Canasta For 2

Canasta For 2 Spielregeln

Abweichungen zu Grundregeln einfaches. Canasta wird mit 2 Paketen Rummykarten zu je 52 Blatt gespielt und mit 4 Jokern (hier "echte" Joker genannt), insgesamt also mit Karten. (Anmerkung: Da. eine Meldung wie K-K ist nicht gestattet. Legt ein Spieler eine Karte ab, die der nachfolgende Gegner an ein bereits. Zahl der Spieler. Canasta kann von 2 bis 6 Teilnehmern gespielt werden, am besten jedoch zu 4 Spielern. Ziel des Spielers. Möglichst bald einen oder mehrere. Kurz & Bündig erklärt: das Kartenspiel Canasta ›› Mit Spickzettel der Regeln als PDF (1 Seite) für Anfänger ‹‹ Angefangen bei der Anzahl der Karten über Geben​.

Canasta For 2

Zahl der Spieler. Canasta kann von 2 bis 6 Teilnehmern gespielt werden, am besten jedoch zu 4 Spielern. Ziel des Spielers. Möglichst bald einen oder mehrere. 2 Spieler Feld. Im 2-Spielermodus ist das Spielfeld horizontal in der Mitte geteilt. Jeder Spieler hat seinen Ablagebereich vor sich. Im Mittelbereich, durch Linien. Das Kartenspiel Canasta ist ein Kartenspiel, welches mit 4 Personen in 2 Partnerschaften gespielt wird. Entgegen dem Spiel Doppelkopf oder Schafkopf sind.

Canasta For 2 Video

How to play Canasta Wenn Sie 2 Siebener in Ihrem Blatt haben, können Sie diese zusammen mit der Sieben vom Ablagestapel an Ihre Meldung anlegen (wodurch Sie ein Canasta. Canasta wird mit 2 * 52 Karten und 4 Jokern gespielt. Canasta ist eigentlich ein 4er Spiel, wobei 2 Spieler immer eine Partnerschaft bilden. Sie sitzen sich immer​. Das Kartenspiel Canasta ist ein Kartenspiel, welches mit 4 Personen in 2 Partnerschaften gespielt wird. Entgegen dem Spiel Doppelkopf oder Schafkopf sind. 2 Spieler Feld. Im 2-Spielermodus ist das Spielfeld horizontal in der Mitte geteilt. Jeder Spieler hat seinen Ablagebereich vor sich. Im Mittelbereich, durch Linien. Canasta: Die Vorbereitung vor dem Spiel. Canasta wird mit zwei Blatt zu je 52 Karten und vier Jokern gespielt, also mit insgesamt Karten. Sie. Canasta For 2

Canasta For 2 - Canasta: So funktioniert das Melden

Auch wenn er mehr als Punkte auf der Hand hält, muss er ablegen. Wenn eine Karte gemeldet wurde, darf diese nicht mehr die Hand zurückgenommen werden. Auch ein bereits geschlossenes Canasta kann noch ergänzt werden, wenn eine Karte der gleichen Art gezogen wird und dann unter den geschlossenen Stapel gelegt wird. Schwarze Dreier dürfen abgelegt werden, und hindern den nächsten Spieler daran, den Ablagestapel aufzunehmen. Zu den natürlichen Karten zählen alle anderen - von der Vier bis zum Ass. Die roten 3en gelten auch nicht als Erstmeldung und sie zählen auch nicht zu den Mindestpunktewerte. Eine Meldung aus 4ern, 5ern, 6ern, 8ern, 9ern, 10ern, Buben, Damen oder Königen besteht aus mindestens drei und höchstens sieben Karten des entsprechenden Werts.

A frozen pile cannot be picked up unless the player has at least 2 of the card being picked up in his hand. Of course, this means he may NOT use cards already melded to account for the two cards in this pick-up.

Ultimately, the player that reaches the target score typically points first is the winner. In addition, the player with the most points at the end of the game is the winner if both go over points in the same round.

Scoring comes in both bonus points and card points. The rules for Canasta change slightly based on the number of players in the game.

It can be played with 2, 3, or 4 players. Note, the rules listed above were written specifically for 2 player Canasta. Ultimately, the rules for how to play Canasta are pretty similar for each variation, with just minor changes as noted below for 3 or 4 players.

Canasta can also be played with 3 players. This is great because there are not a lot of 3 handed card games.

In 3 player Canasta, each is dealt just 13 cards so there are enough left in the deck for game play.

To clarify, the player to the right of the deal cuts and the player to his left goes first. Of course, play goes around the table in a clockwise motion.

The Canasta requirement for going out in 3 player Canasta is reduced to only 1. Besides these modifiers, the rest of the standard rules apply to this form of the game as well.

This time, each time just has 2 players rather than one. In this case, players opposite of each other are on a time. Each players is dealt only 11 cards on the deal.

Similarly to 3 player Canasta, the player to the left of the dealer cuts, and the player to his right goes first. Again, play continues around the table in a clockwise motion.

All other rules are consistent with the standard variation. The first and most important tool in Canasta is the cards.

Most importantly, you need a dual deck of cards with all Jokers. Buying a ready-made set of Canasta cards like this one is great because you know all the cards are there, but the also mark the cards with the point values.

This makes it very easy to count points at the end of the hand. In addition, Canasta Set comes with a revolving tray for both the remaining deck and also the discard pile!

Shuffling cards can be a difficult task when playing Canasta since there are cards essentially 2-decks of cards , especially if you have small hands.

Growing up, we always had a card shuffler that accommodated at least 2 decks of cards at once. This allows for anyone to stack the cards and then just press a button while the shuffler does all the work.

In some longer hands of Canasta, you can sometimes get ish cards in your hand at one time and that makes it very difficult to see each of them without this handy tool!

A blank sheet of paper does just fine. This score book not only lets you do that, but also keeps a reference of the rules handy within it, just in case a dispute pops up during a game :.

Baiting someone as a Canasta strategy is when you play a card that is prevalent in your hand, preferably early on in a hand.

This tactic may work better against more experienced players. When your opponent melds a lot of points early in the hand, freezing the pile might put that player at a disadvantage for much of the remainder of that round.

This is especially true if it was hard for them to make their meld points, requiring them to lay down nearly everything they had.

But, be careful with this strategy. It can backfire if they are able to pick up the pile with two cards from their hand. They may be getting rid of all their bad cards to go out on you.

If you happen to be far ahead of your opponent in the game and getting close to points, consider playing a more conservative Canasta strategy. Employing the strategy of melding early and often as well as trying to go out as quickly as possible is a great idea.

You have nothing to lose at this point anyway, so you might as well go for it! Some approaches here might include baiting the winning player to pick up the pile early and then freezing it in an attempt to build it up.

One Canasta is the requirement for 3 player card games. These are your points towards going out. It was more mainstream in the U. You can play Canasta with standard playing cards.

There are specialty Canasta card decks at Amazon that make it easier to count points at the end of the game. This is a great place to buy Canasta cards and Canasta card trays.

Click below to share this page with your friends on Facebook or Twitter…. The winners will be the first team to achieve a cumulative score of or more points, or the team that has more points if both teams achieve this on the same deal.

Sometimes a special tray is used to hold the draw and discard piles but this is not essential. The dealer shuffles, the player to dealer's right cuts.

The undealt cards are placed face down in the centre to form a draw pile. No card is turned face up to start a discard pile - the play begins with the discard pile empty.

The ninth card from the bottom of the draw pile is turned at right angles to the pile. This is known as the turn card. During the game, a player who draws the turn card must announce it so that all players know that there are just 8 cards remaining in the draw pile - the "bottom 8".

One procedure for dealing is as follows: when performing the cut, the player to the dealer's right lifts the top part of the deck, deals 8 cards from the bottom of this section into the draw tray, places the ninth card sideways in the draw tray as the turn card, and finally places the rest of the section on the draw pile.

Meanwhile the dealer takes the cards that were left by the cutter and deals 13 cards to each player, one at a time, placing any remaining cards on top of the draw pile, or taking cards from the top of the draw pile to complete the deal if needed.

The turn to deal passes to the left after each hand. Normally the player to dealer's right also acts as scorekeeper for the hand.

In this game, twos and jokers are wild, and threes are special. The remaining cards, from 4 up to ace, are called natural cards. Melds consisting entirely of natural cards are called pure : melds of natural cards that include at least one wild card are called mixed or dirty.

Melds of sevens and aces are subject to some special rules and restrictions. Melds consisting entirely of wild cards are also allowed.

Many players refer to all the melds as 'canastas'. In that case a meld of fewer than seven cards is called an ' incomplete canasta ' and a meld of seven cards is a 'complete' or 'closed' canasta.

A meld can never contain more than seven cards. A meld of 4s, 5s, 6s, 8s, 9s, 10s, jacks, queens or kings consists of at least three and not more than of seven cards of the appropriate rank.

Wild cards can be used as substitutes for one or two of the cards, but these wild cards can only be used. So after a team's initial meld, any new melds begun by either member of that team in future turns must be clean until they contain at least five cards.

Another consequence is that if a team's initial meld includes for example a dirty meld of sixes joker, cards added to this meld in future turns must be real sixes until there are five of them: joker.

At that point either a six or a wild card could be used to complete close the canasta. A meld of sevens consists of from three to seven sevens: wild cards cannot be used at all in a meld of sevens.

Note that although there is a large bonus for completing a canasta of sevens, if you start a meld of sevens but fail to complete your sevens canasta you incur a penalty at the end of the play.

A meld of aces must be pure unless it is part of the team's initial meld and includes at least one wild card from the outset.

A dirty mixed meld of aces can initially contain from three to seven cards, including at least two natural aces and not more than two wild cards.

As with other natural melds, a dirty ace meld begun with one wild card cannot have a second wild card added until it contains five real aces.

A meld of aces begun after your team has put down its initial meld cannot include any wild cards. If an ace meld is begun pure whether as part of the team's initial meld or later , no wild cards can be added to it.

A pure meld of fewer than seven aces incurs a penalty at the end of the play. A meld of wild cards consists of from three to seven twos and jokers in any combination.

If your team starts a meld of wild cards, you cannot add any wild cards to any of your other melds until your wild card canasta is complete.

If you have a wild card meld of fewer than seven cards when the play ends, your team incurs a penalty. One team is not allowed to have more than one meld of the same rank.

However, it is possible for both teams to meld the same rank. For example after one team has put down an initial meld of aces with wild cards, the other team may also use aces with wild cards for their initial meld.

When a natural canasta is completed closed , neither team is allowed to begin or add to a meld of that rank. Natural cards that match the rank of a closed canasta are known as dead cards.

However if the opponents have not melded, a closed canasta does not prevent them from including cards of that rank in a special hand.

A normal turn is begun by either drawing the top card from the face-down stock or taking the whole of the discard pile. You can only take the discard pile if you have a pair of natural cards in your hand which are of the same rank as the top card of the discard pile.

You must show your pair and meld these cards with the top discard before taking the rest of the pile into your hand. If your team has not yet melded, you cannot take the discard pile until you have met the initial meld requirement.

It is not necessary to take the discard pile in order to meld. If the top discard matches the rank of one of your partnership's existing melds, you can take the pile if you have a pair of cards of the same rank in your hand and your existing meld has three or four cards.

The new meld of three cards is immediately combined with your existing meld of that rank. If a team has a meld of five or more cards matching the rank of the top discard, they cannot take the pile since this would create a meld of more than seven cards, which is not allowed.

Therefore cards that match the opponents' 5-card or 6-card meld are safe discards: they can be thrown without any risk that the opponents will take the pile.

If you are not going out, you must have at least two cards in your hand after melding: one to discard and one to continue play. In case b although you discard the last card of your original hand, making the initial meld entitles you to draw three or four bonus cards from the deck and use those to continue play.

If you are dealt any threes, red or black, in your initial hand, you should normally begin your first turn by placing all your threes face up in the space that will be used for your team's melds.

You immediately draw an equal number of replacement cards from the top of the stock, and if any of these are threes you lay them out and replace them in the same way, until you have no threes among your 13 cards.

You then begin your normal turn by drawing from the stock or possibly taking the discard pile. If you draw a three from the stock during the game you should normally place it face up among your team's melds and immediately draw a replacement card from the stock.

You then continue your turn by melding if you can and wish to and discarding. If your team has not yet put down its initial meld, it is permissible to retain just one three in your hand, either from the initial deal or one drawn later, for the purpose of collecting a straight - see special hands.

If you choose to keep a three the following rules apply:. If you have been holding a three in your hand and decide you no longer wish to keep it, then during your turn you may lay the three face up in your team's meld area and draw a replacement card from the stock.

The first meld made by each team during a hand is subject to some conditions. There are three possible ways to make a valid initial meld.

The play ends if a player goes out or if the stock becomes depleted so that a player who needs to draw a card cannot do so.

Unless you have completed a special hand , it is not legal in this version of Canasta to go out by melding all your cards - you must have a card to discard at the end of your turn.

This final discard is made face-down, and this is the only case in which a wild card can be discarded. When you are in a position to go out you may, if you wish, first ask your partner's permission.

If you ask, and partner says yes, you must go out; if partner says no, you cannot go out on that turn, and therefore you must keep at least one card in your hand after discarding.

You may ask permission to go out only once in each hand. If you satisfy the conditions for going out, you are free to go out on any turn without consulting your partner.

If you do not satisfy the conditions for going out, you are not allowed to leave yourself without any cards at the end of your turn: you must play in such a way as to keep at least one card after discarding.

It often happens that the end of the stock is reached before anyone has gone out. The player who draws the turn card must announce it, saying "turn card" or "turn", so that everyone knows there are only 8 cards left to draw and no bonus cards are available.

When there are no cards left in the stock, play can continue as long as each player is able and willing to take the previous player's discard.

As soon as someone needs or wishes to draw from the stock, the play immediately ends and the hand is scored. If the last card drawn from the stock is a three the game ends immediately.

The player who drew the three cannot meld or discard and the three will count 5 points against that player's team.

A special hand is a combination of 14 cards which entitles you to go out by exposing your entire hand after drawing from the deck, without discarding.

You are only allowed to put down a special hand if your team has not yet melded any cards. Note that a special hand may include cards matching a closed complete canasta melded by the opposing team - i.

Since a special hand cannot use cards taken from the discard pile this does not prevent dead cards from being safe to discard.

At the end of the play, each team reckons its score for the hand. There are six possible elements to this score, and the way they are combined depends on how many canastas the team has completed.

Note that if a team has at least one completed canasta, the values of their melded cards item 4 are always added to their score, even if these cards form part of an incomplete canasta of aces, sevens or wild cards item 2 for which the team is to be penalised.

Note that if one team goes out with a special hand, the other team scores in the normal way, depending on how many canastas they managed to complete.

Each team reckons its total score for the hand, as detailed in 1 to 6 above. This amount is added to its cumulative total. It is possible for a team to have a negative score for a hand - this will be the case, for example, if they fail to complete a canasta, and in that case their cumulative score will be reduced.

It is possible for a team to have a negative cumulative score. The overall object of the game is to have a cumulative score of or more points.

When one or both teams achieve this, the game is over and the team with the higher score has won. The difference between the teams' scores is the margin of victory.

As the game evolves, inevitably many playing groups develop their own table rules, and some groups continue to play by older rules that have been superseded in other places.

So far as I know there is no single set of rules that is generally accepted as 'correct'. When joining an unknown group of players it is therefore advisable to find out what set of table rules are in force.

Below I list some of the alternative rules that may be encountered: there are probably many others. Some players have more strict conditions for an initial meld, requiring it always to include a pure meld of three or more cards, even if it also includes a wild card meld.

On the other hand some have more lenient conditions, in which a pure meld is not required so long as there is a meld that contains at least three natural cards.

Formerly, some groups did not impose the requirement for a meld of three natural cards at all: any collection of melds that was worth enough points was sufficient.

Some players do not allow the player making the initial meld for their team to take the discard pile, even if they have an additional pair with which to take it.

The pile can only be taken if your side has already made its initial meld before your turn. I have been told that some players allow the discard pile to be taken when making the initial meld for your team, except that if your initial meld includes mixed aces , you cannot use those aces to take a discard pile topped by an ace.

The 'rule of five' is a fairly recent development. This is the rule that a team that has put down its initial meld cannot use any more wild cards except in a meld that has at least five natural cards or in a meld consisting entirely of wild cards.

Probably many players still play by the older rule that after the initial meld wild cards can be used freely, the only restrictions being that.

Even with this older rule, it is still the case that the pile can only be taken if the player has in hand two natural cards matching its top card.

Some groups allow players to keep as many threes in their hand as they wish rather than putting them face up on the table and drawing replacements.

Threes in hand count 5 points each against the team when scoring. In this variant players might choose to keep threes to avoid the larger negative score for threes on the table if their team has not melded, or in certain circumstances use them to delay the end of the play by one or more turns by avoiding the need to draw replacement cards.

Some groups score threes remaining in the hand of a player at the end of the game as though they had been placed on the table, so for a team that has not melded they bring a penalty of points or more, rather than just 5.

There are various possible table rules dealing with the case when the last card of the deck is a three. Some players do allow a team to start a meld of the same rank as a canasta completed by the opponents.

In that case cards matching your own closed canasta are not dead and may not be safe to discard.

Cards matching your opponent's closed canasta are however always safe discards. Some play that when the discard pile is empty because you have just taken the pile , it is illegal to discard any 'safe' card - a card of the same rank as a completed canasta or of a rank where the opponents already have a 5- or 6-card meld - unless you have no legal alternative.

Some play that a team cannot go out if they have an incomplete canasta of sevens or pure aces. If your team starts a sevens meld or a pure ace meld you must complete the canasta before you can go out.

Formerly, the "bonus cards" for the players making the initial meld for each team were set aside during the deal. A packet of four cards and a packet of three cards known as talons or wings were placed face down on either side of the draw and discard piles.

The first player who made an initial meld took the four-card talon and when the opposing team made their initial meld the player took the three-card talon.

Probably some groups still play by this older rule. It is possible to for two players to play a version of Classic Canasta. The modifications to the rules are as follows.

All other rules are the same as in four-player Classic Canasta. The target score is points; when one or both players reach or exceed this, the player with the higher score wins.

In two-player canasta, a situation can be reached where there is only one card remaining in the stock. In this case, the player who draws it is considered to have made a complete draw and must complete that turn as though two cards had been drawn.

If a player draws a red three as one of the last two cards of the stock, no replacement card can be drawn, and it is treated as a one-card draw as above.

A player who draws a red three alone as the last card of the stock may neither meld nor discard, and the hand ends immediately. The same happens in the unusual case where a player draws two red threes as the last two cards of the stock.

Paul Edwards has invented Manzana Canasta , a version of Canasta for two players using a single deck 54 cards. When drawing from the stock you take the top two cards, but in all cases you discard only one card at the end of your turn.

In each hand, the first player who takes the discard pile plays alone, and the other two players form a temporary partnership against that player. If a player goes out before anyone has taken the discard pile, the player who goes out is the lone player.

If the play ends because the stock runs out, and no one has taken the discard pile by then, each player scores separately for that hand.

Each player keeps a separate cumulative score. The partners combine their melds, but not their red threes, and at the end of the hand the amount scored by the partnership for cards and canastas is added to both partners' cumulative scores, but each partner scores their own red threes.

The lone player's score for the hand is added to that player's cumulative score. Since each player has a different cumulative score, it sometimes happens that the two members of the partnership have different opening meld requirements.

In this case the partner who melds first must satisfy the initial meld requirement corresponding to their own personal score, and the other partner is then free to add to these melds and start new ones as usual.

Other rules are the same as in Classic Canasta. When one or more players reach or more points, the player with the highest score wins.

There are several ways for six people to play canasta. The versions given in most of the books follows the rules of Classic Canasta with the following modifications:.

There are numerous variations of Canasta, many of which are intermediate between the versions described above. Other rules sometimes encountered are:.

Randy Rasa's Rummy-Games. Hand and Foot is a variation in which each player is dealt two sets of cards: a "hand" and a "foot".

Pennies from Heaven is a variation related to Hand and Foot, in which to go out you need a natural canasta, a mixed canasta, a wild card canasta and a canasta of sevens.

Railroad Canasta is a similar variation. Albany Canasta , as described by Duane Bristow archive copy , is an unusual variation in which it is possible to take a part of the discard pile if you can meld the bottom card of those you take as in Rum.

Jonola , formerly known as Canasta Five, is a three pack canasta variation originating in New Zealand.

Two cards are drawn from the stock, and the advantage of taking the discard pile is lessened by only allowing the top five cards to be taken.

Samba is a variation in which it is possible to meld cards in sequence in a suit as well as sets of equal cards.

Ronald Magazzu's book Royal Canasta describes a three-pack variation of classic Canasta incorporating wild card melds "Bolivias" , sequence melds "Sambas" and melds of seven threes "Royal Canastas".

Jim Westergren has published a description of his own version of Classic Canasta for Two or Three Players , in which black Threes, which can as usual be melded when going out, have a value of 50 rather than 5.

Free Canasis. Game Colony offers two-player Canasta games and multi-player tournaments, which can be played free or for cash prizes.

Special K Software has developed software to play the card game of Canasta. This software is available at www. A shareware two-player Canasta program which plays both the Classic and the Modern American game is available from Meggiesoft Games.

Gaming Safari offers a free online 2-player or 4-player Canasta game against a human or computer opponent.

Melds are formed by matching cards of the same rank. A meld must begin with at least three cards. Melds must have, however, more natural cards than wildcards in them.

At the beginning of their turn they must take a card from either the stock or the discard pile. To take a card from the discard pile, the top card must either help begin a meld or build upon one already made.

If you take from the discard pile, you must take all of the cards in the discard pile. At the end of your turn, you must discard one card.

Points are given from the difference between melded cards and unmelded cards. A canasta without any wildcards is worth an additional points while a canasta with wildcards is worth an additional points.

Each red 3 is worth points. For more resources on the rules of Canasta, check out pagat's article on the game here and gathertogethergame's article here.

In , Canasta was invented by Segundo Santos and Alberto Serrato who wanted to create a quicker game than bridge. Countless books were written on the game then, specialty decks were sold and Canasta overtook Bridge as the popular pastime.

Orbanes' article here. In Two Player Canasta, 15 cards are initially dealt. If a player draws from the stock, they must draw two cards instead of the normal one.

Additionally, a player needs to complete two canastas in order to go out and end the round. All other rules of Classic Canasta apply including the point objective.

Samba is practically Classic Canasta but, with increased values for everything. Three 52 card decks are in play, totaling cards.

Instead of a point objective, teams have to reach points. Melds can be made by cards of a kind and cards in sequence. Melds can only have two wildcards in them.

For teams with points or more, the first meld of a player must be least points. He has a B. Ages: 7 years and up. Canasta Card Game.

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There's a problem loading this menu right now. You then continue your turn by melding if you can and wish to and discarding. If your team has not yet put down its initial meld, it is permissible to retain just one three in your hand, either from the initial deal or one drawn later, for the purpose of collecting a straight - see special hands.

If you choose to keep a three the following rules apply:. If you have been holding a three in your hand and decide you no longer wish to keep it, then during your turn you may lay the three face up in your team's meld area and draw a replacement card from the stock.

The first meld made by each team during a hand is subject to some conditions. There are three possible ways to make a valid initial meld.

The play ends if a player goes out or if the stock becomes depleted so that a player who needs to draw a card cannot do so. Unless you have completed a special hand , it is not legal in this version of Canasta to go out by melding all your cards - you must have a card to discard at the end of your turn.

This final discard is made face-down, and this is the only case in which a wild card can be discarded. When you are in a position to go out you may, if you wish, first ask your partner's permission.

If you ask, and partner says yes, you must go out; if partner says no, you cannot go out on that turn, and therefore you must keep at least one card in your hand after discarding.

You may ask permission to go out only once in each hand. If you satisfy the conditions for going out, you are free to go out on any turn without consulting your partner.

If you do not satisfy the conditions for going out, you are not allowed to leave yourself without any cards at the end of your turn: you must play in such a way as to keep at least one card after discarding.

It often happens that the end of the stock is reached before anyone has gone out. The player who draws the turn card must announce it, saying "turn card" or "turn", so that everyone knows there are only 8 cards left to draw and no bonus cards are available.

When there are no cards left in the stock, play can continue as long as each player is able and willing to take the previous player's discard.

As soon as someone needs or wishes to draw from the stock, the play immediately ends and the hand is scored. If the last card drawn from the stock is a three the game ends immediately.

The player who drew the three cannot meld or discard and the three will count 5 points against that player's team. A special hand is a combination of 14 cards which entitles you to go out by exposing your entire hand after drawing from the deck, without discarding.

You are only allowed to put down a special hand if your team has not yet melded any cards. Note that a special hand may include cards matching a closed complete canasta melded by the opposing team - i.

Since a special hand cannot use cards taken from the discard pile this does not prevent dead cards from being safe to discard. At the end of the play, each team reckons its score for the hand.

There are six possible elements to this score, and the way they are combined depends on how many canastas the team has completed. Note that if a team has at least one completed canasta, the values of their melded cards item 4 are always added to their score, even if these cards form part of an incomplete canasta of aces, sevens or wild cards item 2 for which the team is to be penalised.

Note that if one team goes out with a special hand, the other team scores in the normal way, depending on how many canastas they managed to complete.

Each team reckons its total score for the hand, as detailed in 1 to 6 above. This amount is added to its cumulative total.

It is possible for a team to have a negative score for a hand - this will be the case, for example, if they fail to complete a canasta, and in that case their cumulative score will be reduced.

It is possible for a team to have a negative cumulative score. The overall object of the game is to have a cumulative score of or more points.

When one or both teams achieve this, the game is over and the team with the higher score has won. The difference between the teams' scores is the margin of victory.

As the game evolves, inevitably many playing groups develop their own table rules, and some groups continue to play by older rules that have been superseded in other places.

So far as I know there is no single set of rules that is generally accepted as 'correct'. When joining an unknown group of players it is therefore advisable to find out what set of table rules are in force.

Below I list some of the alternative rules that may be encountered: there are probably many others. Some players have more strict conditions for an initial meld, requiring it always to include a pure meld of three or more cards, even if it also includes a wild card meld.

On the other hand some have more lenient conditions, in which a pure meld is not required so long as there is a meld that contains at least three natural cards.

Formerly, some groups did not impose the requirement for a meld of three natural cards at all: any collection of melds that was worth enough points was sufficient.

Some players do not allow the player making the initial meld for their team to take the discard pile, even if they have an additional pair with which to take it.

The pile can only be taken if your side has already made its initial meld before your turn. I have been told that some players allow the discard pile to be taken when making the initial meld for your team, except that if your initial meld includes mixed aces , you cannot use those aces to take a discard pile topped by an ace.

The 'rule of five' is a fairly recent development. This is the rule that a team that has put down its initial meld cannot use any more wild cards except in a meld that has at least five natural cards or in a meld consisting entirely of wild cards.

Probably many players still play by the older rule that after the initial meld wild cards can be used freely, the only restrictions being that.

Even with this older rule, it is still the case that the pile can only be taken if the player has in hand two natural cards matching its top card.

Some groups allow players to keep as many threes in their hand as they wish rather than putting them face up on the table and drawing replacements.

Threes in hand count 5 points each against the team when scoring. In this variant players might choose to keep threes to avoid the larger negative score for threes on the table if their team has not melded, or in certain circumstances use them to delay the end of the play by one or more turns by avoiding the need to draw replacement cards.

Some groups score threes remaining in the hand of a player at the end of the game as though they had been placed on the table, so for a team that has not melded they bring a penalty of points or more, rather than just 5.

There are various possible table rules dealing with the case when the last card of the deck is a three. Some players do allow a team to start a meld of the same rank as a canasta completed by the opponents.

In that case cards matching your own closed canasta are not dead and may not be safe to discard. Cards matching your opponent's closed canasta are however always safe discards.

Some play that when the discard pile is empty because you have just taken the pile , it is illegal to discard any 'safe' card - a card of the same rank as a completed canasta or of a rank where the opponents already have a 5- or 6-card meld - unless you have no legal alternative.

Some play that a team cannot go out if they have an incomplete canasta of sevens or pure aces. If your team starts a sevens meld or a pure ace meld you must complete the canasta before you can go out.

Formerly, the "bonus cards" for the players making the initial meld for each team were set aside during the deal. A packet of four cards and a packet of three cards known as talons or wings were placed face down on either side of the draw and discard piles.

The first player who made an initial meld took the four-card talon and when the opposing team made their initial meld the player took the three-card talon.

Probably some groups still play by this older rule. It is possible to for two players to play a version of Classic Canasta.

The modifications to the rules are as follows. All other rules are the same as in four-player Classic Canasta. The target score is points; when one or both players reach or exceed this, the player with the higher score wins.

In two-player canasta, a situation can be reached where there is only one card remaining in the stock. In this case, the player who draws it is considered to have made a complete draw and must complete that turn as though two cards had been drawn.

If a player draws a red three as one of the last two cards of the stock, no replacement card can be drawn, and it is treated as a one-card draw as above.

A player who draws a red three alone as the last card of the stock may neither meld nor discard, and the hand ends immediately.

The same happens in the unusual case where a player draws two red threes as the last two cards of the stock. Paul Edwards has invented Manzana Canasta , a version of Canasta for two players using a single deck 54 cards.

When drawing from the stock you take the top two cards, but in all cases you discard only one card at the end of your turn.

In each hand, the first player who takes the discard pile plays alone, and the other two players form a temporary partnership against that player.

If a player goes out before anyone has taken the discard pile, the player who goes out is the lone player. If the play ends because the stock runs out, and no one has taken the discard pile by then, each player scores separately for that hand.

Each player keeps a separate cumulative score. The partners combine their melds, but not their red threes, and at the end of the hand the amount scored by the partnership for cards and canastas is added to both partners' cumulative scores, but each partner scores their own red threes.

The lone player's score for the hand is added to that player's cumulative score. Since each player has a different cumulative score, it sometimes happens that the two members of the partnership have different opening meld requirements.

In this case the partner who melds first must satisfy the initial meld requirement corresponding to their own personal score, and the other partner is then free to add to these melds and start new ones as usual.

Other rules are the same as in Classic Canasta. When one or more players reach or more points, the player with the highest score wins.

There are several ways for six people to play canasta. The versions given in most of the books follows the rules of Classic Canasta with the following modifications:.

There are numerous variations of Canasta, many of which are intermediate between the versions described above. Other rules sometimes encountered are:.

Randy Rasa's Rummy-Games. Hand and Foot is a variation in which each player is dealt two sets of cards: a "hand" and a "foot".

Pennies from Heaven is a variation related to Hand and Foot, in which to go out you need a natural canasta, a mixed canasta, a wild card canasta and a canasta of sevens.

Railroad Canasta is a similar variation. Albany Canasta , as described by Duane Bristow archive copy , is an unusual variation in which it is possible to take a part of the discard pile if you can meld the bottom card of those you take as in Rum.

Jonola , formerly known as Canasta Five, is a three pack canasta variation originating in New Zealand. Two cards are drawn from the stock, and the advantage of taking the discard pile is lessened by only allowing the top five cards to be taken.

Samba is a variation in which it is possible to meld cards in sequence in a suit as well as sets of equal cards. Ronald Magazzu's book Royal Canasta describes a three-pack variation of classic Canasta incorporating wild card melds "Bolivias" , sequence melds "Sambas" and melds of seven threes "Royal Canastas".

Jim Westergren has published a description of his own version of Classic Canasta for Two or Three Players , in which black Threes, which can as usual be melded when going out, have a value of 50 rather than 5.

Free Canasis. Game Colony offers two-player Canasta games and multi-player tournaments, which can be played free or for cash prizes.

Special K Software has developed software to play the card game of Canasta. This software is available at www. A shareware two-player Canasta program which plays both the Classic and the Modern American game is available from Meggiesoft Games.

Gaming Safari offers a free online 2-player or 4-player Canasta game against a human or computer opponent. Hans Hochreiter has written a Canasta Score Keeper app for iPhone or iPad which can be used to calculate scores and save records of past games.

The canasta pages of Randy Rasa's Rummy-Games. Rules of classic Canasta are available on the Card Games Heaven web site.

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