Keep the score straight.
Hand & Foot is a great game and a miserable one to score. Piles, red threes, what everyone was caught holding — by round three somebody's arguing and somebody else is doing long addition on the back of an envelope.
This is that envelope, done properly.
WHAT IT DOES
It doesn't deal cards and it doesn't play the game. Your table does that. This keeps the ledger — it walks you through the count-up at the end of every round, does the arithmetic, and shows the running totals so everyone can see exactly where they stand.
EVERYONE SEES THE SAME SCOREBOARD
One person keeps score. Everyone else taps Join, types a six-character code, and watches the same scoreboard on their own phone — no more passing one handset round the table or trusting the person holding it. Or send the round to the group chat as a picture when the hand ends.
YOUR HOUSE RULES, NOT SOMEBODY ELSE'S
House rules vary more in Hand & Foot than almost any other card game, so all of them are yours to set: what a clean pile is worth, what a dirty one pays, the opening meld for each round, how many piles you need before you can go out, how many rounds you play. Save your table's set once and every new game starts with it.
TEAMS OR EVERYONE FOR THEMSELVES
Partnerships from four to ten players, or solo play from two to six. It tells you how many decks to shuffle.
TWO WAYS TO COUNT
Most tables take the cards left in hand off the cards on the table before counting, then enter one number. Others log each player's leftover hand separately so you can see who cost the team what. Both work — pick at setup.
And if your group would rather do their own arithmetic, there's a mode that just takes the round total and keeps the running tally.
ON EVERY SCREEN YOU OWN
iPhone, iPad and Apple Watch. Stand the iPad in the middle of the table and everyone can see the standings and the round-by-round grid at once. Glance at your wrist when the phone is across the table under somebody's Foot.
THE RULES ARE IN THE APP
The full ruleset, written to be read at a table mid-argument. Card values, melds and piles, red threes, getting into your Foot, going out, and the house rules worth agreeing on before you start rather than after.
NOTHING GETS LOST
Every game is saved. Miscounted a round? Undo brings it back as an editable draft instead of making you retype it. Need to stop early because people want to go home? Finish the game where it stands and whoever's ahead wins — or pick it back up next week.
Built by people who play this game and got tired of the envelope.
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