Triple Play (Hand, Knee, and Foot)

Triple Play, also known as Hand, Knee, and Foot, is a variation on Canasta for four players in partnerships. Like Hand and Foot, Triple Play gives each player extra hands of cards they must play through before going out. However, while Hand and Foot requires a player to play out their hand and one extra hand, in Triple Play, you have two extra hands to get rid of, or three in all! That means a Triple Play player effectively has a 39-card hand!

Most widely-played games evolved over time, their creators lost to history. Not so with Triple Play—it was invented by Sue Henberger of Huntley, Illinois. We even have an exact date when Henberger first began thinking of creating the game: New Year’s Eve, 2005. That night, she and three of her friends began discussing the possibility of adding new rules to their usual Canasta game to stave off boredom. Henberger kept working on the game and playtesting it, before finally introducing it to her local Canasta club, to great success. From one Illinois Canasta club, the game began to spread nationwide.

Object of Triple Play

The object of Triple Play is to score more points than your opponents over the course of four hands. Points can be scored by forming melds of three or more cards and canastas, which are melds of seven cards.

Setup

To play Triple Play, you’ll need a massive number of cards—six standard decks, plus twelve jokers (two per deck), 324 cards in all! Once you’ve put together such a big deck, you’ll want it to last as long as possible, so protect your investment by choosing Denexa 100% Plastic Playing Cards. Our Triple Play Box Set will give you all the cards you need to play the game in one convenient package. You also need something to keep score with, such as pencil and paper or a smartphone app.

Determine partnerships, either by some form of random draw, or by mutual agreement. Partners should sit on opposite sides of the table, so that players of alternate partnerships play as the turn proceeds clockwise around the table.

Shuffle (using the multiple-deck shuffling technique) and deal a fifteen-card hand to each player. Next, deal out a thirteen-card knee pile for each player, and an eleven-card foot pile. Players may look at their hands, but not the knee and foot piles. The foot piles are stacked neatly in front of each player, face down, with the knee pile atop it at right angles.

The remaining undealt cards are placed in the center of the table, forming the stock. The top card of the stock is turned face-up and placed next to it. This is the upcard, the top card of the discard pile. If the upcard is a joker, 2, red 3, 5, or 7, bury it face-down in the middle of the stock and draw another card.

Game play

Card ranks and scoring

The following are the scores and special properties of all of the cards in the game:

  • Red 3s: Red 3s serve as a bonus card and are simply laid in front of the player and a new card is drawn to replace them. 100 points.
  • Jokers: Jokers are wild. 50 points.
  • 2s: 2s are also wild. 20 points.
  • Aces: 20 points.
  • K–8s: 10 points.
  • 7s–4s: 5 points.
  • Black 3s: Cannot be melded.

Other than the colors of the 3s, suits do not matter. Both jokers are likewise equal.

Play of the hand

Any player holding a red 3 in their hand at the beginning of the hand lays it face-up on the table and immediately draws a replacement. Any further red 3s that a player draws while playing their initial fifteen-card hand are similarly exposed and replaced. One player on each partnership is responsible for collecting their and their partners’ melds and red 3s and keeping them on the table in front of them.

After the red 3s have been replaced, play begins with the player to the dealer’s left. On a player’s turn, they will draw and then meld if possible. Normally, they will then discard.

Drawing

The first action a player takes is to draw. In most cases, they will do this by simply drawing the top two cards from the stock.

A player can also pick up the discard pile and add it to their hand. To do so, the player must have two cards in their hand that they can immediately meld with the top card of the discard pile. (Any other cards in the discard pile are inaccessible to them until they demonstrate that they can legally meld the top card.) If this is the partnership’s first meld for that deal, additional cards from the hand may be melded alongside the card from the discard pile in order to satisfy the opening-meld requirement.

Because black 3s cannot be melded, a player cannot draw from the discard pile when the upcard is a black 3. If the top card of the discard pile is a wild card, then the player can only draw from the discard pile if the player is holding two other cards of the same natural rank. That is, if there is a 2 on the discard pile, you must hold two other 2s to draw from it; you cannot substitute jokers for the 2s).

Melding

After drawing, a player may form one or more melds, or add to any existing melds formed on previous turns. A meld consists of three to seven cards of the same rank. Melds are traditionally fanned out so that each card’s index is visible.

A meld can contain only one wild card in a meld of three to five cards, and no more than two in a meld of six or seven. Melds of 5s and 7s can never contain wild cards. A player can also make a meld that consists of all wild cards. A meld with no wild cards is said to be a natural or clean meld; a meld that does include them is a mixed or dirty meld.

On the first turn of the deal that a partnership melds, they must meet a minimum point threshold, as follows:

  • First deal: 50 points
  • Second deal 90 points
  • Third deal: 120 points
  • Fourth deal: 150 points

Once the initial meld has been made, melds made by that partnership on subsequent turns on that deal are not subject to the minimums. Existing melds can be extended by either player in the partnership with more natural cards, or with wild cards, if possible. Players cannot move cards between melds, nor can they establish two separate melds of less than seven cards of the same rank. Players cannot add to their opponents’ melds.

A meld of seven cards is called a canasta. Traditionally, a canasta is denoted by squaring the meld up into a pile, with a red card on top for a natural canasta, and a black card on top for a mixed canasta. A canasta cannot contain more than seven cards; once a canasta has been completed, the partnership can begin a new meld of the same rank.

Discarding

After melding, a player that began their turn by drawing from the stock ends it by discarding a single card. If a player began their turn by picking up the discard pile instead, they do not discard. Instead, they knock on the table to signify when they are done melding. The next player has no choice but to draw from the stock.

Picking up the knee and foot

When a player finishes their partnership’s first canasta, they pick up their knee pile and add it to their hand. They then continue their turn as usual. On their partner’s next turn, after drawing, they also pick up their knee pile. The partner must remember to pick up their knee pile on their own. Nobody can remind them to do so; anyone who does is subject to a stiff 1,000-point penalty!

Beginning when a player picks up their knee pile, they no longer draw a card to replace red 3s. They simply play them and continue their turn.

After a player has picked up their knee pile, when they run out of cards, they pick up their foot pile and continue play from there. If a player’s last card was discarded, they do not pick up their foot pile until the beginning of their next turn.

Ending the deal

Throughout the game, each partnership works toward completing a set of five canastas known as the basic book. The basic book is as follows:

  • A natural canasta of 5s
  • A natural canasta of 7s
  • A canasta of wild cards
  • Any natural canasta
  • Any mixed canasta

When a player runs out of cards after picking up their foot pile, they may go out if their partnership has completed their basic book. To do so, they must first ask their partner if they can go out. Their partner’s answer is binding; a player cannot go out if their partner withholds their permission to do so.

In the rare event the stock runs out before a player can go out, follow the same procedure used in Hand and Foot to end the deal.

Each partnership totals the value of the cards it has melded. From this total, they deduct the value of any cards remaining in their hands, as well as their knee and foot piles. Unplayed red 3s have a value of –500 points each; unplayed black 3s are –100 points each.

Then, the following canasta bonuses are added:

  • 7s: 5,000 points per canasta.
  • 5s: 3,000 per canasta.
  • Wild cards: 2,500 points per canasta.
  • Natural canastas: 500 points per canasta.
  • Mixed canastas: 300 points per canasta.

The following bonuses are also included:

  • Red 3s: 100 points each.
  • Collecting seven or more red 3s: 300 points.
  • Going out: 200 points.

All of the above is combined to reach the total score for the deal and recorded on the score sheet. Then, the cards are shuffled, and the deal passes to the left. The partnership with the highest score at the end of four hands is the winner.

See also

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Hand and Foot

Hand and Foot is a North American variant of Canasta. Like its parent game, it is best for four players in partnerships. Hand and Foot adds a twist to the basic game of Canasta by introducing more cards—a lot more cards—and giving each player two hands to have to contend with. It gives a partnership more specific requirements to fulfill before going out.

Object of Hand and Foot

The object of Hand and Foot is to score more points than your opponents by forming melds of three or more cards and piles, which are melds of seven cards.

Setup

The players divide into two partnerships, sitting across from one another, so that the turn of play alters between partnerships when going clockwise. Set aside an area of the table for each partnership’s melds, and a neutral area accessible to all players for the stock and the discard pile.

Hand and Foot requires a 270-card deck consisting of five standard 52-card decks plus jokers, a truly impressive number of cards for a non-casino game. If you’ve got five sets of Denexa 100% Plastic Playing Cards, well, you’re one of our best customers and we love you. Shuffle the decks together (it might help to use the multiple-deck shuffling technique). Split the deck in two, forming the stocks, with a gap between the two halves of the deck for the discard pile.

Unlike in most games, in Hand and Foot, the players are responsible for dealing their own cards. Each player takes a small portion of one of the stocks and deals two piles of eleven cards face down in front of them. If a player managed to pull exactly 22 cards from the stock, they immediately score a 100-point bonus. Otherwise, any excess cards are returned to the stock. Each player selects one of the eleven-card piles as their hand, and the other eleven cards are passed to their right, forming that player’s foot. The foot is kept face-down in front of the player.

One card from one of the stocks is turned face-up and placed between them. This is the top card of the discard pile, otherwise known as the upcard. If the upcard is a joker, 2, or red 3, discard it face-down into one of the stocks and draw another card.

Game play

Card ranks and scoring

The following are the scores and special properties of all of the cards in the game:

  • Red 3s: Red 3s serve as a bonus card and are simply laid in front of the player and a new card is drawn to replace them. 100 points.
  • Jokers: Jokers are wild. 50 points.
  • Twos: Twos are also wild. 20 points.
  • Aces: 20 points.
  • K–8s: 10 points.
  • 7s–4s: 5 points.
  • Black 3s: Cannot be melded. 5 points.

Other than the colors of the 3s, suits do not matter. Both jokers are likewise equal.

Play of the hand

Before game play actually kicks off, any red 3s the players hold in their hand are placed in the partnership’s melding area and new cards are drawn to replace them. Likewise, any red 3s encountered throughout the game are laid down and new cards drawn to replace them.

The player to the left of the dealer goes first. The flow of the turn is to draw, meld if able and willing, and end the turn by discarding.

A player begins their turn by drawing. They may draw either the top two cards of one of the stock piles or the top seven cards of the discard pile (or the whole pile if it contains less than seven cards). In order to draw from the discards, the player must be able to immediately meld the top card of the discard pile with two cards from their hand. (The other six cards are inaccessible to them until they demonstrate that they can legally meld the top card.) If this is the partnership’s first meld for the hand, additional cards from the hand may be melded alongside it in order to satisfy the opening-meld requirement. Because black 3s cannot be melded, a player may never draw from the discard pile if the upcard is a black 3. If the top card of the discard pile is a wild card, then the player can only draw from the discard pile if the player is holding two other cards of the same rank (e.g. if there is a joker on the discard pile, you need two other jokers to draw from it, you cannot substitute twos for the jokers).

After drawing, the player may meld, if able. A partnership’s first melds of the hand must meet a minimum value, depending on the round of the game:

  • First round: 50 points
  • Second round: 90 points
  • Third round: 120 points
  • Fourth round: 150 points

A meld consists of three to seven cards of the same rank (traditionally fanned out so that the indices of all of the cards in the meld are visible). A meld can contain no more than one wild card in a meld of three, four, or five cards and no more than two in a meld of six or seven. A player can also make a meld that consists of all wild cards.

After a meld has been laid down, further melding by that partnership on that hand is not subject to the minimums. When a meld has been laid down, it can be extended by either player in the partnership, either by adding more natural cards to it or by adding wild cards. Players cannot move cards between melds, or establish two separate incomplete melds of the same rank. Players cannot contribute to their opponents’ melds.

A meld of seven cards is called a pile, so called because it is traditionally denoted by squaring the meld up into a pile. A pile with no wilds, or a pile with only wilds, is called a clean pile, while a pile with a mix of natural cards and wilds is called a dirty pile. This distinction is important because clean piles score higher. The type of pile is traditionally indicated by its top card; clean piles are squared up with a red card on top, and dirty piles with a black card on top. A pile cannot contain more than seven cards; once a pile has been completed, a new meld of the same rank can be established.

Picking up the foot

When a player has exhausted their hand, they may then pick up their foot pile and play with it. If the player manages to run out of cards before discarding (i.e. through melding), they may simply pick up their foot at that time and continue their turn. If the player gets rid of their final card through discarding, they pick up the foot at the beginning of their next turn.

Depletion of the stock

In the uncommon event that the stock is depleted before someone goes out, the game simply continues without a stock; play continues with players drawing from the discard pile, melding if able, and discarding, until a player goes out as normal, or is unable or unwilling to draw from the discard pile, at which point the hand ends and is scored as outlined below.

If, however, the final card of the stock is a red 3, special rules apply. The player taking the 3 declares it as usual, then does any melding possible, after which play ceases. This player is not entitled to discard.

Going out

In order to go out, a partnership must meet the following conditions: they must have completed two clean piles, two dirty piles, and one wild pile, both players must have played at least part of one turn with their foot piles, and the player wishing to go out must have received permission to go out from their partner.

Permission to go out is received by simply asking the partner “May I go out?” This is done to ensure that the partner does not hold an unduly high total value of cards, which will be charged against the partnership at the end of the hand. The answer given is binding. The only answer permitted is “Yes” or “No”—if any further information is given, the opposing partnership is entitled to answer the question “May I go out?” for the offending partnership, and their answer is binding, often with disastrous results.

After a player has gone out, the hand is scored. Each team scores the value of the cards it has melded, and the value of cards held in hand is deducted against the partnership’s score. The following bonuses, if applicable, are also scored:

  • Wild piles: 1500 points each.
  • Clean piles: 500 points each.
  • Dirty piles: 300 points each.
  • Red threes: 100 points each.
  • Going out: 100 points.

After all of the above has been accounted for, all cards are shuffled, and the deal passes to the left. The game ends after four hands have been played. The partnership with the highest score at that point is the winner.

Penalties

Throughout the game, various penalties can occur, as set out below:

  • Attempting to go out anyway when a partner says no: –100 points.
  • Not being able to go out after having asked “May I go out?”: –100 points.
  • Attempting to draw from the discard pile when unable to use the upcard: –50 points.

See also

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