From 23a459cd1040b2d145f80105427f3fc113acbd07 Mon Sep 17 00:00:00 2001 From: Michael Chan Date: Fri, 29 Dec 2023 20:07:19 -0800 Subject: [PATCH] grammarly --- chan.dev/src/content/posts/hand-and-foot.md | 48 ++++++++++----------- 1 file changed, 24 insertions(+), 24 deletions(-) diff --git a/chan.dev/src/content/posts/hand-and-foot.md b/chan.dev/src/content/posts/hand-and-foot.md index 18e9e7c6..87a69fa1 100644 --- a/chan.dev/src/content/posts/hand-and-foot.md +++ b/chan.dev/src/content/posts/hand-and-foot.md @@ -1,5 +1,5 @@ --- -title: Hand and Foot (alterered) +title: Hand and Foot (Roth family rules) publishDate: 2023-12-29 references: - https://bicyclecards.com/how-to-play/hand-and-foot @@ -15,8 +15,8 @@ This document: - Is based on the Roth family house rules for [Hand and Foot][]. - Includes references and maps to traditional gameplay. -- Is written as a glossery of termonology and practices. -- Hoists figures (with scoring values) the top, for easy access. +- Is written as a glossary of terminology and practices. +- Hoists figures (with scoring values) for easy access. ## Contents @@ -55,7 +55,7 @@ This document: ## ๐ŸŽŸ๏ธ Point Minimums -At the start of each round, teams determine the mimimum points required to [go in](#๐Ÿ‘‰-go-in). +At the start of each round, teams determine the minimum points required to [go in](#๐Ÿ‘‰-go-in).
@@ -82,7 +82,7 @@ Each player brings one deck of cards to construct a card stock (game deck). ## ๐ŸŽฐ The Deal (draw) To start each round, players draw `22` cards. -Drawing `22` cards in a single cut, is worth a `100` points bonus.[^*] +Drawing `22` cards in a single cut is worth a `100` points bonus.[^*] Cards are divided into two `11` card decks: ["hand" and "foot"](#โœ‹๐Ÿฆถhand-and-foot). @@ -111,21 +111,21 @@ Draw two cards from the [stock pile](#๐Ÿ—๏ธ-build-the-stock-game-deck). **OR** -[Talk the discards](#๐Ÿ—‘๏ธ-take-discards). +[Take the discards](#๐Ÿ—‘๏ธ-take-discards). ## ๐Ÿ—‘๏ธ Take Discards -If the top card of the discard pile is a natural card (4-A) _and_ matches at least one card in your hand, you may draw from the discard pile. +If the top card of the discard pile is natural (4-A) _and_ matches at least one card in your hand, you may draw from the discard pile. -- Reveal your card that matchs the top discard. +- Reveal your card that matches the top discard. - Take the top seven cards. -- You must be able to make a new, clean book with that top card. -- If you are not able to make a clean book, you will be penalized. +- You must be able to make a new, clean meld with that top card. +- If unable to make a clean book, you receive a penalty. _Current house penalty:_ - Your turn is skipped (including discard). -- Return all drawn cards to the discard pile (in their same order). +- Return all drawn cards to the discard pile (in the same order). - Take a `100` point penalty. ## ๐Ÿ’ฟ Meld @@ -136,14 +136,14 @@ Melds may include [wilds cards](#๐Ÿƒ-card-values), to form [Black books](#๐Ÿ““- ## ๐Ÿ“š Books -Books are melds with `7` (or more) cards. +Books are melds of `7` (or more) cards. - [Red books](#๐Ÿ“•-red-book) include `7` or more natural cards. - [Black books](#๐Ÿ““-black-book) include _exactly_ `7` natural _and_ wild cards, with no more than `3` wilds. ## ๐Ÿ“• Red Book -_AKA: "Clean book", "Open book"._ +_AKA: "Clean book" or "Open book"._ - `7` or more natural cards. - "Open" to melding. @@ -151,7 +151,7 @@ _AKA: "Clean book", "Open book"._ ## ๐Ÿ““ Black Book -_AKA: "Dirty book", "Closed book"._ +_AKA: "Dirty book" or "Closed book"._ - Exactly `7` natural _and_ wild cards. - At most `3` wild cards. @@ -160,18 +160,18 @@ _AKA: "Dirty book", "Closed book"._ ## ๐Ÿ‘‰ Go In -A player "goes in" when they can create, or contribute, to melds. with their total number of contributed cards being above the points minimum. +A player "goes in" when they can create new melds or contribute to existing ones. The total point value of contributed cards must be above the team's points minimum. ## ๐Ÿ‘ˆ Go Out -A player "goes out" they discard the final card of their foot โ€”ย ending the round. +A player "goes out" when they discard the final card of their foot โ€”ย ending the round. A player may not go out until: - All teammates are in their foot. - The team has developed [4 Black Books](#๐Ÿ““-black-book) and [5 Red Books](#๐Ÿ“•-red-book). -Before going out, a player may ask their team "can I go out?" Teammates are allowed to respond only with "yes" or "no" โ€”ย avoiding [table talk](#๐Ÿ—ฃ๏ธ-table-talk). +Before going out, a player may ask: "Can I go out?" Teammates are allowed to respond only with "yes" or "no" โ€”ย avoiding [table talk](#๐Ÿ—ฃ๏ธ-table-talk). ## ๐Ÿ—ฃ๏ธ Table talk @@ -181,30 +181,30 @@ Every house has a different understanding of what constitutes table talk. I find that strategic players enjoy playing strategic (educational) games. In these cases, [general strategy](#๐Ÿ—บ๏ธ-general-strategy) is not considered table talk. Because strategic games aren't won on general strategy. -Here are a few things that are invariable considered table talk: +Here are a few invariable things considered table talk: - Correcting (or "helping") a teammate place their move. - This includes asking suggestive questions like "Did you want me to place this on the dirty meld or create a new clean meld?" - Asking teammates to decide between two options. -- Communicating about a move with the intent to suggest the composition of your hand "I really want to pick that discard upโ€ฆ" +- Talking about a move in a way that reveals the composition of your hand: "I really want to pick that discard upโ€ฆ" - Inquiries about the makeup of the discard pile. ## ๐Ÿ—บ๏ธ General Strategy Here are some baseline strategies for being a good teammate: -- It's generally advantagous to open options for teammates. +- It's generally advantageous to open options for teammates. - Creating [Red Books](#๐Ÿ“•-red-book) doesn't cost your team because they can continue to play melds on them. - Creating [Black Books](#๐Ÿ““-black-book) should be reserved for: - [Going in](#๐Ÿ‘‰-go-in). - [Going out](#๐Ÿ‘ˆ-go-out). - Increasing your score before your opponent [goes out](#๐Ÿ‘ˆ-go-out). -- Avoid discarding cards that you know your opponent can play โ€”ย especially when you know there are duplicates in the top 7. See [Take Discards](#๐Ÿ—‘๏ธ-take-discards). -- When deciding whether to contribute to dirty meld or create a new, clean meld, consider the following: +- Avoid discarding cards that your opponent can play โ€”ย especially when you know there are duplicates in the top 7. See [Take Discards](#๐Ÿ—‘๏ธ-take-discards). +- When deciding whether to contribute to a dirty meld or create a new, clean meld, consider the following: - Is it early or late in the game? - How near to completion is the dirty meld? - What is the composition of the dirty meld? Can it be completed with wilds? - - Does the opponent also have melds for this card โ€”ย making it unclikely to be closed? -- [Taking the discards](#๐Ÿ—‘๏ธ-take-discards) is best employed when you can create a meld for a card value you don't have available. + - Does the opponent also have melds for this card โ€”ย making it unlikely to be closed? +- [Taking the discards](#๐Ÿ—‘๏ธ-take-discards) is best employed when creating new melds for card values you don't already have. ---