Four rounds with the meld requirement printed on each row, running totals for two teams, and the card values and book bonuses alongside.
| Round | Meld | Team 1 | Running | Team 2 | Running |
|---|---|---|---|---|---|
| 1 | 50 | ||||
| 2 | 90 | ||||
| 3 | 120 | ||||
| 4 | 150 | ||||
| FINAL | |||||
| Card | Value | Bonus | Points |
|---|---|---|---|
| Joker | 50 | Clean book (no wilds) | 500 |
| Ace / 2 | 20 | Dirty book (with wilds) | 300 |
| 8 – K | 10 | Going out | 100 |
| 4 – 7 | 5 | Red 3 (each) | 100 |
Hand and Foot is a Canasta relative where each player receives two sets of cards — a Hand, played first, and a Foot, picked up once the Hand is empty. Unlike Mexican Train or Phase 10, the highest score wins.
Each round has a rising initial meld requirement: 50, 90, 120, 150. You must meet it before laying anything down, counting card values only.
A book is seven cards of a rank. A clean book, all natural, is worth 500; a dirty book containing wild cards is worth 300. Most groups require a set number of each before a team may go out.
To go out you must have completed your Foot, met the round's book requirement, and — by near-universal convention — asked your partner's permission. Going out scores 100.
Cards left in either your Hand or Foot at the end count against your team, which is why a badly timed go-out can cost more than it earns.
Some families deal a third pile: a Hand, a Knee, and a Foot, played in that order. Everything else — meld minimums, clean and dirty books, going out — scores the same, so this sheet works unchanged; the rounds just run longer. Groups often add a deck or two to cover the extra deal.
Hand and Foot varies more between groups than almost any other card game — the number of decks, the meld minimums, the book requirements and whether red threes help or hurt are all disputed. The values here are the most common set. Agree on the differences before the first deal.