Canasta (Canastra) – Rules

Play Canasta (Canastra) against the computer

1. Overview

NameCanasta (also: Canastra)
TypeRummy game with melds of equal rank, partnerships and bonuses
Players4 (two teams, partners opposite); variants for 2
Recommended age10 and up
Playing timeone hand 15–25 minutes; a game to 5000 points 1.5–3 hours
Material2 French packs with 4 jokers (108 cards), pen and paper
GoalMeld cards of equal rank as a team, build canastas (7 cards) and be first to 5000 points.
Difficultymedium

What is it about? Canasta comes from Uruguay and became a worldwide craze in the 1950s. You collect cards of the same rank and lay them out in front of you as melds. Jokers and twos help as wild cards. Seven cards of one rank form a canasta and bring big bonuses. The fight over the discard pile makes the game exciting.

2. Cards and material

CardPoints
Joker50
Two, ace20
K, Q, J, 10, 9, 810
7, 6, 5, 4, black 35
Red 3100 (bonus, see scoring)

3. Preparation and start

  1. Choosing the dealer: Everyone draws a card; the highest deals.
  2. Shuffling: The dealer shuffles all 108 cards.
  3. Cutting: The player on the right cuts.
  4. Dealing: Everyone gets 11 cards (with two: 15) one at a time clockwise.
  5. Stock: The rest goes face down in the middle. The top card is turned up to start the discard pile. If it is a wild card or red three, another card goes on top and the pile is frozen.
  6. Red threes: Anyone holding a red three lays it face up at once and draws a replacement from the stock.
  7. Start: The player to the dealer's left begins.

Start example: Player 2 deals. Everyone gets 11 cards. Player 1 holds the 3 of hearts and lays it out at once – and draws a new card for it.

4. Goal and winning

5. Play in detail

A turn has three steps.

  1. Draw: Take the top card of the stock – or take the whole discard pile (conditions below).
  2. Meld (optional): Lay out new melds or add cards to your team's melds.
  3. Discard: Place exactly one card face up on the discard pile.

Melds.

Initial meld. A team's first meld must reach a minimum count (card values added up):

Team scoreMinimum
below 015
0 to 149550
1500 to 299590
3000 or more120

Taking the discard pile.

Example with Players 1 to 4. Players 1 and 4 are a team, Players 2 and 3 the other.

  1. Player 3 discards the 9 of clubs. Player 1 holds two nines and a joker, but his team hasn't melded yet.
  2. The team's initial meld needs 50 points. Nine + nine + nine = 30, plus joker 50 = 80. That's enough.
  3. Player 1 takes the discard pile: the 9 of clubs goes with his two natural nines – allowed even on a frozen pile. Adding the joker he melds four nines (80 points).
  4. Six more cards were in the pile. Player 1 takes them all into his hand and then discards a card.
  5. A few turns later Player 4 adds three more nines: a mixed canasta. Now Players 1 and 4 may go out.

6. Scoring

At the end of each hand every team counts:

ItemPoints
Natural canasta+500
Mixed canasta+300
Going out+100
Going out concealed (all at once without having melded before)+200 instead of +100
Each red three+100 (all four: +800)
Red threes but no meld−100 per three
Melded cardssum of card values
Cards left in handsubtract sum of card values

7. Special rules and situations

8. Variants

Standard in this description: 4 players in teams, 11 cards, target 5000, one canasta to go out.

VariantWhat changesSuits
Two players15 cards, draw 2 from the stock and discard 1; two canastas needed to go out.couples
Three playersEveryone for themselves, 13 cards.small groups
Short gameTarget 2500 points.little time
Samba3 packs, sequences allowed too.experienced players
BoliviaCanastas of wild cards (bolivia) score extra.experienced players

When playing against the computer on cardgames.zone you play with four and a partner opposite (11 cards, one canasta to go out) or with two (15 cards, two canastas to go out); target 5000 or 2500 points.

9. Tips for beginners

  1. Meld early: Only once your team has melded does the discard pile become easier to take.
  2. Collect pairs: Two equal natural cards in your hand are the key to the discard pile.
  3. Save wild cards: Use jokers to complete a canasta.
  4. Dangerous discards: Don't throw ranks your opponents are collecting.
  5. Black three as a brake: When the pile is big, a black three blocks the next player.
  6. Red threes: They only count plus once your team has melded.
  7. Plan going out: Going out ends the hand – meld as many cards as possible first.

10. Summary in 10 steps

  1. 108 cards, 4 players in two teams.
  2. Everyone gets 11 cards; one card is turned up.
  3. Lay out red threes at once and draw replacements.
  4. Turn: draw or take the pile, meld, discard one card.
  5. Melds: at least 3 of a rank, at least 2 natural cards, at most 3 wild cards.
  6. The initial meld needs a minimum (50 / 90 / 120).
  7. Take the pile only if the top card goes into a meld at once.
  8. 7 cards = canasta (natural 500, mixed 300).
  9. Go out only with at least one canasta (+100).
  10. Card values and bonuses count; first to 5000 wins.

11. Frequently asked questions

May I meld a sequence like 7-8-9?

No. Canasta only has melds of equal rank.

How many wild cards may a meld have?

At most three – and there must always be more natural cards than wild cards (at least two).

When is the discard pile frozen?

As long as your team hasn't melded, and whenever a wild card is in it. Then you may only take it with two natural cards of the same rank from your hand.

Can you play Canasta with two?

Yes. Everyone gets 15 cards and needs two canastas to go out.

What is a red three worth?

100 points, all four together 800. But if your team has melded nothing, they count minus.

How long does a game take?

To 5000 points usually one to three hours.

Origin & history

Developed in 1939 in Montevideo (Uruguay) by Segundo Santos and Alberto Serrato; spread via Argentina and Brazil and triggered a mass boom in the USA in the early 1950s. Still a family classic in Germany today; played as Canastra in Brazil.