Hand and Foot — House Rules
Variant summary: 1 clean book and 2 dirty books required to go out, red 3s are −500, black 3s are dead (0 points, cannot be melded), progressive meld requirements 60 / 90 / 120 / 150.
Full Rulebook
Objective
Score more points than the opposing team by creating melds, completing books, and going out after your team has the required books:
- 1 clean book
- 2 dirty books
Setup
- Use 5–6 decks with jokers for 4 players.
- Deal each player:
- 11 cards in the Hand
- 11 cards in the Foot (face-down)
- Play proceeds clockwise.
Card Values
- Jokers = 50
- 2s = 20
- Aces = 20
- 8–K = 10
- 4–7 = 5
- Black 3s = 0
- Red 3s = −500
Special 3s
Red 3s
- Immediately placed face-up.
- Draw a replacement card.
- Worth −500 at end of round.
Black 3s
- Worth 0.
- Cannot be melded or booked.
- Safe discards.
Wild Cards
- Jokers and 2s are wild.
- A meld cannot contain more wilds than naturals.
- Clean books cannot contain wilds.
Meld Requirements (Progressive)
- Round 1: 60
- Round 2: 90
- Round 3: 120
- Round 4: 150
Melds & Books
- A meld = 3+ cards of the same rank.
- A book = 7 cards of the same rank.
Clean Book
- All natural cards.
- Worth +500.
Dirty Book
- Contains wild cards.
- Worth +300.
Turn Structure
- Draw 2 cards or take the discard pile with two naturals.
- Meld (optional).
- Discard exactly 1 card.
Discard Rules
- Black 3s block the pile.
- Wild discards freeze the pile.
- A frozen pile requires two naturals matching the top card.
Hand & Foot
- Play Hand first.
- Play last card (no discard) → pick up Foot immediately.
- Discard last card → pick up Foot next turn.
Going Out
- 1 clean + 2 dirty books.
- All players in Foot.
- No asking partner.
- Must discard final card.
Scoring
Positive
- Clean book: +500
- Dirty book: +300
- Cards melded: face value
- Going out: +100
Negative
- Cards left in hand/foot: subtract face value
- Red 3s: −500 each
- Black 3s: 0
One-Page Summary
- Goal: 1 clean + 2 dirty books.
- Melds: 60 / 90 / 120 / 150.
- Red 3s −500, Black 3s 0.
- Clean = 500, Dirty = 300.
- Draw 2 or take pile with two naturals.
- Wild discard freezes pile.
- Must discard to go out.
Quick Scoring Reference
Books
Card Values
- Jokers 50
- 2s 20
- Aces 20
- 8–K 10
- 4–7 5
- Black 3s 0
- Red 3s −500
Bonuses & Penalties
- Going out +100
- Cards left: subtract
- Red 3s −500
Farkle — Standard Rules
This section describes the standard rules for the dice game Farkle.
Objective
Be the first to reach 10,000 points.
Setup
- Six dice
- Paper for scoring
- Turns clockwise
Turn Structure
- Roll all six dice.
- Set aside scoring dice.
- Bank points or roll remaining dice.
- If no scoring dice appear → Farkle.
- If all six dice score → Hot Dice.
Scoring
Single Dice
Three of a Kind
- 1‑1‑1 = 1000
- 2‑2‑2 = 200
- 3‑3‑3 = 300
- 4‑4‑4 = 400
- 5‑5‑5 = 500
- 6‑6‑6 = 600
Four, Five, Six of a Kind
- Four = ×2
- Five = ×3
- Six = ×4
Special Combinations
- Straight (1‑6): 1500
- Three pairs: 1500
- Two triples: 2500
Winning
- First to 10,000 triggers final round.
- All others get one last turn.
- Highest score wins.
Quick Scoring Reference
- 1 = 100
- 5 = 50
- Three 1s = 1000
- Three 2s–6s = 200–600
- Four = ×2
- Five = ×3
- Six = ×4
- Straight = 1500
- Three pairs = 1500
- Two triples = 2500
Bid — Standard Rules
This section describes the standard rules for the trick-taking card game known here as Bid. No variations or house rules are included.
Objective
Predict exactly how many tricks you will take each round. Score points for hitting your bid; score nothing if you miss.
Players & Deck
- 3–7 players recommended
- Standard 52-card deck
- Cards rank: A (high) down to 2 (low)
Dealing Pattern
The game is played in a series of rounds. Each round deals a different number of cards:
- Start by dealing the maximum number of cards (commonly 10)
- Each round, deal one fewer card
- Continue until a 1-card round
Trump Suit
- After dealing, turn the next card face-up
- The suit of that card is the trump suit for the round
- If no cards remain, the round has no trump
Bidding
- Starting left of the dealer, each player bids how many tricks they expect to take
- Bids may be any number from 0 up to the number of cards dealt
- The dealer may not make the total bids equal the number of tricks available
Playing Tricks
- Player to dealer’s left leads the first trick
- Players must follow suit if able
- If unable to follow suit, any card may be played
- Highest card of the suit led wins unless a trump is played
- If any trump is played, highest trump wins
- Winner of the trick leads the next one
Scoring
If you make your bid exactly
- 10 points plus
- 1 point per trick you bid
If you miss your bid
Winning the Game
- After the final round, total all scores
- Highest score wins
Quick Reference
- Make your bid → 10 + bid
- Miss your bid → 0
- Must follow suit if possible
- Trump beats all other suits
- Dealer cannot make total bids equal total tricks