Jokers and 2s are wild in this demo and are excluded from natural rank counts. Books are counted once, as melds.

Meld symbols

Seven edge marks run down the left side of each illustrated meld card. Each filled mark represents a card toward a seven-card book. Green marks identify a clean meld with no wild cards. Terracotta marks identify a dirty meld containing wild cards (2s or Jokers). The upper corner explicitly labels each meld CLEAN or DIRTY. At six cards, a gold “1 away” tab and final empty edge mark show that the meld needs one more card to become a book.

The indicator caps at seven marks. +1 means eight cards, +2 means nine. Hover over a stack for its exact total and wild-card count.

Boards run from 4 through Ace. Completing a book keeps it in rank order; books tilt slightly, and carry a CLEAN or DIRTY ink stamp. Jokers and 2s cannot be added to a completed book, whether clean or dirty. Matching natural cards may still be added. Completed books carry a double-ring CLEAN or DIRTY ink stamp. Newly drawn cards have a gold edge and NEW marker until your next turn.

Corner tabs on each player board show separate clean and dirty book totals. Clean means no wild cards; dirty means a mix of natural and wild cards. The ringed ink stamp identifies a completed book. The expanded board labels every group explicitly as Clean book, Dirty book, Clean meld, or Dirty meld. A hand or boot icon and a Hand or Foot label show the current phase and the number of cards left. The Books label identifies completed-book totals. The gold star beside the book totals means the clean and dirty book requirement is satisfied; it does not mean a player can already go out. Their Foot must be played and their final card discarded.

Play Hand & Foot locally against three computer opponents. Four players use five decks by default (270 cards, including two Jokers per deck). Each player receives an 11-card Hand and a face-down 11-card Foot; When you empty your Hand, your Foot is picked up automatically. Play your last Hand card to continue playing from your Foot in the same turn, or discard your last Hand card to pick up your Foot and end the turn. You still need a final discard to go out after playing your Foot. A stock draw always adds two cards to your hand. Select cards, try a meld, sort your hand, or draw to explore the feel of the game. Books score 500 clean or 300 dirty, plus every card on the table. Unused Hand and Foot cards are deducted. Penalties use open melds first, then dirty books with the most wilds, then clean books; each broken book also loses its bonus. You must already be on the board to pick up the discard pile. Then select two matching natural cards in your hand. Those two cards and the top discard are immediately played into a matching meld, or form a new meld. The next seven discards go into your hand. At least eight discards are required, and pickup replaces your stock draw. A new meld needs at least three cards, with matching natural ranks and more natural cards than wilds. Threes cannot be melded.

When both draw piles are empty, keep the top eight discards in their existing order. Shuffle the cards underneath and split them into two new draw piles. If only one stock card remains, take it, replenish the piles, then take a second card to complete your draw.

Selected cards lift with a checkmark; newly acquired cards keep a gold edge and NEW label. Dashed outlines identify legal meld targets; a solid outline and Target selected label identify the chosen target. Rejected targets say Cannot add with an explanation. Keyboard focus has a separate blue outline.

Twos carry a printed WILD label; twos and Jokers are wild cards. Your desktop hand rests on the felt with a gentle fan. Crowded desktop hands overlap without shrinking the cards; hover or focus a card to reveal its full face. Select its exposed edge, or use the arrow keys and Space. Before drawing, a Draw shortcut is available beside the turn guidance. On desktop, the play controls sit just above your cards. After drawing, select one card to enable Discard; a legal final discard is labeled Discard & Go Out. Very large hands use pages so ranks remain readable.

To choose the first player in a new game, everyone draws one card. Highest rank starts: aces high, twos low, no Jokers. Tied leaders draw again. Later rounds start one seat clockwise from the previous round’s starter, regardless of who went out. Selection cards do not change the playing deck. Player 2, Player 3, and Player 4 are computer opponents with real hidden hands and feet. They draw, play legal melds, and discard automatically in order. A final discard that empties your active Foot, with the required clean and dirty books, ends the round for everyone. After your discard, the three opponents take their turns before control returns to you. If no full stock draw or legal discard pickup is possible, the table pauses for a new deal. After going out, all play stops and the round scores open. Cumulative game totals appear beside each player’s name after a round, carry into the next round, and reset with a new game. Gold, silver, and bronze trophies show first, second, and third place by cumulative score. Tied players share a place; an equals sign marks a shared trophy. The results show the game total separately from the latest round’s score. After round four, the highest game total wins.

Classic vector cards: Byron Knoll and contributors, source and license. Rank and suit outlines: Numbers: Deuce by Hoefler & Co. The ace of spades uses our original artwork. The Classic Joker uses an original court-jester illustration created for this game.