Classic Canasta is a single hand version of Canasta. It is the version that most of the variants are based off of. Classic Canasta is most often played with 4 people in two partnerships, but can really be played with any number of players between 2 and 6 with a few minor changes to the rules. Since I have never played Classic Canasta myself (I am more of a Hand and Foot Player) I used the rules found on the US Playing Card website as my frame of reference. I have however, relaxed the tone and some of the rules a bit as they give the "official" strict rules, which most everyone doesn't follow to the strict letter. If you are interest in seeing the US Playing Card full version, please visit the External Links page, where I have given all of the sources used on this site or just other Canasta sites that I thought might be of interest.
The object of Canasta is to form melds, sets of three or more cards of the same rank. Canasta can be played with between two and six players. However, the most common form of Canasta is four players in two partnerships. The rules given in the following pages are the standard rules for four players, with variations for different number of players given at the end.
For this game you will need two standard decks of cards including Jokers. That's 108 cards total, if you feel like counting them all. Each card is assigned a point value. The values of the cards are used for two purposes, determining how many cards are necessary to meet the minimum initial meld value and in scoring a hand after some one has gone out. Both of these topics will be discussed later in the Game Play and Going Out/Scoring sections. Listed below are the point values of each card.
Card(s) | Point Value |
---|---|
4-7 | 5 |
8-K | 10 |
A, 2 | 20 |
Jokers | 50 |
3 | See Special Cards |
There are several cards that have a special purpose in Canasta. These cards are wild cards (Jokers and twos) and threes.
Wild cards can be used in place of any natural card in a meld, provided that there are more natural cards than wild cards. Therefore, it is not possible, and illegal, to make a meld of wild cards.
Red 3's can also not be melded. If a player is dealt a red three, draws one from the stock, or finds one in the discard pile after taking it, the card is to be placed face up near the player's melds, if any, and a replacement card drawn. For each red three a player has laid down they score 100 points at the end of the hand or 800 points if they have all four.
Black 3's are worth 5 points each, but can't be melded unless it is the last meld a player makes before going out. In this case, 3 or 4 black 3's may be melded, but wildcards can't be used. Therefore, the point value is usually used to subtract points when a player has a black 3 left in their hand when another player goes out. Black 3's do have their uses though. When discarded, a black 3 prevents the next player from picking up the discard pile for that turn. This will be discussed more in the Discard Pile section.
When I usually play Canasta, we usually just sit down at the table, and the person you are sitting across from becomes your partner. I think this is usually the simplest method. The Canasta rules from the US Playing Card website suggest drawing card to determine partners. In this case, A is high, 2 is low and Jokers require the player to draw a new card. If two players end up with the same value, you can either go based on suit or have the players redraw. If you go based on suit, spades are high then hearts, diamond, and clubs are low. If a higher card still can't be determined the players should redraw. The players with the highest and second highest cards become partners. As mentioned before, partners always sit across from each other.
Anyone and everyone may help to shuffle the cards. For this game, with only two decks of cards, this isn't a hard task, but in Hand and Foot Canasta there are five decks of cards, so it is usually a good idea to have everyone shuffle.
There are several ways to choose who will deal first. When I usually play Canasta, the player who is keeping score deals first. This makes the rounds, especially when there are a limited amount of them as in Hand and Foot Canastas, easier to keep track of. You can also just randomly decide who goes first, or have the player to the right of the player who drew the highest card deal first. After every hand, the deal rotates clockwise. The dealer deals 11 cards, one at a time, to each player and places the remainder of the cards in the center of the table. These cards become the stock, from which each player must draw. The top card of the stock is placed face up next to the stock and becomes the discard pile. If the card turned over is a wild card (2 or Joker) or a 3, cards should be added to the discard pile from the stock until a natural card is showing.
The basic turn consists of drawing cards, making melds, and discarding cards. A player's turn starts by drawing the top card from the stock or taking the discard pile, subject to certain restrictions (see Taking the Discard Pile). Melds can be made or added to, at the player's discretion provided that they have already met the initial meld requirements. This is discussed more in the Melds section on the next page. At the end of every turn a player must discard one card but also keep at least one card in their hand if they are not able to go out (see Going Out).
A meld consists of at least 3 cards of the same rank (i.e. three 4's), and must include more natural cards than wild cards. The first meld laid down by either partner must meet a minimum requirement for the number of points it contains. The number of points melds are worth is determined by adding up the point values of all of the cards to be laid down in the initial meld. Any number of melds can be counted towards the minimum, but bonuses for canastas and red 3's don't count. The minimum count for the initial meld depends on the partnership's total score from the previous rounds as seen in the table below.
Total Score | Minimum Count |
---|---|
Negative | 15 |
0-1,495 | 50 |
1,500-2,995 | 90 |
3,000 + | 120 |
Since the minimum count varies according to the partnership's score, it is possible that the two partnerships will need a different minimum count. After either partner makes the initial meld, melds may be made without worrying about the count of the card being laid down.
When a meld contains 7 cards it is then considered a canasta. Although natural cards can still be added to canastas, the cards making up a canasta are usually stacked and put to the side to indicate they are a canasta. Usually the top card of the stack is used to indicate whether a canasta is natural (clean) or mixed (dirty). A red card indicates a canasta that doesn't contain wild cards, or a natural canasta. A black card indicates a canasta that contains wild cards, or a mixed canasta. This really isn't necessary but it make counting up the canasta bonuses at the end of the round easier. Red canastas are usually more desirable because they have a higher bonus, but because you need 7 cards of one value they are often harder to get. As mentioned above, natural cards can be added to completed canastas but not wild cards.
In Canasta it is possible to pick up the discard pile, and it is often advantageous to do so since the more cards you have in your hand, the more options for making canastas and meld there will be. There are 3 ways that the discard pile can be taken:
A player is only allowed to take the discard pile at the beginning of their turn. To take the discard pile, the player must show the pair that matches the top card and meld those cards immediately. The rest of the discard pile is added to the player's hand, and their turn continues like any other turn.
The discard pile can only be picked up if it is not frozen. There are 3 times that a discard pile is frozen:
A player goes out when they discard or meld the last card in their hand. This isn't as simple as it sounds though. A player is not allowed to go out unless they have completed at least one canasta or will complete a canasta in the process of going out. Although not required, it is usually a good idea for a player to ask their partner before they go out in case the partner has a lot of high point value cards in their hand that will count against that partnerships score. However, the partner's response can only be a yes, no or I wouldn't advise it.
Going out "concealed" occurs when a player can meld their entire hand, including at least one canasta, without having previously melded cards or adding to their partner's melds. If the player's partner has not made the initial meld, the player who is going out concealed must also meet the minimum count for the initial meld, not including the canasta bonus. I think this is the most logical way to go about this, but the rules on the US Playing Card website differentiate between having picked up the discard pile and not when it comes to meeting the initial meld. If you are interested in this version, I would suggest reading up it on the US Playing card website. Going out concealed is a very tricky thing to accomplish, but will result in an extra bonus, and most likely lots of points against the partnership. It can, however, backfire and a player who has chosen to hold their cards can be stuck with a lot of points against them if the other partnership goes out before the player goes out concealed.
This is probably the most difficult and lengthy part of the game. Scoring can be done in any order the score keeper wishes. Given below, is the order I usually use when determining the score for a hand. Scoring consists of two parts: bonuses and the point values of the cards. Bonuses are a fixed amount of points awarded for canastas, red threes and going out. The bonuses awarded for each situation are given below:
Bonus Type | Points Awarded |
---|---|
Natural Canasta | 500 each |
Mixed Canasta | 300 each |
Red 3's | 100 each or 800 for all four |
Going Out | 100 |
Going Out Concealed | 100 in addition to bonus for going out |
In the above table it is important to note that the going out bonus is only scored once per partnership, but the other bonuses are scored for each player and added into a single score for the partnership. The different bonuses a partnership earned are added up and added to the score sheet.
After the bonuses are recorded, the point values of the cards left in a player's hand are added up and recorded as a negative number on the score sheet for each partnership. For example, if two 4's are left in a player's hand and their partner has a 5 and
K left, a -25 (5+5+10+5) would be recorded on the score sheet. Next, the point values of the cards on the table are added up. This includes the cards in melds and completed canastas. This values is recorded as a positive value on the score sheet. If a player only has a few cards in their hand it is possible to remove a cards with the same point value from the table. This basically automatically subtracts negative point from the final card point value total. For example, if a player has 25 points left in their hand, they can remove 25 points worth of cards from the table. Each player counts the point value of their cards and then the two players in a partnership add their individual scores together.
The total score for a partnership for the round is the total of the above mentioned values. This value is the value used for determining the initial meld for the next hand for a partnership. The entire game is played to 5,000 points.
This section covers rule changes made when you are not playing with four people. In each section, rules that are different are given. If a particular rule is not mentioned this is because it is the same as four player canasta.
Usually when I play Canasta with three players each player plays for themselves and against the other players. The rules are exactly the same as four person Canasta. However, there are other rules for both three and five players, as suggested by US Playing Card. For three players they suggest playing two against one, but I find their rules confusing so will not attempt to spit them back here. For five players they suggest playing three against two and having one player sit out each hand. This I don't think is very much fun for the player sitting out so again, I won't repeat their rules here. If you are interested in these variations, I would suggest visiting their site.