Read the table before touching a card
Press Deal cards on the table to start a new game. Cards are dealt around all four seats. A saved game resumes without dealing again. The Dealer badge moves clockwise each round, and the player to the dealer’s left begins. Skip animation shows the saved result immediately; Options also has a reduced-motion setting.
You begin with 13 cards in your hand and another 13 in an unopened foot. You cannot look at your foot yet. Both partners work on the same books, while each keeps a separate hand and foot. A book is complete at exactly seven cards. Your team eventually needs two clean, two dirty and one all-wild book to go out.
Your cards sit at the bottom. Each named seat shows a card count, and your partner's name appears beside yours above your team's melds. Us and Them show the running scores. Tap that score area for round history and the recent play log.
Take the simplest first turn
Tap the face-down stock to draw two cards. The visible discard is another possible source, but taking it has conditions; learning to draw from the stock first avoids that extra decision. Drawing changes the turn instructions to melding and discarding.
Look again at your hand after drawing. You may play eligible combinations, but you are not required to meld on every turn. If you cannot reach the opening minimum, select one card and tap Discard. Your partner and opponents take their turns, then the table returns to you.
Prepare an opening without rushing
Your first team meld must meet the displayed card-point minimum. At the start of a new game it is 50. Three Kings alone are worth 30 and fall short. Three Aces are worth 60 and can meet that minimum, provided the rest of the move leaves your hand in a legal state.
Tap the cards you want to use, then Add meld. The prepared cards appear on your side of the table with a dashed border. Select another group and add it if you need more points. Press Play melds when ready, tap a prepared group to undo it, or use Undo all. To extend an existing meld, select your cards and tap that meld. The destination selector also offers sequences in Samba and wild books in Hand & Foot. Nothing is played until you submit it.
Know your first milestone
Using up your first hand opens your foot. If you meld every hand card, you can continue playing from the foot in the same turn. If you discard your last hand card, you wait until your next turn. Your partner must also reach and play from their foot before your team can go out.
The round score combines cards played, bonuses, threes and any going-out bonus, then subtracts cards left over. Open the complete scoring guide when you want to check an unfamiliar amount. Your cards and companions stay saved while you read.
If you get stuck
- Use Hint for one legal suggestion, then choose whether to play it.
- Tap a meld to inspect its cards and whether it is complete.
- Your whole hand stays visible. Cards overlap, with the rank and suit at each exposed corner; long hands use more rows. Select a card to raise it.
- Open the menu for Rules & help or Options. There is no turn timer.
- A rejected move leaves the previously saved state intact. Read the explanation before trying again.
Practice one opening without guessing
Imagine that you hold three Aces, two Kings and eight other hand cards. Draw two stock cards first. Three Aces contribute 60 points, enough for the first round's 50-point opening if you can finish the turn legally. Two Kings are only a pair; they are not ready to be played as a new group by themselves.
Leave the foot unopened while you consider that opening. It cannot supply a third King, a wild card or any points toward the plan. In round two, the same three Aces would be short of the 90-point minimum. This illustrates why you should read the round's requirement rather than memorize one opening combination and assume it works throughout the match.
Finish the turn deliberately
When you have played the combinations you want, select one remaining card and press Discard. The selected card rises so that you can check its number and suit. Selecting is not discarding: you still control the final action. If you have a prepared meld plan, play it or clear it before finishing the turn. A plan represents a proposal, not cards already accepted on the table.
Watch the visible card move to the discard pile and the next participant take a turn. When your turn returns, begin with the draw stage again. You cannot keep adding cards before drawing just because you were building that rank on your previous turn. The phase instruction tells you which part of the routine is active.
What you should know after two turns
You are ready to continue practicing when you can identify your partner, the face-down stock, the face-up discard and your team's shared meld area. You should be able to explain why three matching cards differ from a pair, why an opening may need several groups, and why the last selected card has not been discarded until you confirm it.
You do not need to master every pickup or exit to continue. Use the optional Learn to play guide for the first controls, then read the discard examples when a pickup becomes relevant. Use the scoring guide after a round so that the bonuses describe combinations you have actually seen. There is no timer, and opening a guide does not require you to replace the saved game.