Objective #
Hand is a rummy-family card game. In every round the goal is to get rid of all your cards before your opponents, by forming legal melds (runs and sets) or by adding to melds already on the table once you have met the opening requirement, and then discarding your last card.
The match winner is the player (or team) with the lowest cumulative score after the agreed number of rounds (3, 5, 7 or 9). In Hand, points are penalties: the fewer, the better.
Players and the four variants #
Hand comes in four variants that share most rules and differ in player count, partnerships and how the opening works:
| Variant | Players | Partnership | Opening requirement |
|---|---|---|---|
| Hand Classic | 2, 3 or 4 | No (everyone for themselves) | 51 or more for each player |
| Hand Partnership | 4 only | Two teams of 2 | 51 or more for each player personally |
| Saudi Hand | 2, 3 or 4 | No | 51 for the first, then the bar rises after each opening |
| Saudi Hand Partnership | 4 only | Two teams of 2 | The opening belongs to the team; 51 for the first team, then the highest opening + 1 for the other team |
There is no fifth player. The host chooses the number of rounds before the match starts: 3, 5, 7 or 9. It cannot be changed once the match has begun.
The deck #
- Two standard 52-card decks, i.e. 104 cards.
- Two Jokers.
- A total of 106 cards.
- Every card exists twice (for example two 9♥), and the two copies are treated as two separate physical cards.
Dealer and the deal #
- Each player is dealt 14 cards.
- The player on the dealer's right receives a fifteenth card and starts the round.
- The remaining cards are placed face down as the draw pile (stock).
- The player holding 15 cards begins by discarding one card to the fire pile; normal turns then follow.
- Play goes counterclockwise.
- The first dealer is chosen at random and fairly; in later rounds the deal moves to the next seat in a fixed order.
Your turn #
A normal turn has three steps:
- Draw one card: either from the draw pile or the top card of the fire pile (the discard pile).
- Do whatever you wish that is allowed: lay down melds, add to melds, or replace a Joker.
- Discard one card to the fire pile to end your turn, unless the round has legally ended because you got rid of all your cards.
Only the top card of the fire pile is available. The fire pile is visible to everyone.
You may not throw back, in the same turn, the card you have just taken from the fire pile (that would be a free pass).
Taking from the fire pile #
- If you are not opened (or your team is not opened): taking the fire card obliges you to make a legal opening in the same turn. You may not end the turn (discard) before meeting the opening requirement.
- If you are already opened: you take the top fire card and continue your turn normally, with no new opening requirement.
- When you take it while unopened, the taken card becomes part of your hand and can be used in the opening.
Legal melds #
Run
- 3 or more cards of the same suit in consecutive ranks.
- Valid: 5♥ 6♥ 7♥. Invalid: 5♥ 6♦ 7♥.
Set
- 3 or more cards of the same rank in different suits.
- Example: 9♠ 9♥ 9♦.
- Playing with two decks does not allow two copies of 9♥ to count as two different suits in the same set; suits inside a set must all differ.
- A set holds at most 4 cards (one per suit).
You can form more than one meld in a turn. Any addition to a meld must result in a fully legal meld, not merely a legal added card on its own.
The Joker #
- A Joker stands in for a missing card inside a run or set.
- At most one Joker is allowed per meld. In a run the Joker may sit at either end.
- Inside a meld the Joker is worth the value of the card it represents, and the game records which card it represents.
- Joker replacement: once you have opened, you may take a Joker out of a meld by putting the correct natural card in its place; the Joker returns to your hand and can be used again in the same turn. In a run the card must be exactly the card the Joker represents; in a set it must be a suit missing from the set.
- If the Joker is in a set of two natural cards of the same rank, it can be recovered only once the set's required legal state is completed, and the move must never leave the table in an illegal state.
- A Joker left in your hand at the end of the round counts 15 points.
The opening #
- The opening is a player's (or team's, depending on the variant) first legal lay-down. The total value of the new melds you lay down must reach the required threshold.
- You may open with several melds in the same turn.
- All opening melds submitted together are accepted together or rejected together. If one meld is illegal you stay unopened and the table is unchanged.
- Before opening you may not add to melds or replace Jokers.
- After opening the requirement is not imposed again: you may form new legal melds, add to any legal meld on the table (your own, your partner's or the opponents'), replace Jokers, and take the fire card and play normally.
The opening value is the sum of card values in the melds (see 'Card values'). A Joker counts as the card it represents. The threshold for each variant is given in the variant sections below.
Card values #
| Card | Value |
|---|---|
| 2 to 10 | Face value |
| J, Q, K | 10 |
| A (Ace) | 11 (in the two Saudi variants it is 1 only when it opens an A-2-3 run — see the variants) |
| Joker inside a meld | The value of the card it represents |
| Joker left in hand at round end | 15 |
These values are used for the opening total and for the cards left in hand at the end of a round.
Round scoring (individual play) #
The round ends immediately when a player's card count becomes zero after a legal move; no later moves are accepted. Then:
| Situation | Points |
|---|---|
| The player who went out (normal finish) | −30 |
| A player who opened earlier and did not go out | + total value of the cards left in hand |
| A player who never opened | +100 |
Each round's points are added to the player's cumulative total. Every round result is kept in detail (opened or not, value left in hand, type of finish, multiplier).
The Hand finish #
A Hand happens when you lay down all your cards in a single turn without adding to other players' melds. In detail: you played nothing in your earlier turns of the round, you put nothing on another player's meld (no extension and no Joker replacement), and you go out in this turn (the final discard counts).
| Situation on a Hand | Points |
|---|---|
| The winner | −60 |
| Everybody else: the normal penalties | Doubled (x2) |
| A player who never opened | +200 |
When the draw pile runs out #
If the draw pile runs out: the top card of the fire pile stays where it is, and the older fire cards are shuffled into a new draw pile (up to 3 times). If the round still cannot continue, it is declared a no-contest: every score is zero.
Ending the match and ties #
- The chosen number of rounds is played (3, 5, 7 or 9).
- The winner has the lowest cumulative total.
- If there is a tie for the lowest total after the last scheduled round, a deciding round is played, and deciding rounds repeat until the tie is broken.
Prepared area and the opening counter #
The ERAM app gives you a prepared area above your hand to arrange melds before laying them down; it does not change the rules.
- Drag cards from your hand into the area, build several candidate melds, rearrange, move a card between melds, return any card to your hand, and clear one meld or the whole area.
- Green = the meld is valid, red = invalid, neutral = still incomplete.
- Before opening a counter shows, for example, 47 / 51 with 'you need 4 more points'; in the Saudi variants, for example 61 / 65.
- Cards in the area remain in your hand until you press Submit and the check accepts it.
Beginner tips #
- Taking a fire card while unopened obliges you to open in the same turn; make sure your hand reaches the threshold before you take it.
- A player who has not opened by the end of the round pays +100, far more than any single card; so do not delay opening without reason.
- The round ends the moment someone goes out, so every high card left in your hand is a potential penalty once you have opened.
- A Joker left in hand costs 15 points; use it in a meld or replace it legally.
- Watch the melds on the table: after you open you can add to any meld, including the opponents'.
- If you can go out in a single turn without adding to anyone else's melds, you score a Hand and get −60.
- Use the prepared area and watch the green/red colours and the opening counter.
Glossary #
- Draw pile / stock — the face-down cards you draw from.
- Fire pile — the visible discard pile; only the top card can be taken.
- Opening — a player's or team's first legal lay-down.
- Meld — a run or set laid on the table.
- Run — 3+ consecutive cards of the same suit.
- Set — 3+ cards of the same rank in different suits.
- Extension — adding a legal card to an existing meld after the opening is done.
- Hand — going out from a full hand in one turn without adding to other players' melds.
- Prepared area — a space to prepare melds before submitting them.
- Opened — a player (or team) has completed the opening.
- Deciding round — an extra round played to break a tie.
Rules by variant
2 to 4 players, everyone for themselves, a 51 opening for each player.
Hand Classic: players #
2, 3 or 4 players, no partnerships; everyone plays for themselves.
Hand Classic: opening requirement #
Each player's first opening must total 51 points or more across the new melds. The threshold is fixed (51) for every player and does not change when others open.
The Ace (A) is always worth 11.
Examples: 10♥ J♥ Q♥ K♥ = 40 and 4♠ 4♥ 4♦ = 12, total 52, so the opening is valid. At 47/51 the counter says 'you need 4 more points' and Submit stays disabled. If the total is 70 but one meld is 5♥ 6♦ 7♥, the opening is rejected because that meld is illegal. Joker example: 8♠ 9♠ Joker J♠ — the Joker represents 10♠ and is worth 10.
Hand Classic: scoring examples #
Normal finish: A goes out: −30. B opened and holds K, 8, 3: +21. C never opened: +100. D holds a Joker and an Ace: 15 + 11 = +26.
The same round as a Hand: A = −60, B = +42, C = +200, D = +52.
4 players in two teams, a personal 51 opening for each player, team scoring.
Hand Partnership: players and teams #
Exactly 4 players in two teams (2 vs 2); partners sit opposite each other.
Hand Partnership: opening requirement #
The opening is personal: each player must reach 51 or more on their own. A partner's opening does not excuse a teammate from their own 51. The Ace is always 11. Taking the fire card before you have opened personally obliges you to open in the same turn; after you have opened personally you take it and play normally. After opening you may add to any meld, including your partner's and the opponents'.
Hand Partnership: scoring #
- If a team member goes out normally: the winning team scores −30 (recorded once, on the player who went out; his partner gets 0); on a Hand: −60.
- The losing team: each member is scored by the normal rules (opened: value left in hand; unopened: +100) and the two results are added to give the team's result. On a Hand these penalties are doubled (unopened +200).
- The winner's partner's cards are not a penalty; his team is the team that ended the round.
- Standings are the team totals; both members win or lose together, and a tie is settled with deciding rounds.
Example: Team A goes out normally: −30. Team B: one player holds +18, the other never opened +100, so Team B = 118.
The bar starts at 51 then becomes the last accepted opening + 1; the Ace can be 1 in A-2-3.
Saudi Hand: players #
2, 3 or 4 players, no partnerships; every player is independent.
Saudi Hand: the rising threshold #
- The first player to open needs 51 or more.
- After any accepted opening, the requirement for the next unopened player is the value of the last accepted opening + 1 (the value actually accepted, not 51 + 1). Example: an opening of 57 makes the next requirement 58; if the next player opens 64, the requirement becomes 65.
- The threshold returns to 51 at the start of every round.
- The counter follows the current threshold: with the bar at 65 and 61 prepared you see '61 / 65' and 'you need 4 more points'; exactly 65 prepared is valid.
- Taking the fire card while unopened obliges you to open at the current threshold. If the threshold changed before you submit, an opening based on the old threshold is rejected.
Saudi Hand: Ace value and scoring #
- The Ace is worth 11, except inside a run that starts with it (A-2-3 ...), where it is worth 1 (also when a Joker stands for it). In Q-K-A, in sets of Aces and for Aces left in hand it is worth 11.
- Scoring is as in individual Hand: normal winner −30, an opened player adds the value left in hand, an unopened player +100, and a Hand makes the winner −60 and doubles the penalties (unopened +200).
- The essential difference from Classic is the rising opening threshold, not the final winning system.
Team opening: 51 for the first team, the highest opening + 1 for the other.
Saudi Hand Partnership: players and teams #
Exactly 4 players in two teams (2 vs 2). Here the partnership also affects the opening: the opening belongs to the whole team.
Saudi Hand Partnership: team opening #
- The first team to open needs 51 or more.
- The second team needs the first team's opening + 1 at least (the value actually accepted). Example: Team A opens 62, so Team B needs 63 or more; 62 is rejected and 63 accepted.
- When either member of a team opens, the whole team becomes opened; the opening requirement is not imposed on the teammate, and he is not charged +100.
- The threshold returns to 51 at the start of every round.
- Taking the fire card while your team is unopened obliges you to open in the same turn at the team's current threshold; if your team is opened you take it and play normally.
- Ace: 11, and 1 only in a run starting A-2-3 (as in Saudi Hand).
Saudi Hand Partnership: scoring #
- The team that goes out normally: −30 (once, on the player who went out; his partner 0). On a Hand: −60.
- The losing team = the sum of its two members' penalties (opened: value left in hand; unopened: +100). On a Hand the penalties are doubled.
- Members of an opened team are not charged +100, because the opening belongs to the team.
- Standings are team totals; both members win together, and a tie is settled with deciding rounds.