Family Hand & Foot – Complete Rules
1. Setup
- Deck Count: Use
(number_of_players + 1)standard 52-card decks (including Jokers).
Example: 2 players → 3 decks; 4 players → 5 decks. - Dealing:
- Each player starts with two piles:
- Hand: 11 cards (held in hand).
- Foot: 11 cards (face-down, revealed when hand is empty).
- Each player starts with two piles:
- Wild Cards:
- Jokers (and any extra printed/advertisement cards) are wild.
- 2s are also wild.
- Wild Card Values:
- Joker or extra wild = 50 points.
- 2 = 20 points.
2. Card Point Values
| Card Rank | Points |
|---|---|
| 4–8 | 5 |
| 9–K | 10 |
| Ace | 20 |
| 2 (wild) | 20 |
| Joker/extra wild | 50 |
| Black 3 | -5 |
| Red 3 | -300 |
Notes:
- Negative points apply if cards remain in hand/foot at end of round.
- Red 3 penalty applies only if still held when round ends.
3. Play Down Rules
- Initial Requirement:
- Round 1: Must lay down cards totaling at least 60 points from your hand in a single turn.
- Round 2: Requirement = 90 points.
- Each subsequent round: +30 points.
- Wild Card Restriction:
- At all times, no meld (book) may contain more wilds than natural cards.
- Important: Points for playing down come only from the cards you lay down in that turn, not from your total hand.
4. Turn Sequence
- Draw Phase
- Default: Draw two cards from the draw pile.
- Special Unlock: If you've already met the play-down requirement for
the round (60, 90, 120, etc.) and you have two natural cards in hand that match the top card of the discard pile:
- Lay down the two matching cards plus the top discard as a meld (no wilds allowed for this unlock).
- Take the top discard and the next 5 cards from the discard pile into your hand.
- Meld/Book Phase
- If you haven't played down yet, you must lay down cards from your hand worth at least the current round's point requirement in one turn to start your books.
- Once you've played down:
- You may add cards to only your own existing melds/books.
- You may start new melds if you have 3+ of the same card.
- You cannot play on another player's books.
- Discard Phase
- Discard exactly one card to end your turn.
- Discards are placed face-up in a pile; only the top card is visible.
5. Discard Rules
- Discards are stacked face-up; only the top card is visible.
- Unlock Rule:
- If the previous player discards a card you have at least two matching natural cards of in your hand:
- Immediately play your matching natural cards down (no wilds allowed for this unlock).
- Take the top discarded card.
- Draw 5 additional cards from the draw pile.
- If fewer than 5 cards remain in draw pile, take what's left.
- If the previous player discards a card you have at least two matching natural cards of in your hand:
6. Books
- Clean Book: All natural cards, no wilds.
- Dirty Book: Contains wilds, but never more wilds than natural cards.
- Book Size:
- Complete at 7 cards but may contain more.
- End-Game Requirement:
- Must have at least 1 clean book and 1 dirty book to go out.
7. Moving to the Foot
- When your hand is empty, turn over your foot pile and continue playing.
- Must finish playing your foot before going out.
8. Ending the Round
- Conditions to Go Out:
- At least 1 clean book.
- At least 1 dirty book.
- No cards left in hand or foot (discard optional — you may play all remaining cards).
- Bonus:
- Player who goes out first gets +100 points.
- All others get one more turn.
9. Scoring
- Positive Points:
- Cards in completed books and melds on table score their value.
- Negative Points:
- Cards left in hand or foot count as negative points.
- Black 3 = -5 points each.
- Red 3 = -300 points each (only if still held at round end).
10. Example Turn
- You start your turn with:
- 3 Kings = 3 × 10 = 30 points
- 2 Eights = 2 × 5 = 10 points
- 1 Wild 2 = 20 points
- You lay them down in one turn: Total = 60 points → enough to start books in Round 1.
- Once down, you can add more cards to your own books in future turns to score more points.
11. Strategy Tips
- Discard red 3s as soon as possible to avoid -300 point penalty.
- Track cards in discard pile to use the unlock rule effectively.
- Save wilds for high-value plays but never exceed the natural card count in a meld.