Hand and Foot Score Sheet With the Meld Ladder on Every Round

Type each round's books and card count, or print it blank: 50, 90, 120 and 150 are on the rows.

Four rounds: 50, 90, 120, 150: a column for each team. Totals fill in as scores are typed.
Team 1
Team 2
Team 3
Team 4
Team 5
Team 6
Round 1 books (open with 50)500 for each clean book, 300 for each dirty book, 1,500 for each wild book.
Round 1 count: red threes, going out, cards100 for each red three on the table, less 100 for each one caught in a hand or foot, plus 100 for going out, plus cards melded minus cards left in hand and foot.
Round 2 books (open with 90)
Round 2 count: red threes, going out, cards
Round 3 books (open with 120)
Round 3 count: red threes, going out, cards
Round 4 books (open with 150)
Round 4 count: red threes, going out, cards
Hand and foot total after four roundsHighest total wins

Type a score and the totals fill in. Highest total wins.

Scoring key

Clean book: seven of a rank, no wild cards 500
Turn a red card to the top to mark it. Some rule sheets say pile or canasta for a book. The bonus comes on top of the cards inside.
Dirty book: seven with one or two wild cards 300
Turn a black card to the top to mark it. In the partnership rules real cards must outnumber wild cards two to one, so a book of seven holds two wild cards at most. Some tables allow three.
Wild book: seven twos and jokers 1,500
Marked with a joker or a two on top. Some printed rules do not allow a meld made only of wild cards, so agree before round one.
Going out in hand and foot 100
The side that goes out adds 100. If the stock runs out first the round ends there and nobody gets it.
Red threes: plus 100 on the table +100 / -100
A red three laid face up with your melds is plus 100. One still in your hand, or in a foot you never picked up, is minus 100. Some tables count every red three against you, at 300 or 500 each: take those off the Cards box and leave Red 3s empty.
Opening meld: card values only 50 to 150
50 in round 1, 90 in round 2, 120 in round 3 and 150 in round 4. Book bonuses and red threes do not count, so seven sixes are only 35. When you pick up the discard pile, only its top card counts toward the opening meld.
Hand and foot card values 50/20/10/5
Joker 50. Two or ace 20. Eight up to king 10. Four up to seven 5. A black three cannot be melded and costs 5 if you are caught with it.
Cards left in hand and foot count against you
Card values count for you once melded and against you if they are still in your hand or foot when the round ends.
To go out: two clean, two dirty, one wild
In the four-player partnership game your side needs those five books, your partner must have played from the foot, and you must ask your partner and accept the answer. Other rule sets ask for less, such as one clean and one dirty book.
Decks: the number of players plus one
Four players use five decks with jokers, 270 cards. The partnership rules deal a hand of 13 and a foot of 13. Many tables deal 11 and 11.
Four rounds make a game
The deal passes to the left each round. After round 4 the highest total wins.

How each row scores

Round 1 books (open with 50) and 3 more
500 for each clean book, 300 for each dirty book, 1,500 for each wild book.
Round 1 count: red threes, going out, cards and 3 more
100 for each red three on the table, less 100 for each one caught in a hand or foot, plus 100 for going out, plus cards melded minus cards left in hand and foot.
Hand and foot total after four rounds
Highest total wins

Names and scores stay in this browser. New game clears the scores.

All 33 lines

Four rounds: books and count 9

  • Round 1 books (open with 50) The lowest bar of the game. Three queens and a two come to exactly 50. Type how many clean, dirty and wild books your side finished this round. Leave a box empty for none.
  • Round 1 count: red threes, going out, cards Red 3s takes the red threes on your table minus any you were caught with, so two laid down and one stuck in a foot is 1. Out takes 100 for the side that went out. Cards takes your melded card points minus the cards left in hand and foot, and is the only box that must be filled.
  • Round 2 books (open with 90) The bar rises to 90. Three kings and a joker come to 80, so it takes a little more. Type how many clean, dirty and wild books your side finished this round. Leave a box empty for none.
  • Round 2 count: red threes, going out, cards Round 2 red threes, going out and card points, filled in like round 1. A side that was caught with more red threes than it laid down types a negative number in Red 3s.
Show all 33 lines (29 more)

Four rounds: books and count, continued

  • Round 3 books (open with 120) At 120, three aces and a joker still fall short at 110. Type how many clean, dirty and wild books your side finished this round. Leave a box empty for none.
  • Round 3 count: red threes, going out, cards Round 3 red threes, going out and card points. If the stock ran out before anyone went out, both sides leave Out empty.
  • Round 4 books (open with 150) The last round and the hardest opening. Four aces, a joker and a two come to exactly 150. Type how many clean, dirty and wild books your side finished this round. Leave a box empty for none.
  • Round 4 count: red threes, going out, cards Round 4 red threes, going out and card points. A Cards box below zero means your side was caught holding more than it melded.
  • Hand and foot total after four rounds All four rounds added together, books and counts. Four rounds make a game and the highest total wins.

Low-scoring game without partners 5

  • Low-scoring round 1 (open with 50) For the no-partners game with smaller bonuses. Type your clean and dirty books, the red threes you were caught holding, and the rest: 100 for going out, 100 if you dealt yourself exactly 22 cards, plus cards melded minus cards left.
  • Low-scoring round 2 (open with 90) Round 2 of the low-scoring game. The opening meld is 90, the same ladder as the partnership game, and only the Rest box must be filled.
  • Low-scoring round 3 (open with 120) Round 3 of the low-scoring game. The opening meld is 120, the same ladder as the partnership game, and only the Rest box must be filled.
  • Low-scoring round 4 (open with 150) Round 4 of the low-scoring game. The opening meld is 150, the same ladder as the partnership game, and only the Rest box must be filled.
  • Low-scoring game total after four rounds The four low-scoring rounds added together. The highest total wins.

Count the cards for one round 7

  • Jokers in your books and melds (50 each) Count every joker your side has on the table, in finished books and in melds still open.
  • Twos and aces on the table (20 each) A two is wild and an ace is not, but both are worth 20.
  • Eights up to kings on the table (10 each) Eights, nines, tens, jacks, queens and kings. Stack them in tens and each stack is 100.
  • Fours up to sevens on the table (5 each) Fours, fives, sixes and sevens. Threes are never melded, so none are counted here.
  • Hand and foot card points on the table What your melded cards are worth before anything is taken off. Cards inside a book count here as well as earning the book bonus.
  • Cards caught in hand and foot (taken off) Add up everything both partners still hold at the same values, black threes at 5 each, and type it as a plain number. A foot that was never picked up counts in full.
  • Card count to type in the round's Cards box Melded card points minus the cards you were caught with. This is the number for the Cards box on the four-round sheet.

Scoring key 12

  • Clean book: seven of a rank, no wild cards Turn a red card to the top to mark it. Some rule sheets say pile or canasta for a book. The bonus comes on top of the cards inside.
  • Dirty book: seven with one or two wild cards Turn a black card to the top to mark it. In the partnership rules real cards must outnumber wild cards two to one, so a book of seven holds two wild cards at most. Some tables allow three.
  • Wild book: seven twos and jokers Marked with a joker or a two on top. Some printed rules do not allow a meld made only of wild cards, so agree before round one.
  • Going out in hand and foot The side that goes out adds 100. If the stock runs out first the round ends there and nobody gets it.
  • Red threes: plus 100 on the table A red three laid face up with your melds is plus 100. One still in your hand, or in a foot you never picked up, is minus 100. Some tables count every red three against you, at 300 or 500 each: take those off the Cards box and leave Red 3s empty.
  • Opening meld: card values only 50 in round 1, 90 in round 2, 120 in round 3 and 150 in round 4. Book bonuses and red threes do not count, so seven sixes are only 35. When you pick up the discard pile, only its top card counts toward the opening meld.
  • Hand and foot card values Joker 50. Two or ace 20. Eight up to king 10. Four up to seven 5. A black three cannot be melded and costs 5 if you are caught with it.
  • Cards left in hand and foot count against you Card values count for you once melded and against you if they are still in your hand or foot when the round ends.
  • To go out: two clean, two dirty, one wild In the four-player partnership game your side needs those five books, your partner must have played from the foot, and you must ask your partner and accept the answer. Other rule sets ask for less, such as one clean and one dirty book.
  • Decks: the number of players plus one Four players use five decks with jokers, 270 cards. The partnership rules deal a hand of 13 and a foot of 13. Many tables deal 11 and 11.
  • Low-scoring game: clean 300, dirty 100 A version for players without partners. There are no wild books, a red three is discarded at once and costs 500 if you are caught with it, going out is 100, and dealing yourself exactly 22 cards earns 100.
  • Four rounds make a game The deal passes to the left each round. After round 4 the highest total wins.

How this list was compiled: Written for this site. Hand and foot has no single rule set, so the main sheet prints the four-player partnership rules at https://www.pagat.com/rummy/handfoot.html, checked on 2026-09-18 and again on 2026-09-19: opening melds of 50, 90, 120 and 150, clean 500, dirty 300 and wild 1,500, 100 for going out and none if the stock runs out, red threes plus or minus 100, the card values, the two-to-one wild card limit, the books needed to go out, five decks and 270 cards for four players, hands and feet of 13, and four deals to a game. The low-scoring sheet (300 and 100, red threes 500 against, 100 for dealing exactly 22 cards) follows the no-partners rules on the same page. The 11-card deal, the 300 red three penalty and the same 50 to 150 ladder are in the hand and foot section of https://en.wikipedia.org/wiki/Canasta. The word book, the four-natural-card dirty book, the rule against all-wild melds and highest score wins were checked on 2026-09-19 against https://bicyclecards.com/how-to-play/hand-and-foot. The 590 card points in a deck and the ranges built on them were computed. Licence: own work

How it works

This hand and foot score sheet covers all four rounds, with each round's opening meld printed on its row: 50, 90, 120, then 150. Type your clean, dirty and wild books and the sheet adds 500, 300 and 1,500 apiece. A second row takes red threes, going out and your card count.

Read the full guide

Two rows a round: books, then the count

Type a name over Team 1 and Team 2. Partners share a column, and the + after the last one adds a third pair. When a round ends, type your clean, dirty and wild books in its first row. In the second, Red 3s takes the red threes on your table minus any you were caught with. Out takes 100 if you went out. Cards takes what you melded minus what was left in hand and foot. That box can be negative. New game clears the scores and keeps the names. Undo brings them back.

What counts toward 50, 90, 120 and 150

Only card values count toward the opening meld, so seven sixes are 35, not 535. Three queens and a two make round one's 50 exactly. If you pick up the discard pile to open, only its top card counts. Rules vary: many tables deal 11 cards, not 13, and some skip wild books or score every red three against you.

  • Print blank sheet puts the four rounds and the key on Letter or A4. Print this game adds your names and scores. For a PDF copy, pick Save as PDF where you would choose a printer.
  • In the Sheet menu, Count the cards for one round multiplies your jokers, twos and aces, high and low cards. It then takes off what you were caught with.
  • No partners? Low-scoring game: 300 and 100 drops wild books and charges 500 for a red three you are caught holding.

Questions and answers

How many decks does hand and foot use?

Four players use five decks with their jokers, 270 cards. A common rule of thumb is one deck more than the players.

How many books do we need to go out?

It depends on your rules. In the partnership game on this sheet, a side needs two clean books, two dirty and one wild. You must also ask your partner first. Other rule sets ask for one clean and one dirty book. Going out adds 100.

What happens to a foot that was never picked up?

It counts against you in full. Add up its cards, 50 for a joker and 20 for a two or an ace, and take the total off your Cards box. Each red three in it is minus 100, which is why Red 3s can go negative.