This "quick tutorial" introduces the general idea of a call and explains the most common cases. It does not explain or illustrate all cases. For additional details and/or examples, refer to the links in the "MORE INFO" box.
Any Hand is a concept. Concepts are not calls themselves -- they don't define a particular action. Instead, they are added to a call, spoken as a prefix, before the call, to modify the way that the call works.
Any Hand is used with calls that consist of a sequence of arm turns, starting with the right hand. It means that, instead of starting with the right hand, the dancers in each mini-wave start the call, with whichever hand they have. They then switch to their other hand, whichever that is, for the next part of the call.
Typically for one or more of the remaining parts the dancers will find themselves as a couple, rather than as a mini-wave. Since they can't do an arm turn in a couple, they do another action instead.
If they would normally do an arm turn 1/2, instead they do a Partner Trade. For example, from an inverted line, for an Any Hand Swing Thru (Swing Thru normally being right 1/2, left 1/2), each half of the line does an arm turn 1/2, and then the centers trade.
If they would normally do an arm turn 1/4 or 3/4, they do a Cast Off that fraction instead. For example, from an inverted box, for an Any Hand Remake (Remake normally being right 1/4, left 1/2, right 3/4), each mini-wave turns 1/4, the centers of the resulting line trade, and then each half of the line does a cast off 3/4.
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