Hand & Foot

Getting your table ready…

Card words, in plain English

Deck / stock
The face-down stack in the center. Click it to draw cards into your hand.
Discard pile
The face-up stack beside the deck. Each player puts one card here to end a turn. Taking this stack has extra conditions.
Rank
The number or letter on a card: 8, 9, J, Q, K, A. Suits are the symbols ♥ ♦ ♣ ♠.
Meld
A group of at least three matching numbers or letters placed on the table. For example: 8♥, 8♣, 8♦. Your partner can add cards to your team's groups.
Wild card
A 2 or Joker. It can replace a missing number or letter in a group, within that game's limits.
Natural card
A card used as itself, rather than a 2 or Joker replacing another card. In a group of 8s, the actual 8s are the natural cards.
Canasta / book
A group that reaches seven cards. It earns a bonus. You need completed groups before you can finish a round.
Complete Hand & Foot rules

Table options

Your game saves after every move.

Score sheet

Before going out

Round-by-round scores

At the table

    At the table

    Meld details

    Make yourself comfortable

    Hand & Foot settings

    These settings stay in this browser and apply to all three games.

    A quick guide

    Hand & Foot at a glance

    Press Deal cards to begin a new game. A saved game resumes where you left it. The Dealer badge moves clockwise each round; the player to the dealer’s left takes the first turn.

    1. Draw first. Take stock cards or make an eligible discard pickup.
    2. Build together. Select cards and press Add meld. Check the cards on your side of the table, then press Play melds. To extend a meld, select cards and tap that meld. Your partner can add to your melds.
    3. Discard one card. This ends your turn. The other seats play automatically.

    Skip animation shows the result immediately. Options also includes reduced motion. Your saved game stays here while you read the full guide.

    About this game and saved progress

    Your next game is already waiting

    Take a seat whenever you have a moment. You play your own cards, with a computer partner across the table. The other two seats are computer opponents. All four hands follow the same rules.

    There is no countdown. Read the table, try a move, or open the rules. Every accepted move saves automatically in this browser's private session.

    A turn, in three small steps

    • Draw from the face-down stock, or take eligible cards from the discard pile.
    • Build melds: groups of matching cards. In Samba, you can also build sequences. Add to your partner's melds too.
    • Discard one card to finish your turn. Your computer partner and opponents then take their turns.

    New to the game?

    Start with Classic Canasta if you are learning. Use Hint for a suggested move, then decide whether to play it. Open Rules at any time for the exact rules used at this table.

    Select cards with a click, a tap, or the keyboard. Add them to a meld plan and review it before playing. If your first meld needs more points, prepare more than one group in the same plan.

    A few things to know

    QuestionAnswer
    Do I need an account?No. Your browser keeps a private session cookie.
    Can I return later?Yes, in the same browser. Each game saves separately for 180 days after your last accepted move.
    Can I play on another device?You can start there, but anonymous saves do not transfer between browsers.
    Are these the rules my club uses?Possibly. House rules differ. Our rules pages explain every default used here.
    Do I need other people?No. Your partner and both opponents are computers.

    Hand & Foot

    The round is complete

    We’d like to hear from you

    Something to tell us? A problem to report or a suggestion to share? Write to us by email.

    A moment before you continue

    Start a fresh game?