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*** Play clean at the beginning, and then dirty up your cards later.
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.
*** Don'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.
 
*** When playing in pairs, open as soon as you can each round.
 
*** Watch the discards of the person after you.  This will help you decide what to discard next turn.  
 
*** The most points wins the game, it'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.
'''FAIR PLAY'''
*** Open new melds as soon as you have a set, including a wild meld.  This will help your partner get to their foot.  
 
*** 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.
It is accepted and in the official rules that you may ask your partner if you may go out. Yes or no are the acceptable responses.  
*** 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.  
 
*** If you're the first partner to get to your foot and the other team isn't close to going out, don't close any melds. The more that is closed the harder it will be for your partner to get to their foot.
Table Talk is communication that influences your partner's play. This is considered cheating. Please don't table talk.
*** When you get into your foot before your partner, and the other team isn't close to going out, don'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.
 
***When almost ready to go out but your team needs 1 or 2 dirty piles, don'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't any melds ready to close with just a wild.  Then the other team catches up in points cause your team can't close a dirty.
In games that allow an early end, it is polite to attempt to get a consensus with your partner. Games are rarely impossible to win.
 
'''TIPS'''
 
At the start of any game, make sure you know what rules are in play and what is required for contract, as well as how many rounds there are.
 
How you open and play is somewhat determined by if you are playing with open or closed melds (7 cards max), and whether the wild meld is required/optional or not allowed.  
 
When playing in teams, remember that you should be working together to help each other get to foot, get contract and go out, hopefully ahead of your opponents.
 
With that in mind, think about what you are playing and when. One example is, if you are the only player in foot, closing melds may not be the wisest choice....   
 
In a closed meld game (7 cards max), melds with 5+ cards are blocked meaning that you or your opponent can't pick up the discard with a pair of that value. However, depending on the rule set, this may need to be balanced against where wild cards can be played.
 
Picking up the discard pile can be very helpful to open new melds; however, if it is full of black threes, it can also stop you from getting to foot or going out. It is wise to pay attention to what you are picking up.
 
Hand and Foot is a game of both strategy and luck. The best players adapt to the cards and their situation in the game. Be flexible.

Latest revision as of 21:34, 1 January 2024

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.


FAIR PLAY

It is accepted and in the official rules that you may ask your partner if you may go out. Yes or no are the acceptable responses.

Table Talk is communication that influences your partner's play. This is considered cheating. Please don't table talk.

In games that allow an early end, it is polite to attempt to get a consensus with your partner. Games are rarely impossible to win.

TIPS

At the start of any game, make sure you know what rules are in play and what is required for contract, as well as how many rounds there are.

How you open and play is somewhat determined by if you are playing with open or closed melds (7 cards max), and whether the wild meld is required/optional or not allowed.

When playing in teams, remember that you should be working together to help each other get to foot, get contract and go out, hopefully ahead of your opponents.

With that in mind, think about what you are playing and when. One example is, if you are the only player in foot, closing melds may not be the wisest choice....   

In a closed meld game (7 cards max), melds with 5+ cards are blocked meaning that you or your opponent can't pick up the discard with a pair of that value. However, depending on the rule set, this may need to be balanced against where wild cards can be played.

Picking up the discard pile can be very helpful to open new melds; however, if it is full of black threes, it can also stop you from getting to foot or going out. It is wise to pay attention to what you are picking up.

Hand and Foot is a game of both strategy and luck. The best players adapt to the cards and their situation in the game. Be flexible.