Hand Card Game Rules: How to Play Hand & Saudi Hand

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Hand (هاند) is one of the most-played card games in the Arab world: a fast Rummy game where you race to empty your hand while your opponents get stuck with penalty points. This guide covers the Hand card game rules exactly as they work on Kroot, including the Saudi Hand and Hand Partners modes. Once you know the basics, you can play Hand free on Kroot against friends or bots.

What is Hand?

Hand is a draw-and-discard melding game from the Rummy family. The classic version is a favourite in Jordan, Lebanon and Palestine, while Saudi Hand is popular in Saudi Arabia and the Gulf. There are no tricks and no trumps: each turn you draw, lay down combinations and throw one card away. (It is not the American “Hand and Foot”.) If you like melding games, also see how to play Banakil, its team-based cousin.

Players and cards

Objective

Empty your hand by melding and laying off. The first player to go out ends the round with a bonus; everyone else pays for the cards they still hold. After 5 rounds the lowest total wins, so negative is good.

How a turn works

The opener starts the round by discarding one card to create the fire pile, without drawing (they already hold 15). After that, every turn has three steps:

  1. Draw one card from the top of the stock or the top of the fire pile.
  2. Meld (optional): lay down new melds, lay off cards onto melds on the table, or swap out a Joker. Laying off and swaps are only allowed after you have opened.
  3. Discard one card onto the fire pile. Every turn ends with a discard.

Taking from the fire pile has a condition: you must use that card the same turn in a brand-new meld with at least two cards from your hand. If you have not opened yet, the melds you lay that turn must total 51 or more. On Kroot the pickup is tentative, so if the meld does not work you can put the card back and draw from the stock instead.

Turns are timed. If your clock runs out, Kroot plays a safe automatic turn for you, and if you disconnect, an AI player holds your seat.

Melds: sets and runs

A meld is 3 or more cards laid face up:

The 51-point opening

The first time you lay cards down in a round, the melds you place that turn must total at least 51 points. You can combine several melds: K♠ Q♠ J♠ (30) plus 7♥ 7♦ 7♣ (21) opens with exactly 51. Lay-offs do not count toward 51, and you cannot lay off until you have opened. Once open, you can meld freely and add cards to any meld on the table, including your opponents’.

Swapping a Joker

After opening, if you hold the real card a tabled Joker represents, you can swap it in and take the Joker.

Winning a round: going out

You go out by melding or laying off every card except one, then discarding that last card. You can never meld your final card, and you cannot go out on your first turn of a round. When someone goes out, the round ends and is scored.

Going “Hand” (هاند!) means laying down your entire hand in a single turn, all in fresh melds of your own, having not melded earlier in the round and without laying off or swapping a Joker. A Hand doubles every score in the round.

If the stock runs out, the fire pile is shuffled into a new stock, up to three times per round. On a fourth exhaustion the round is scored as it stands, with no winner and no -30 bonus.

Scoring and penalties

CardPoints
2 to 10Face value
J, Q, K10
Ace11
Joker left in hand15
ResultNormal roundHand round (doubled)
Player who went out-30-60
Opponent who had openedValue of cards left in handDouble that value
Opponent who never opened+100 (cards not counted)+200

Scores double exactly once: a Hand winner gets -60, never -120. Example: A goes out, B has opened and holds K♠, 4♦ and a Joker (+29), C holds two Aces (+22), and D never opened (+100). Had A gone Hand, the round would read -60, +58, +44 and +200.

Match end: a game lasts 5 rounds and the lowest total wins. Ties go to whoever went out in more rounds, then to whoever collected fewer penalty points.

Modes on Kroot

When you create a room you pick one of three modes.

Hand

The standard rules above: 2 to 4 players, each for themselves, with a flat 51-point opening.

Saudi Hand (هاند سعودي)

Same cards and scoring, with three changes:

Hand Partners (هاند شراكة)

Four players, two teams, partners opposite. Each player must still open with their own 51. When one partner goes out, the team scores -30 (or -60 for a Hand) and the other partner’s cards are not counted, even if they never opened. The losing team adds both players’ penalties, so a Hand against two unopened opponents costs them +400. The lowest team total after 5 rounds wins.

Strategy tips for beginners

Play Hand online

Ready to try it? Play Hand free on Kroot in your browser. Tap Quick Play to face bots instantly, or create a room in any of the three modes and share the room code with friends. Empty seats fill with AI players, spectators can watch, and the game works in Arabic and English.

Frequently asked questions

How many players can play Hand?

Hand is traditionally played by 2 to 5 players. On Kroot, Hand and Saudi Hand tables seat 2, 3 or 4 players, and Hand Partners is always 4 players in two teams of two.

Is Hand like Rummy?

Yes. Hand is a Rummy-family game: you draw and discard one card per turn and build sets and runs. Its signature twists are the 51-point opening meld and the Hand finish, which doubles every score in the round.

What is the difference between Hand and Saudi Hand?

Saudi Hand uses the same cards, turns and scoring, but the opening bar rises: each player who opens must beat the previous opener's total by at least one point. An Ace played low in an A-2-3 run also counts as 1 instead of 11.

What does it mean to go Hand?

Going Hand means laying down your whole hand in a single turn, all in new melds of your own, without having melded earlier in the round. You score -60 instead of -30 and every other player's penalty is doubled.

How many rounds are in a game of Hand?

A game of Hand lasts 5 rounds. Scores are added up after each round and the player or team with the lowest total wins.

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