BAIN HAND AND FOOT

 

BAIN HAND AND FOOT



OBJECTIVE OF BAIN HAND AND FOOT: The objective of Bain Hand and Foot is to reach a score of 20,000 points.

NUMBER OF PLAYERS: 4 Players

MATERIALS: Four standard 52-card decks, 8 jokers, a way to keep score, and a flat surface.

TYPE OF GAME: Rummy Card Game

AUDIENCE: Adult


OVERVIEW OF BAIN HAND AND FOOT

Bain Hand and Foot is a trick-taking card game for 4 players. The goal is for your team to reach a score of 20,000 before your opponents.

This game is played with two teams of 2 players each. Teammates will sit opposite each other.

SETUP

The first dealer is chosen at random and passes to the left for each new deal.

This deck is shuffled, and the dealer will deal each player a hand of 15 cards. After this, the dealer will deal each player an additional 13 cards that they may look at once before setting aside facedown for later. These 13 cards are called the foot.

The remaining deck is placed centrally as a draw pile and the top card is turned over to start the discard pile.

Card Rankings and Point Values

All suits are ranked Ace (high), King, Queen, Jack, 10, 9, 8, 7, 6, 5, and 4 (low).

Jokers and twos are wild cards and can be played to represent any of the cards above. There may never be more the 3 wild cards in any meld or canasta. And in melds of 5 or 6 cards, only 2 wilds may be present.

Red threes must be immediately placed with your melds upon drawing them, and if the first card in the discard pile is red three it freezes the pile. Whenever a player later draws the pile, they must immediately meld the red three. Red threes do not count towards your meld requirements. See scoring below for more details.

Black threes cannot be placed in melds except when a player is going out. When a player is going out, they may meld 3 or more black threes (no wilds may be used.) If a black three is discarded to the discard pile it freezes the pile only for the next turn until it is covered with the next discard.

The cards have values associated with them for meld requirements (discussed below). Jokers are worth 50 points each. 2s and Aces are worth 20 points each. Kings through 8s are worth 10 points each, and 7s through 4s and black 3s are all worth 5 points each. Red 3s are special (discussed below).

CANASTAS AND MELDS

A meld consists of three or more cards that may be later added to. A meld cannot have more than 7 cards added to it. Once seven cards are reached it becomes a canasta. You may also never have two melds of the same rank at the same time. Once a meld of a certain rank is completed, however, you may start another of the same rank.

A Canastas is a completed meld that has 7 cards and falls into one of 4 categories.

The four types of canastas are Natural, Mixed, Wild, and Sevens.

Red canastas have 7 cards all of the same rank with no wild cards. They are worth 500 points each. These are marked by having a red card on top of the completed canasta.

A Black canasta has both natural and wild cards all of the same rank and is worth 300 points. When starting a mixed meld to finishing a mixed canasta you must have at least 2 natural cards and never more than 3 wild cards. These are marked by having a black card on top of the completed canasta.

A wild canasta contains 7 wild cards. They are each worth 1000 points.

A seven canasta consists of seven 7s and may not contain any wild cards. They are each worth 1500 points.

Meld Requirements

Some requirements need to be met for a player to start melding each round. The points associated with the cards described above are used when determining a melds score. Your team’s current score determines how valuable your initial melding must be to be legal. When making your initial meld you may make as many melds as you need to reach the requirements, meaning you may start several melds of three or more cards.

If you have a negative score your meld(s) needs only to be worth 15 or more points to start a meld. If your score is from 0 to 4995 then your initial meld(s) must be worth 50 or more points. with a score of 5000 to 9995, your initial meld(s) must be worth at least 90 points to play. When your score is 10000 to 14995 then your initial meld(s) must be worth 120 or more points to play, and if your score is 15000 or more then you must have an initial meld(s) worth 150 or more points to play it.

Red threes and previous canastas do not count towards meld requirements, only the cards within the melds being played count towards their initial value.

When you play and meet the initial meld requirement for your team you are not allowed to complete a canasta until your partner has completed a canasta and picked up their foot.

GAMEPLAY

The game begins with the player left of the dealer and proceeds clockwise. On a player’s turn, they will do the following in this order. First, they will draw two cards from the draw pile, or draw the entire discard pile (discussed below). Then they may start a meld or add to any melds your team already has started. Finally, to end your turn a player will discard one card from their hand to the discard pile face up.

Once a player has personally completed a canasta, they may look at their foot. A player must play the seventh and final card to a meld to complete the canasta for it to count. Once the player has done this and discarded for the turn, they may then pick up their foot and add it to their hand.

Once a team has completed a seven canasta, they may start a garbage pile. A garbage pile can have cards melded to it which your team has a completed canasta of that card’s rank. These cards are counted in the scoring. It cannot have 7s melded to it.

Discard Pile

The discard pile is used frequently in the game.안전놀이터

The discard pile may have any card discarded to it, except sevens, which may never be discarded.

You cannot draw the discard pile if it is frozen. The discard pile is frozen temporarily when a black three is discarded to the top of it or can be frozen until unfrozen by discarding a wild card to it.

When a wild is discarded it is placed sideways in the pile to mark it is frozen. When frozen the only way to unfreeze it is to draw the pile (described below).

You may draw the discard pile when frozen or unfrozen if you hold two natural cards that match the top card of the discard pile, but you must immediately meld the top card of the pile with the two cards from your hand. Also, if you have not already, you must meet your meld requirement. Then the rest of the discard pile is drawn to the player’s hand. Any red threes are immediately played with your team’s melds. When frozen with a wild card the discard pile is drawn to the wild card (the wild card being taken) and the remaining pile, if any, is left.

When the pile is not frozen a player can take the top card of the discard pile only if they have a meld of fewer than 7 cards of the same rank. You must

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