Hang four card game




















We don't have cable and we prefer to spend our Saturday nights playing games, so Exploding Kittens has been a fun addition. We also have just as much fun reading the cards as we do playing the game. Who comes up with this stuff?!? We bought the NSFW edition and it lives up to the title. I would not recommend this game for kids under 13yo or as a lunch game at work. As an HR Director I am confident in saying this is not okay for work. Not everyone has the same sense of humor so don't risk it.

Just the opposite of NSFW, this family strategy game is a fun, wholesome option that's still spirited yet suitable for playing with kids. Featuring a cute twist on the Disney princess theme, the idea is that each player acts as as a famous villain think: Maleficent, Jafar, and Ursula , using tools like wishes, pixie dust, and "fate" cards to carry out their agendas.

Games take about an hour, and they can be played by anyone age 10 and up. This one is very easy to learn but a challenge to master, which makes it accessible for those who are casual board gamers but enjoyable for the more "hardcore" enthusiast.

Each playthrough is different depending on what characters each player chooses, the strategy they apply, and the random draw of the cards. Can't wait until they release expansions with new villians. Based on the 7 Wonders strategy game, 7 Wonders: Duel is specifically designed for two people, and features all of the same intensity as the original but in a one-on-one format. With the objective of building a dominant ancient civilization, you can win by either storming your opponent's capital or achieving a scientific monopoly.

Duel is incredibly fun and has tremendous replay value. The rule book is well written and lays things out very clearly, and there are helpful quick reference materials that eliminate the need to constantly consult the rule book once you get going. Not only are there multiple strategies and paths to victory, but there are so many variables that every game is entirely different and exciting, and your path to victory is never the same. If you love strategy games but don't always have six hours to invest in complicated fantasy worlds, this quick strategy card game is a great option you can complete in 10 minutes.

On top of that, the deck is ultra-portable, so it's easy to take on the go. To play with more than four people, you can purchase more decks to expand the teams. After opening the deck, it took us about 2 minutes to feel out the rules Then we played for over an hour!

Each game takes between 5 and 10 minutes, and feels like a single battle of a larger war of wits. There's the obvious element of memory to the game, in that you see where your opponent's cards are placed and try to retain that information for the strategy of the current battle. There's also a deeper element of memory, where you analyze how your opponent places cards, and try to use that against them in subsequent battles!

In this dramatic and fast-paced cooperative card game , you have to work together with other players to win. It's set on the battlefield during World War I and involves foiling imminent threats to help your fellow soldiers stay alive. With stunning artwork by the late French cartoonist Tignous, the game is action-packed but can be played in about 30 minutes.

I thought it sounded unique and was worth a shot given that it isn't very expensive. I was very surprised by how well this plays. What I love about this game is that it packs into a very small box, making for easy transportation. You need to be able to be confident that your teammates are paying attention, and if you don't feel like they are it forces you to play conservatively. No other co-op game I have tried plays like this. You may draw the top seven cards of the discard pile if the top card is a wild card, if you have two wild cards, and you immediately meld three or more wild cards including the wild card drawn.

Can you pick up the pile with 2 of the same cards in your hand and open the melds for your team before anything else is tabled on your side.? Also can you count the top card toward meeting your opening count?? Also what happens when you only have wild cards for a discard…do you forfeit the game.?? Hi Jean, I am not sure what cards you are referring to drawing. Just remember it has to meet the requirements of the opening meld required for the round.

If you are referring to the discard you may also draw the discard, if there are less than 7 cards in the discard you must draw the whole discard. The top 3 must be melded or all if there are less than 3 cards and these cards can be counted towards your meld minimum.

You may also discard wild cards the same as any other, no need to forfeit. Object to make a dirty book total of 3 books instead of making a red book that is not needed because you already have 2 red books. Hi Tom, yes you can always add a wild to your books. You are not forced to play the 10 even if you have it in your hand. Hi Amber, Thanks for all your answers!

If I have a meld of 6 5s and also 2 more 5s in my hand when another 5 is discarded, I think I cannot pick up the discarded 5, because I would need to use it to complete the book first and then I would only have two more 5s left that would not be enough to start a new meld, correct?

Hi Carl, thank you! It is my pleasure to help in any way I can. As for your example, you are completely correct. Unless you have a 3rd 5 to use to start the meld you would not be able to draw the 5 from the discard.

I have hunted and hunted for the answer to the following question. During an initial meld does a clean book count for the face value? In other words, if I lay down seven sixes as an initial meld will that count as 35 points and seven kings as an initial meld count as 70 points? Hi Patsy, so sorry to hear about you having trouble finding this answer, but yes when you place a meld or a book if all 7 are laid down at once they use the sum of the values of their cards for the total value of the meld.

When scoring you will also count the additional points for completing a clean book, but that is in addition to the meld value. The instructions make absolutely no sense whatever. Hi Meryl, Hand and Foot is one of the more complicated card games on our site.

I am so sorry to hear you are having difficulties with the instructions. We also have video instructions on how to play HAnd and foot on our youtube channel that may help as well. Are you allowed to have four cards in your hand that match and instead of starting a meld and laying down the 4 like cards you pick up the discarded pile and make your meld?

My question is can he pick up the discarded pile when he already has enough cards to start a meld? Hi Jan, yes this is allowed. In order to draw from discard, you must hold at least 2 cards of the same rank as the discard, and you may hold more. YOPu must also meld at least 3 cards, but can also meld more as well. Hi Sue, yes, 5 decks are used for all number of players 2 through 7.

The game is best played with 4 players in 2 partnerships. Hello, when playing the last round one team declared they went out. This caused one team to mix their hand and foot and cards together believing the game was over. Shortly the team realized they had only completed their hand and still had the foot. Or is there some penalty on the team that caused them to mix it by mistakenly claiming they were out.

This was a confusing situation that popped up. Thanks for any help. Hi Andrew, there are not any official penalties for this circumstance. I might suggest either a replay of the round or a score penalty for the offending team. Are runs 7 cards of 1 suit in order, not including wild cards or threes played in Hand and Foot? If so, can a card be picked up from the discard pile if it can be used to make the run? For example if you held a 7 and8 of hearts and a 9 of hearts was discarded, could you pick up the 9 to play with the 7 and 8 to start a run?

Also if the stock pile is depleted but the game is not over, do you reshuffle the discard pile and continue the game? HI Ann, Sequences of cards such as you described above are not used. In Hand and Foot, melds consist of equal ranked cards, and never cards of the same suit in ranking order. Hi Cheryl, to go out measn to have no cards in hand. If you have no cards in hand you have already gone out. Hi Nancy, you can pick up your foot by discarding both types of 3s. However, if you want to play a red 3 you cannot pick up your foot, as playing a red 3 down in front of you causes you to draw a card.

Hi Jill, 3s are not allowed to be melded. Red 3s give you a bonus score at the end of play for each one face up in front of you and penalize you for ones in hand. They cannot be formed into a book. Each club has their own variation on rules. In the other, we can only pick up 5 cards.

Here you are saying that you pick up 7 cards. My understanding is that there are no set rules, yet in some of your answers, you call certain plays as not legal. My question for you is this: How do we know which rules are optional that can be changed and which rules are basic ones that could not or should not be changed? Thank you so much. Hi Ruthann, this is a very interesting question indeed. The Hand and Foot rules on the site as far as my research would have me believe are the standard rules.

I do try to be mindful of variations when I answer questions but there are so many that this becomes very difficult unless they are specified in the question asked. That being said, if you have any variations or questions pertaining to the standard rulings of hand and foot please feel free to either ask here or for more in-depth responses you can always email the site at info gamerules. Thank you for your question, and I hope you have a lovely day.

AM I understanding this correctly. Hi Sharon, that is correct. You can either add cards to an already established meld or create a new meld, but you cannot do both in a single turn.

So for your example, you can finish your meld of 8s, and then you will have to wait till your next turn to start a new meld. The group I play with, when making a meld and they have 6 cards on the table, they place the 6th card sideways noting to the other players that the need only 1 more card to make a canasta.

Also, you cannot pick up that 7th card from the pile, you have to draw it from the stock. We only pick up the top card from the pile, not 7 cards. Are you aware of any of these rules? Hi Patricia I have not heard of any of these variations on the rules, but they seem very interesting. My question is about discarding wildcards. The rule is you may not play any meld that forces you to discard a wild card.

If you have any natural cards in your hand, you may not discard a wild card, you may only discard a wild card when a wild card is the only option. Our version of hand and foot we do not meld wild cards, and wild cards placed on the discard pile are the same as discarding a black three. My question: if holding three wild cards and one king, then drawing two kings from the stockpile, then play 3 kings for my meld leaving me with three wild cards, then discard a wild card, is this legal play?

I am told that I must discard one of the kings, and not play the three kings for my meld or play 2 kings and a wild card then discard the third king. This rule effects the making of red or black books, especially when you need a red book to go out. Hi Raymond, in the version of Hand and Foot I am familiar with there is no rule stating you cannot discard a wild card. As per the rulings you stated in your comment, it would seem it is not a legal play.

The ruling you posted says you cannot play a meld that forces you to discard a wild card. Again, I am not familiar with this ruling though. Please let me know if there is anything further I can help you with. Recently we started plying hand and foot.

During play, could a person start the book with 2 kings and a wild card and on a later play add another wild card? Now there are 2 kings and 2 wild cards. The wild cards do not exceed the number of kings. Is this a correct reasoning? Hi Jean, In the rules, it states that there must be at least double the number of natural cards to wild cards in a dirty meld, but this may just be a difference in the variation of rules.

For your question, no you cannot have more wilds than natural cards when melding. In the Heckmondwike league, when two pubs compete, each pub fields eight players, and they play four simultaneous matches to 15 points. The winners of each score two match points and another two match points are scored by the pub with the higher total game point score over the four tables.

There is no bonus for "all four" in the league version. Rules are similar to the Yorkshire version described above, with a few differences. According to this account, the game was much played in Kent, and originated in that county. It was a game for two players, using the 52 card pack. The first dealer is chosen by cutting cards - whoever cuts the highest "Put-card" deals.

For all other purposes, however, the cards rank A-K-Q-J as usual. It is not mentioned, but presumably the dealer shuffles and the dealer's opponent cuts before the deal. Presumably the turn to deal alternates between the players. The dealer deals six cards to each player in batches of three and turns up the next card, the 13th, to show the proposed trump suit, scoring one point if it is a jack.

The dealer's opponent can either accept the trump suit or beg one. If the non-dealer begs, the dealer must either allow the non-dealer to score one point and throw in the cards, or deal another three cards each and turn another card for trumps, repeating this until a different suit is turned.

It could either be like the modern Trinidad game, in which all turned jacks are scored, or like the 19th century American game, in which only the jack of the final trump suit can be scored. The non-dealer leads to the first trick and the usual All Fours rules of play apply: players may trump at any time but can only throw a non-trump of a different suit from the lead if unable to follow suit.

The higher trump wins, or if no trump is played, the higher card of the suit led. The winner of a trick leads to the next. The winner is the first player to reach the agreed target score, which can be from 7 to 15, but is most commonly set at A variation called Running All-Fours is briefly described. This is played to a target score of 31 points, and the only other difference is that in the deal, the dealer scores 4 points if the turned up trump is an ace, 3 is it is a king, 2 if it is a queen or 1 if it is a jack.

To judge from the literature, All Fours became very popular in North America in the 19th century. In the 20th century it was largely superseded by bidding variations such as Pitch and Pedro.

In American card game books of the early 19th century, All Fours is a two-player game, very similar to the 17th century English game described above. When cutting for deal the cards now rank in their normal order with ace high, and the deal can be one or three cards at a time at the dealer's choice. Many play that if the non-dealer begs and the dealer decides to change the trump suit, then after the necessary extra cards have been dealt, the players discard unwanted cards to reduce their hands to six cards.

The target score is 10 points. The version of All Fours described by R. Foster in goes by the name of Old Sledge or Seven Up. It can be played by two or three players, each playing for themselves, or by four players in fixed partnerships, partners sitting opposite. The deal and play are clockwise and the turn to deal passes to the left after each hand. The dealer shuffles, the player to dealer's right cuts.

The dealer deals six cards to each player, three at a time, and then turns up a card to show the proposed trump suit. After the cards have been run, any player who does not like the second trump suit can propose to bunch the cards. If all players agree there is a redeal by the same dealer, but anyone can insist on playing with the new trumps and no points are given for this. If a jack is turned up for trump, the dealer or dealer's team scores one point for it, but if the cards are run, no point is scored for a jack turned up in the original turned suit, and no point is scored if the cards are bunched.

The point is only scored if the turned up card that finally determines trumps is a jack. After the cards have been run and a new trump suit determined, all players discard face-down sufficient unwanted cards to reduce their hands to six cards. In some circles this was only done if the players had 12 or more cards, but if the cards were run only once, the players kept and played with their 9-card hands. The player to dealer's left leads and the usual All Fours rules of play apply: players may trump at any time but can only throw a non-trump of a different suit from the lead if unable to follow suit.

The highest trump wins, or if no trump is played, the highest card of the suit led. There are the usual four points: High, Low, Jack and Game, scored in that order, with the Low point going to the original holder of the card, not the player who wins it in a trick.

In the event of a tie for Game in the two- or four-player game, the point goes to the opponent s of the dealer. This is meant to compensate to some extent for the dealer's advantage in being able to score a point if a jack is turned for trumps. In a three-player game, if the two non-dealers tie for the Game point no one gets it, but if the dealer ties with another player, the other player gets it.

The game is usually played to seven points. Each player or team starts with seven chips, and places one in the pool for each point they win; the winner is the first player or team to have placed all their chips in the pool. Foster describes a variation called Blind All Fours or Pitch in which no card is turned for trumps and there is no begging or running of the cards.

In this game the first card pitched by the player to dealer's left fixes the trump suit as in Lancashire All Fours. In this game, when the Game point is tied no one gets it. Players, cards and objective Normally there are four players, in two fixed partnerships, partners sitting opposite each other. Deal Players cut for the deal, and whoever cuts the highest card becomes the first dealer. If this turned up card is an ace, six or jack, the dealer's team immediately scores for it as follows: Ace turned up.

If this new turn up is of a different suit than the first turn up, play begins with this new suit as trumps. If the new turn up is the same suit as before, the dealer gives another three cards to each player and turns up another card, scoring again if it is an ace, jack or six. This procedure is repeated until the turn up produces a new trump suit.

If the deck is exhausted before a new trump suit is found, the entire deck is reshuffled and redealt. The dealer's team nevertheless keeps any points they have scored for turned up cards. Play The player on the dealer's right has the first lead, and the winner of the trick leads to the next trick. Any card can be led, but the other players are subject to the following rules: If a trump is led, the other players must play a trump if they can; anyone who has no trumps left can play any card.

If a card of a non-trump suit is led, then any player who has a card of that suit must either follow suit, by playing a card of the suit led, or play a trump. A player who has no card of the suit led can play any card there is no obligation to play a trump in this case.

Scoring At the end of the play, points are scored for the cards that were dealt or taken in tricks. The points are as follows: High 1 point This point is won by the team of the player who had the highest trump. Low 1 point This point is won by the team of the player who held the lowest trump that was dealt.

It does not matter who wins the trick containing this trump - the point is for the original holders. Jack 1 or 3 points If the jack of trumps wins a trick, or is won in a trick by the partner of the holder, the team with the jacks scores 1 point. If the jack is captured in a trick won by the opponents of the holder, the team capturing the jack scores 3 points for hang jack. If the jack of trumps was not dealt, then of course neither team scores for it.

Game 1 point This point goes to the team that wins the more valuable cards in tricks. Each team adds up the total value of the cards in their tricks, and whichever team has more scores the game point. If both teams have the same value of cards, no one gets the game point. Irregularities Misdeal If the dealer gives the wrong number of cards to the players, the opponents score one point for a misdeal, and the cards must be thrown in and shuffled and dealt again.



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