Hand and Foot Glossary — Card Game Terms & Definitions
An A–Z reference of every term you'll encounter while playing Hand and Foot.
Hand and Foot glossary: A complete reference of Hand and Foot terminology, from basic terms every beginner should know to advanced vocabulary used by competitive players.
A
Ace — A card worth 20 points in Hand and Foot. Aces are natural (non-wild) cards and can be melded like any other rank.
B
Black Three (Black 3) — The 3♣ and 3♠. These cards cannot be melded and are worth 5 points. When discarded, they temporarily “freeze” the discard pile for the next player, who cannot pick it up. Also called blockers.
Blocker — Another name for a black three. Discarding a blocker prevents the next player from picking up the pile.
Book — A completed meld of 7 or more cards of the same rank. There are two types: clean books (500-point bonus) and dirty books (300-point bonus). Teams must complete a minimum number of books to go out.
C
Clean Book — A book made entirely of natural cards with zero wild cards. Worth a 500-point bonus. Marked on the table by placing a red card on top.
Clean Meld — A meld (3+ cards) that contains no wild cards. May eventually become a clean book if it reaches 7 cards.
D
Deal — At the start of each round, each player receives two piles of cards — their hand and their foot. With 5 decks (270 cards), each player is typically dealt 11 or 13 cards per pile.
Dirty Book — A book that contains at least one wild card (Joker or 2). Worth a 300-point bonus. Marked by placing a black card on top.
Dirty Meld — A meld that contains one or more wild cards. Can hold a maximum of 3 wild cards regardless of size.
Discard — The final action of each turn: placing one card face-up on the discard pile. Every turn must end with a discard (unless you go out by melding all remaining cards).
Discard Pile — The face-up pile in the center where players discard. A player may pick up the top 7 cards instead of drawing 2 from the stock — but only if they can immediately meld the top card.
Draw — Taking 2 cards from the stock pile at the start of your turn (the standard alternative to picking up the discard pile).
F
Face Value — The point value printed on a card. Used for scoring melds and counting remaining cards as penalties.
Foot — The second pile of cards dealt to each player. You cannot look at your foot until you have played or discarded all cards from your hand. Picking up your foot is a critical in-game transition.
Freeze — Temporarily blocking the next player from picking up the discard pile, done by discarding a black three. The freeze only affects the immediately next player.
G
Going Out — Ending the round by playing or discarding all cards from your foot after meeting the book requirements. The team that goes out earns a 100-point bonus.
H
Hand — The first pile of cards dealt to each player. You play from your hand until it is empty, then transition to your foot.
House Rules — Local variations on standard Hand and Foot rules. Common house rules cover the number of books needed, cards dealt per pile, and how the discard pile works.
I
Initial Meld — The first meld(s) your team plays in a round. Must meet a minimum point threshold based on your team’s running score:
- Below 0: 15 points
- 0–1,499: 50 points
- 1,500–2,999: 90 points
- 3,000–4,999: 120 points
- 5,000+: 150 points
J
Joker — The highest-value wild card, worth 50 points. Can substitute for any natural card in a meld. Maximum 3 wild cards (Jokers and/or 2s) per meld.
M
Meld — A group of 3 or more cards of the same rank laid face-up on the table. Melds grow throughout the round and become books when they reach 7 cards. A meld can contain a maximum of 3 wild cards.
Minimum Meld — See Initial Meld.
N
Natural Card — Any card that is not a wild card, black three, or red three. Natural cards form the backbone of melds and are required for clean books.
P
Partner — In standard Hand and Foot, players form teams of two. Partners share melds and books, and a player must ask their partner’s permission before going out.
Penalty — Points subtracted from your score. Cards remaining in your hand or foot at round’s end count as penalties at their face value. Red threes incur a -500 penalty each.
Pick Up the Pile — Taking the top 7 cards from the discard pile instead of drawing 2 from the stock. You must be able to immediately meld the top card of the pile (using cards from your hand or existing melds).
R
Red Three (Red 3) — The 3♥ and 3♦. These are penalty cards worth -500 points each. They cannot be melded and should be discarded immediately when drawn.
Round — One complete deal-and-play cycle. A game of Hand and Foot consists of multiple rounds until a team exceeds the target score (typically 5,000).
S
Stock Pile — The face-down draw pile in the center of the table. Players draw 2 cards from the stock at the start of each turn.
T
Target Score — The point total a team must exceed to trigger the end of the game. Standard target is 5,000 points; some groups play to 7,500 or 10,000.
Turn — A player’s turn consists of three phases: (1) draw 2 cards or pick up the pile, (2) optionally play melds and add to existing melds, (3) discard one card.
W
Wild Card — Jokers and 2s. Wild cards can substitute for natural cards in melds. A meld can hold a maximum of 3 wild cards. Wild cards cannot form melds on their own (no all-wild melds).
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