

The round ends when a team has completed the required contract, and one of its players plays out both their hand and their foot. If the player discards their last card, they can pick up their foot, but not play from it until their next turn this is called walking. If the player runs out of cards without discarding, they can pick their foot and immediately continue playing from it this is called running to the foot. Optionally create new melds for the team, or play cards to existing team melds, assuming opening criteria are met.Either draw two cards (playing and replacing drawn red 3s if necessary), or take the discard.Play and replace any red 3s in the hand.Each player's turn includes the following steps: The player to the left of the dealer begins play. The most common meld completion bonuses are: Meld bonuses are awarded when a meld reaches seven cards in length, and is denoted in the BGA version of the game by displaying the meld sideways. If the draw pile is exhausted, the round ends and no team gets this bonus. The team that goes out to end a round of play is awarded 100 points for doing so. Black 3s are typically worth 5 points, and cannot be melded at all, or taken from the top of the discard pile (but see Taking the discard below).Ĭards played on the board are scored for the team, while those left in the hand (and foot) are scored against the team. In common variants, red 3s are worth 100 points, and are played automatically and replaced with a new card when it is the player's turn. A common contract for teams of two is two each clean and dirty books, and one wild book.

The contract is typically for a set number of clean, dirty, and wild books, and is the same for each team and each round of play. Melds are depicted in the BGA version of the game by red cards with blue borders if they are clean, black cards with brown borders if they are dirty, and jokers bordered by gold cards if they are wild.Ī team must reach a predetermined contract before a round can be ended. If the house rules allow or require, a meld of all wild cards may be formed, which will score an even higher bonus than clean books. A book with no wild cards is considered clean or red, and will score a higher bonus than a dirty or black book, which has at least one wild card. Melds with less than 7 cards are considered open. Melds of seven cards (or more) are considered to be complete, and may be referred to as books bonuses are awarded for these melds. The objective of the game is to create melds consisting of 3-7 (or sometimes more, depending on house rules) cards of the same rank, possibly including wild cards. A game is ended either after a fixed number of rounds, or by a team reaching a specified score. 'Clean' melds, which have no wild cards, are awarded more points than 'dirty' melds, which have one or more. Points are awarded for each card played, and bonuses are awarded for completed (seven-card) melds. Red 3s are generally treated specially: they are played automatically on the board, and the player draws a replacement card. Black 3s are generally not permitted to be melded, and must be discarded. The number of wild cards in a meld are usually limited to two or three, although melds of exclusively wild cards are permitted in many game rules. Melds must be at least three cards in size, and are usually restricted to have no more than seven. The objective of the game is to create melds of cards of the same rank, possibly with the inclusion of wild cards, which are either jokers or deuces. The game supports a number of variant playing rules, based on a diversity of published rule sets. It supports from 3 to 7 players playing as individuals, with team play possible for as many as 12. This is an implementation of the Canasta variant called Hand and Foot, in which players receive two sets of cards, played according to variations of standard Canasta rules, in which cards are played into melded sets.
