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	<updated>2026-11-04T08:41:52Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=15301</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=15301"/>
		<updated>2022-11-18T19:17:32Z</updated>

		<summary type="html">&lt;p&gt;MichHap: /* Endgame Situation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that these are general rules; they might not be advisable depending on the rules used, game progression, and the expertise of the players.&lt;br /&gt;
&lt;br /&gt;
=== TLDR - Arena tips ===&lt;br /&gt;
&lt;br /&gt;
Read the tips! Especially from Hand Management onwards!&lt;br /&gt;
&lt;br /&gt;
=== Game mechanics ===&lt;br /&gt;
 &lt;br /&gt;
In one turn, you draw two cards and discard one card. You can reduce your hand size by one if you are able to play both of the cards you draw (cards already in hand + 2 drawn cards - 2 played cards - 1 discard = cards already in hand - 1). So to reduce your hand size, and ultimately reduce it to zero, you need to be able to play as many of the cards you draw as possible. To be able to play the cards you draw, you need to have melds to which cards can be added. &lt;br /&gt;
&lt;br /&gt;
Rummy games are very customizable, and Hand and Foot is no exception. Be sure to check the rules of the table before joining it, because you don&#039;t want to find out midway through a game that the rules don&#039;t allow a move you&#039;ve been building up towards. &lt;br /&gt;
&lt;br /&gt;
=== Melding ===&lt;br /&gt;
&lt;br /&gt;
Try to keep meld clean at the beginning, and then dirty up your melds later.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The dirtier you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
&lt;br /&gt;
When playing in pairs, open as soon as you can each round. However do not rush to open dirty.&lt;br /&gt;
&lt;br /&gt;
The most points wins the game, so it&#039;s best to have as many clean melds as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
&lt;br /&gt;
If you can, only open dirty melds in the following cases: running or walking to your foot, once in foot and wilds closed, when opening and also opening a wild meld but needing the points to open, in the final round when well ahead to open the eound, or in the final round if both opponents have gone to foot.&lt;br /&gt;
&lt;br /&gt;
=== Hand Management ===&lt;br /&gt;
&lt;br /&gt;
Watch the discards of the person after you.  On future turns, you should usually discard a card that this person has already discarded.&lt;br /&gt;
&lt;br /&gt;
Usually, you should discard cards that the opponent has already melded especially the melds with 5 or more cards in them. &lt;br /&gt;
&lt;br /&gt;
Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
&lt;br /&gt;
Picking up the discard pile is usually advisable early in the round. In addition to allowing you to set down a new meld, the cards picked up from the discard pile serve as cushions that help you build up as many melds as possible. That is, cards picked up from the discard pile can be discarded instead of a card from a pair that you&#039;ve been hoping to turn into a meld.&lt;br /&gt;
&lt;br /&gt;
By picking up the discard, however, you might pick up junk cards (like the 3 of spades) that will set you back on your quest to get to your foot or go out. Attended by great benefits as well as disadvantages, whether to pick up a discard is arguably the most difficult and consequential decision in Hand and Foot. &lt;br /&gt;
&lt;br /&gt;
If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles.&lt;br /&gt;
&lt;br /&gt;
If you are in your hand and your partner is in their foot, DO NOT OPEN DIRTY MELDS unless you are going to your foot in that move.&lt;br /&gt;
&lt;br /&gt;
=== Foot Management ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds (&#039;&#039;&#039;IMPORTANT: this only applies to games where meld size is limited to seven&#039;&#039;&#039;). The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
&lt;br /&gt;
If you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
&lt;br /&gt;
If your partner is able to walk to their foot after you have been waiting for them in yours, and you can wait, wait one more turn for them to play their foot. You could have already been adjusting your cards to be set up and giving them the chance to play a new set of cards can be very valuable.&lt;br /&gt;
&lt;br /&gt;
=== Endgame Situation ===&lt;br /&gt;
&lt;br /&gt;
Complete your contract before opening a second wild meld.  However, there are some situations where it&#039;s best to open second wild before completing contract.  This can be to gain points due to being behind, you have lots of wilds in your hand and you don&#039;t want to dirty a bunch of stuff to get to your foot, etc. &lt;br /&gt;
&lt;br /&gt;
When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Not having melds ready to close dirty gives the other team  time to catch up in points.&lt;br /&gt;
&lt;br /&gt;
Pay attention to how close the other team is ready to go out.  (&#039;&#039;&#039;IMPORTANT: this only applies to games where meld size is limited to seven&#039;&#039;&#039;) If they don&#039;t have wilds started, then you have time to help your partner get to their foot so don&#039;t close anything.  However, if the other team has or really close to having their contract, then it&#039;s time to close things so you don&#039;t lose the points. *** HOWEVER, if you&#039;re in the last round and closing stuff doesn&#039;t get you ahead in points (or even close), then there&#039;s no point in closing melds.  This will make it hard for your partner to get to their foot and there&#039;s no point as you aren&#039;t going to win without them.&lt;br /&gt;
&lt;br /&gt;
=== Fair Play ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s OK and in the official rules to ask your partner if you can go out.  The only answer your partner should give is a yes or no. However, asking permission to go out is not a built in mechanic of the game and so it is not required.  &lt;br /&gt;
&lt;br /&gt;
Table Talk is communication that influences your partner&#039;s play, this is considered cheating, please be mindful of what you say.&lt;br /&gt;
&lt;br /&gt;
Consider not giving up, the game could be close enough to still win.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=15300</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=15300"/>
		<updated>2022-11-18T18:48:20Z</updated>

		<summary type="html">&lt;p&gt;MichHap: /* Hand Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that these are general rules; they might not be advisable depending on the rules used, game progression, and the expertise of the players.&lt;br /&gt;
&lt;br /&gt;
=== TLDR - Arena tips ===&lt;br /&gt;
&lt;br /&gt;
Read the tips! Especially from Hand Management onwards!&lt;br /&gt;
&lt;br /&gt;
=== Game mechanics ===&lt;br /&gt;
 &lt;br /&gt;
In one turn, you draw two cards and discard one card. You can reduce your hand size by one if you are able to play both of the cards you draw (cards already in hand + 2 drawn cards - 2 played cards - 1 discard = cards already in hand - 1). So to reduce your hand size, and ultimately reduce it to zero, you need to be able to play as many of the cards you draw as possible. To be able to play the cards you draw, you need to have melds to which cards can be added. &lt;br /&gt;
&lt;br /&gt;
Rummy games are very customizable, and Hand and Foot is no exception. Be sure to check the rules of the table before joining it, because you don&#039;t want to find out midway through a game that the rules don&#039;t allow a move you&#039;ve been building up towards. &lt;br /&gt;
&lt;br /&gt;
=== Melding ===&lt;br /&gt;
&lt;br /&gt;
Try to keep meld clean at the beginning, and then dirty up your melds later.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The dirtier you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
&lt;br /&gt;
When playing in pairs, open as soon as you can each round. However do not rush to open dirty.&lt;br /&gt;
&lt;br /&gt;
The most points wins the game, so it&#039;s best to have as many clean melds as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
&lt;br /&gt;
If you can, only open dirty melds in the following cases: running or walking to your foot, once in foot and wilds closed, when opening and also opening a wild meld but needing the points to open, in the final round when well ahead to open the eound, or in the final round if both opponents have gone to foot.&lt;br /&gt;
&lt;br /&gt;
=== Hand Management ===&lt;br /&gt;
&lt;br /&gt;
Watch the discards of the person after you.  On future turns, you should usually discard a card that this person has already discarded.&lt;br /&gt;
&lt;br /&gt;
Usually, you should discard cards that the opponent has already melded especially the melds with 5 or more cards in them. &lt;br /&gt;
&lt;br /&gt;
Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
&lt;br /&gt;
Picking up the discard pile is usually advisable early in the round. In addition to allowing you to set down a new meld, the cards picked up from the discard pile serve as cushions that help you build up as many melds as possible. That is, cards picked up from the discard pile can be discarded instead of a card from a pair that you&#039;ve been hoping to turn into a meld.&lt;br /&gt;
&lt;br /&gt;
By picking up the discard, however, you might pick up junk cards (like the 3 of spades) that will set you back on your quest to get to your foot or go out. Attended by great benefits as well as disadvantages, whether to pick up a discard is arguably the most difficult and consequential decision in Hand and Foot. &lt;br /&gt;
&lt;br /&gt;
If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles.&lt;br /&gt;
&lt;br /&gt;
If you are in your hand and your partner is in their foot, DO NOT OPEN DIRTY MELDS unless you are going to your foot in that move.&lt;br /&gt;
&lt;br /&gt;
=== Foot Management ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds (&#039;&#039;&#039;IMPORTANT: this only applies to games where meld size is limited to seven&#039;&#039;&#039;). The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
&lt;br /&gt;
If you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
&lt;br /&gt;
If your partner is able to walk to their foot after you have been waiting for them in yours, and you can wait, wait one more turn for them to play their foot. You could have already been adjusting your cards to be set up and giving them the chance to play a new set of cards can be very valuable.&lt;br /&gt;
&lt;br /&gt;
=== Endgame Situation ===&lt;br /&gt;
&lt;br /&gt;
Complete your contract before opening a second wild meld.  However, there are some situations where it&#039;s best to open second wild before completing contact.  This can be to gain points due to being behind, you have lots of wilds in your hand and you don&#039;t want to dirty a bunch of stuff to get to your foot, etc. &lt;br /&gt;
&lt;br /&gt;
When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Not having melds ready to close dirty gives the other team  time to catch up in points.&lt;br /&gt;
&lt;br /&gt;
Pay attention to how close the other team is ready to go out.  (&#039;&#039;&#039;IMPORTANT: this only applies to games where meld size is limited to seven&#039;&#039;&#039;) If they don&#039;t have wilds started, then you have time to help your partner get to their foot so don&#039;t close anything.  However, if the other team has or really close to having their contract, then it&#039;s time to close things so you don&#039;t lose the points. *** HOWEVER, if you&#039;re in the last round and closing stuff doesn&#039;t get you ahead in points (or even close), then there&#039;s no point in closing melds.  This will make it hard for your partner to get to their foot and there&#039;s no point as you aren&#039;t going to win without them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fair Play ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s OK and in the official rules to ask your partner if you can go out.  The only answer your partner should give is a yes or no. However, asking permission to go out is not a built in mechanic of the game and so it is not required.  &lt;br /&gt;
&lt;br /&gt;
Table Talk is communication that influences your partner&#039;s play, this is considered cheating, please be mindful of what you say.&lt;br /&gt;
&lt;br /&gt;
Consider not giving up, the game could be close enough to still win.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12418</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12418"/>
		<updated>2022-03-26T16:53:08Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The dirtier you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
&lt;br /&gt;
* When playing in pairs, open as soon as you can each round.&lt;br /&gt;
&lt;br /&gt;
* Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
&lt;br /&gt;
* The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
&lt;br /&gt;
* Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
&lt;br /&gt;
* Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
&lt;br /&gt;
* Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
&lt;br /&gt;
* Watch the discard pile.  Sometimes you don&#039;t want to pick up as there are a bunch of black 3s in the pile. &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
&lt;br /&gt;
* If you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
&lt;br /&gt;
* If your partner is able to walk to their foot after you have been waiting for them in yours, and you can wait, wait one more turn for them to play their foot. You could have already been adjusting your cards to be set up and giving them the chance to play a new set of cards can be very valuable.&lt;br /&gt;
&lt;br /&gt;
* When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Unfortunately not having melds ready to close dirty gives the other team  time to catch up in points.&lt;br /&gt;
&lt;br /&gt;
* Pay attention to how close the other team is ready to go out.  If they don&#039;t have wilds started, then you have time to help your partner get to their foot so don&#039;t close anything.  However, if the other team has or really close to having their contract, then it&#039;s time to close things so you don&#039;t lose the points. *** HOWEVER, if you&#039;re in the last round and closing stuff doesn&#039;t get you ahead in points (or even close), then there&#039;s no point in closing melds.  This will make it hard for your partner to get to their foot and there&#039;s no point as you aren&#039;t going to win without them.&lt;br /&gt;
&lt;br /&gt;
* Complete your contract before opening a second wild meld.  However, there are some situations where it&#039;s best to open second wild before completing contact.  This can be to gain points due to being behind, you have lots of wilds in your hand and you don&#039;t want to dirty a bunch of stuff to get to your foot, etc. &lt;br /&gt;
&lt;br /&gt;
* It&#039;s OK and in the official rules to ask your partner if you can go out.  The only answer your partner should give is a yes or no. However, asking permission to go out is not a built in mechanic of the game and so it is not required.  &lt;br /&gt;
&lt;br /&gt;
* Don&#039;t give up in the last round (or all rounds).  The game could be close enough to still win, even if losing by 2000 or so points.  In this situation, it&#039;s best to ask your partner if you can go out before going out. &lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12398</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12398"/>
		<updated>2022-03-25T01:49:35Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The more dirty you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
&lt;br /&gt;
* When playing in pairs, open as soon as you can each round.&lt;br /&gt;
&lt;br /&gt;
* Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
&lt;br /&gt;
* The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
&lt;br /&gt;
* Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
&lt;br /&gt;
* Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
&lt;br /&gt;
* Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
&lt;br /&gt;
* Watch the discard pile.  Sometimes you don&#039;t want to pick up as there are a bunch of black 3s in the pile. &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
&lt;br /&gt;
* If you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
&lt;br /&gt;
* If your partner is able to walk to their foot after you have been waiting for them in yours, and you can wait, wait one more turn for them to play their foot. You could have already been adjusting your cards to be set up and giving them the chance to play a new set of cards can be very valuable.&lt;br /&gt;
&lt;br /&gt;
* When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Unfortunately not having melds ready to close dirty gives the other team  time to catch up in points.&lt;br /&gt;
&lt;br /&gt;
* Pay attention to how close the other team is ready to go out.  If they don&#039;t have wilds started, then you have time to help your partner get to their foot so don&#039;t close anything.  However, if the other team has or really close to having their contract, then it&#039;s time to close things so you don&#039;t lose the points. *** HOWEVER, if you&#039;re in the last round and closing stuff doesn&#039;t get you ahead in points (or even close), then there&#039;s no point in closing melds.  This will make it hard for your partner to get to their foot and there&#039;s no point as you aren&#039;t going to win without them.&lt;br /&gt;
&lt;br /&gt;
* Complete your contract before opening a second wild meld.  However, there are some situations where it&#039;s best to open second wild before completing contact.  This can be to gain points due to being behind, you have lots of wilds in your hand and you don&#039;t want to dirty a bunch of stuff to get to your foot, etc. &lt;br /&gt;
&lt;br /&gt;
* It&#039;s OK and in the official rules to ask your partner if you can go out.  The only answer your partner should give is a yes or no. However, asking permission to go out is not a built in mechanic of the game and so it is not required.  &lt;br /&gt;
&lt;br /&gt;
* Don&#039;t give up in the last round (or all rounds).  The game could be close enough to still win, even if losing by 2000 or so points.  In this situation, it&#039;s best to ask your partner if you can go out before going out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Table Talk: this is when you ask your partner what to play or how to play your cards.  For example: telling your partner what cards you have or what cards to save is table talk.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12397</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12397"/>
		<updated>2022-03-25T01:48:28Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The more dirty you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
&lt;br /&gt;
* When playing in pairs, open as soon as you can each round.&lt;br /&gt;
&lt;br /&gt;
* Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
&lt;br /&gt;
* The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
&lt;br /&gt;
* Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
&lt;br /&gt;
* Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
&lt;br /&gt;
* Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** Watch the discard pile.  Sometimes you don&#039;t want to pick up as there are a bunch of black 3s in the pile. &lt;br /&gt;
*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** If you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
*** If your partner is able to walk to their foot after you have been waiting for them in yours, and you can wait, wait one more turn for them to play their foot. You could have already been adjusting your cards to be set up and giving them the chance to play a new set of cards can be very valuable.&lt;br /&gt;
*** When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Unfortunately not having melds ready to close dirty gives the other team  time to catch up in points.&lt;br /&gt;
*** Pay attention to how close the other team is ready to go out.  If they don&#039;t have wilds started, then you have time to help your partner get to their foot so don&#039;t close anything.  However, if the other team has or really close to having their contract, then it&#039;s time to close things so you don&#039;t lose the points. *** HOWEVER, if you&#039;re in the last round and closing stuff doesn&#039;t get you ahead in points (or even close), then there&#039;s no point in closing melds.  This will make it hard for your partner to get to their foot and there&#039;s no point as you aren&#039;t going to win without them.&lt;br /&gt;
*** Complete your contract before opening a second wild meld.  However, there are some situations where it&#039;s best to open second wild before completing contact.  This can be to gain points due to being behind, you have lots of wilds in your hand and you don&#039;t want to dirty a bunch of stuff to get to your foot, etc. &lt;br /&gt;
*** It&#039;s OK and in the official rules to ask your partner if you can go out.  The only answer your partner should give is a yes or no. However, asking permission to go out is not a built in mechanic of the game and so it is not required.  &lt;br /&gt;
*** Don&#039;t give up in the last round (or all rounds).  The game could be close enough to still win, even if losing by 2000 or so points.  In this situation, it&#039;s best to ask your partner if you can go out before going out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Table Talk: this is when you ask your partner what to play or how to play your cards.  For example: telling your partner what cards you have or what cards to save is table talk.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12396</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12396"/>
		<updated>2022-03-25T01:47:31Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
&lt;br /&gt;
*** Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The more dirty you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
*** Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** Watch the discard pile.  Sometimes you don&#039;t want to pick up as there are a bunch of black 3s in the pile. &lt;br /&gt;
*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** If you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
*** If your partner is able to walk to their foot after you have been waiting for them in yours, and you can wait, wait one more turn for them to play their foot. You chould have already been adjusting your cards to be set up and giving them the chance to play a new set of cards can be very valuable.&lt;br /&gt;
*** When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Unfortunately not having melds ready to close dirty gives the other team  time to catch up in points.&lt;br /&gt;
*** Pay attention to how close the other team is ready to go out.  If they don&#039;t have wilds started, then you have time to help your partner get to their foot so don&#039;t close anything.  However, if the other team has or really close to having their contract, then it&#039;s time to close things so you don&#039;t lose the points. *** HOWEVER, if you&#039;re in the last round and closing stuff doesn&#039;t get you ahead in points (or even close), then there&#039;s no point in closing melds.  This will make it hard for your partner to get to their foot and there&#039;s no point as you aren&#039;t going to win without them.&lt;br /&gt;
*** Complete your contract before opening a second wild meld.  However, there are some situations where it&#039;s best to open second wild before completing contact.  This can be to gain points due to being behind, you have lots of wilds in your hand and you don&#039;t want to dirty a bunch of stuff to get to your foot, etc. &lt;br /&gt;
*** It&#039;s OK and in the official rules to ask your partner if you can go out.  The only answer your partner should give is a yes or no. However, asking permission to go out is not a built in mechanic of the game and so it is not required.  &lt;br /&gt;
*** Don&#039;t give up in the last round (or all rounds).  The game could be close enough to still win, even if losing by 2000 or so points.  In this situation, it&#039;s best to ask your partner if you can go out before going out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Table Talk: this is when you ask your partner what to play or how to play your cards.  For example: telling your partner what cards you have or what cards to save is table talk.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12255</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12255"/>
		<updated>2022-03-13T19:38:10Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
*** Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The more dirty you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
*** Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** Watch the discard pile.  Sometimes you don&#039;t want to pick up as there are a bunch of black 3s in the pile. &lt;br /&gt;
*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** If you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
***When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Unfortunately not having melds ready to close dirty gives the other team  time to catch up in points.&lt;br /&gt;
*** Pay attention to how close the other team is ready to go out.  If they don&#039;t have wilds started, then you have time to help your partner get to their foot so don&#039;t close anything.  However, if the other team has or really close to having their contract, then it&#039;s time to close things so you don&#039;t lose the points. *** HOWEVER, if you&#039;re in the last round and closing stuff doesn&#039;t get you ahead in points (or even close), then there&#039;s no point in closing melds.  This will make it hard for your partner to get to their foot and there&#039;s no point as you aren&#039;t going to win without them.&lt;br /&gt;
*** Complete your contract before opening a second wild meld.  However, there are some situations where it&#039;s best to open second wild before completing contact.  This can be to gain points due to being behind, you have lots of wilds in your hand and you don&#039;t want to dirty a bunch of stuff to get to your foot, etc. &lt;br /&gt;
*** It&#039;s OK and in the official rules to ask your partner if you can go out.  The only answer your partner can give is a yes or no.  Discussing why you should go out now or wait is table talk.   &lt;br /&gt;
*** Don&#039;t give up in the last round (or all rounds).  The game could be close enough to still win, even if losing by 2000 or so points.  In this situation, it&#039;s best to ask your partner if you can go out before going out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Table Talk: this is when you ask your partner what to play or how to play your cards.  For example: telling your partner to close melds or don&#039;t wait for you is telling your partner what to play and when to play their cards.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12244</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12244"/>
		<updated>2022-03-11T17:56:33Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
*** Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The more dirty you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
*** Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** Watch the discard pile.  Sometimes you don&#039;t want to pick up as there are a bunch of black 3s in the pile. &lt;br /&gt;
*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** If you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
***When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Unfortunately not having melds ready to close dirty gives the other team  time to catch up in points.&lt;br /&gt;
*** Pay attention to how close the other team is ready to go out.  If they don&#039;t have wilds started, then you have time to help your partner get to their foot so don&#039;t close anything.  However, if the other team has or really close to having their contract, then it&#039;s time to close things so you don&#039;t lose the points. *** HOWEVER, if you&#039;re in the last round and closing stuff doesn&#039;t get you ahead in points (or even close), then there&#039;s no point in closing melds.  This will make it hard for your partner to get to their foot and there&#039;s no point as you aren&#039;t going to win without them.&lt;br /&gt;
*** Complete your contract before opening a second wild meld.  However, there are some situations where it&#039;s best to open second wild before completing contact.  This can be to gain points due to being behind, you have lots of wilds in your hand and you don&#039;t want to dirty a bunch of stuff to get to your foot, etc. &lt;br /&gt;
*** It&#039;s OK and in the official rules to ask your partner if you can go out.  &lt;br /&gt;
*** Don&#039;t give up in the last round (or all rounds).  The game could be close enough to still win, even if losing by 2000 or so points.  In this situation, it&#039;s best to ask your partner if you can go out before going out. &lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12231</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12231"/>
		<updated>2022-03-09T18:15:15Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
*** Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The more dirty you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
*** Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** Watch the discard pile.  Sometimes you don&#039;t want to pick up as there are a bunch of black 3s in the pile. &lt;br /&gt;
*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** If you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
***When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Unfortunately not having melds ready to close dirty gives the other team  time to catch up in points.&lt;br /&gt;
*** Pay attention to how close the other team is ready to go out.  If they don&#039;t have wilds started, then you have time to help your partner get to their foot so don&#039;t close anything.  However, if the other team has or really close to having their contract, then it&#039;s time to close things so you don&#039;t lose the points. *** HOWEVER, if you&#039;re in the last round and closing stuff doesn&#039;t get you ahead in points (or even close), then there&#039;s no point in closing melds.  This will make it hard for your partner to get to their foot and there&#039;s no point as you aren&#039;t going to win without them.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12230</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12230"/>
		<updated>2022-03-09T18:07:04Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
*** Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The more dirty you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
*** Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** Watch the discard pile.  Sometimes you don&#039;t want to pick up as there are a bunch of black 3s in the pile. &lt;br /&gt;
*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** When you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
***When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams need just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Unfortunately not having melds ready to close dirty gives the other team  time to catch up in points.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12229</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12229"/>
		<updated>2022-03-09T18:00:34Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
*** Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The more dirty you open the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
*** Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** When you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
***When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams needs just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Then the other team catches up in points cause your team can&#039;t close a dirty.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12228</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12228"/>
		<updated>2022-03-09T17:59:11Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** Play clean at the beginning, and then dirty up your cards later.&lt;br /&gt;
*** Don&#039;t be in a rush to open by opening a bunch of dirty melds.  The more dirty you open with the less wilds you have for a wild meld.  Wilds can be so hard to get sometimes so best not to waste them.&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
*** Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** When you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
***When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams needs just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Then the other team catches up in points cause your team can&#039;t close a dirty.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12227</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12227"/>
		<updated>2022-03-09T17:49:39Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** Play clean at the beginning and then dirty up your cards later.&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot. &lt;br /&gt;
*** Hold onto a couple of wilds in your hand to help you get to your foot (this is after a wild meld has already been started).  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** When you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on the wild meld and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in hand (holding to pick up discard) or they keep picking up that number.  Best to leave room for your partner to add cards.  &lt;br /&gt;
***When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams needs just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Then the other team catches up in points cause your team can&#039;t close a dirty.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12226</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12226"/>
		<updated>2022-03-09T17:38:20Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** Play clean at the beginning and then dirty up your cards later.&lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
*** Hold onto a couple of wilds in your hand, if a wild meld has already been started already, to help you get to your foot.  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Open new melds as soon as you have a set.  This will help your partner get to their foot. &lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** When you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on wild and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in had (to pick up discard) or they keep picking up that number therefore need the room to put them down. &lt;br /&gt;
*** Do not use your wild cards for a wild meld right away! You may need them to get into your foot.&lt;br /&gt;
***When almost ready to go out but your team needs 1 or 2 dirty piles, don&#039;t close all the melds with 6 cards clean until you have your 2 dirties to go out.  Too many times teams needs just the dirty piles to go out but there isn&#039;t any melds ready to close with just a wild.  Then the other team catches up in points cause your team can&#039;t close a dirty.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12225</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12225"/>
		<updated>2022-03-09T17:36:51Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*** If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
*** Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
*** Play clean at the beginning and then dirty up your cards later.&lt;br /&gt;
*** The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
*** When playing in pairs, open as soon as you can each round.&lt;br /&gt;
*** Hold onto a couple of wilds in your hand, if a wild meld has already been started already, to help you get to your foot.  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
*** Open new melds as soon as you have a set.  This will help your partner get to their foot. &lt;br /&gt;
*** Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
*** When you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on wild and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in had (to pick up discard) or they keep picking up that number therefore need the room to put them down. &lt;br /&gt;
*** Do not use your wild cards for a wild meld right away! You may need them to get into your foot.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12224</id>
		<title>Tips handandfoot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_handandfoot&amp;diff=12224"/>
		<updated>2022-03-09T17:34:18Z</updated>

		<summary type="html">&lt;p&gt;MichHap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- If you&#039;re the first partner to get to your foot and the other team isn&#039;t close to going out, don&#039;t close any melds. The more that is closed the harder it will be for your partner to get to their foot.&lt;br /&gt;
- Watch the discards of the person after you.  This will help you decide what to discard next turn. &lt;br /&gt;
- Play clean at the beginning and then dirty up your cards later.&lt;br /&gt;
- The most points wins the game, it&#039;s best to have as many clean as possible. The best way to catch up when behind is to have piles that are worth the most. Concentrate on wilds, then clean, then dirty. A bunch of dirty piles means you lose 200 points each pile.&lt;br /&gt;
- When playing in pairs, open as soon as you can each round.&lt;br /&gt;
- Hold onto a couple of wilds in your hand, if a wild meld has already been started already, to help you get to your foot.  They go great with pairs to help you walk/run to your foot.  If you get the third card for those pairs and can get to your foot, add the wilds to the wild meld.&lt;br /&gt;
- Open new melds as soon as you have a set.  This will help your partner get to their foot. &lt;br /&gt;
- Try to pick up the discard as much as possible.  It only takes 3 cards to open a meld.  If you hold onto a pair of a meld already open, you can use them to pick up the discard pile.  The discard pile can help you with completing pairs or adding cards to your singles. &lt;br /&gt;
- When you get into your foot before your partner, and the other team isn&#039;t close to going out, don&#039;t play any cards except wilds on wild and new melds (no more than 3 cards).  This is to leave lots of room for your partner to get to their foot.  If you top up melds to 5 or 6 cards, your partner may have 2 in had (to pick up discard) or they keep picking up that number therefore need the room to put them down. &lt;br /&gt;
- Do not use your wild cards for a wild meld right away! You may need them to get into your foot.&lt;/div&gt;</summary>
		<author><name>MichHap</name></author>
	</entry>
</feed>