Canasta is Rummy scaled up: two decks, a partner, wild cards, and one big target - the canasta, a meld of seven cards. It was the most popular card game in the world in the 1950s and it still rewards patient teamwork. A full game to 5000 takes over an hour, so many groups play a single hand.
What You Need
- Players: 4 in two partnerships is the classic game. 2 or 3 players work with the adjustments below.
- Deck: Two standard 52-card decks shuffled together with all 4 jokers - 108 cards.
- Extras: Pen and paper. The scoring has several parts.
Key Terms
- Meld: Three or more cards of the same rank laid face up. Runs do not exist in Canasta.
- Canasta: A meld that has reached seven or more cards. This is what the game is really about.
- Natural canasta: Seven cards with no wilds - worth double a mixed one.
- Wild cards: Jokers and all 2s. They can stand in for any rank.
- Red threes: Bonus cards. You never meld them; you set them aside and draw a replacement.
- Freezing the pile: Making the discard pile harder to take, by discarding a wild card or a red three onto it.
- Going out: Ending the hand by getting rid of all your cards.
Setup
- Sit so partners are opposite each other.
- Deal 11 cards to each player (15 each for 2 players, 13 each for 3).
- Place the rest face down as the stock and turn one card face up to start the discard pile.
- If that first upcard is a wild card or a red three, turn another on top of it - the pile starts frozen.
- Any red threes in your hand go face up on the table immediately, and you draw a replacement card for each.
How to Play
Take turns clockwise. A turn has three steps:
- Draw. Take the top card of the stock, or take the entire discard pile if you are allowed to.
- Meld (optional). Lay down new melds or add cards to your partnership's existing ones. Partners share melds - there is only one set on the table per team.
- Discard. One card face up. Your turn ends.
Taking the discard pile
This is the heart of the game and the rule new players most often get wrong.
- You may take the pile if you can immediately use its top card in a meld - either by matching it with two cards from your hand, or by adding it to a meld your team already has on the table.
- If the pile is frozen against you, you must use two natural cards from your hand that match the top card. A meld already on the table is not enough.
- Take the pile and you get every card in it, which can be dozens.
Melds
- Melds need at least three cards of the same rank, and at most three wilds.
- A meld must always contain more natural cards than wild ones.
- Threes cannot be melded normally - black threes only in the very last turn when going out.
- Your first meld of the hand must reach a minimum point value, and that minimum rises as your score does:
| Your team's score | Minimum first meld |
|---|---|
| Below 0 | 15 |
| 0 to 1495 | 50 |
| 1500 to 2995 | 90 |
| 3000 or more | 120 |
Scoring & Winning
- Card values: jokers 50, 2s and aces 20, K down to 8 are 10, 7 down to 4 and black 3s are 5.
- Bonuses: natural canasta 500, mixed canasta 300, going out 100, each red three 100 (all four are worth 800 together).
- Your team scores its melded cards plus bonuses, then subtracts the value of every card left in both partners' hands.
- You may only go out if your team has at least one complete canasta. Without one, you must keep playing.
- First team to 5000 points wins.
Example
You draw a card, add two 8s from your hand to your team's meld of five 8s to make seven, and it becomes a canasta worth 300 or 500. Now your team is allowed to go out. You discard the 4♥ and pass play on.
Variations
- Two players: deal 15 each and draw two cards per turn instead of one.
- Hand and Foot: a popular American cousin where each player gets two hands, played one after the other.
- Samba and Bolivia: larger variants that add sequence melds and use three decks.
Tips for New Players
- The discard pile is the real prize. A big pile can be worth hundreds of points, so think hard before you feed it a card someone can use.
- Do not rush to go out. Building a second canasta usually beats ending the hand early.
- Hold black threes. Discarding one blocks the next player from taking the pile at all.