Texas Canasta

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They make up the basic principles canasta , little realizing that their game will in the future be popular all over the world.

Believe it or not, this is a true story really happened — and thus was born one of the classic card games.

It is played in many parts of the globe, and with greatest passion in South American countries. It has this name from the goal of the game, which is for the players to collect defined combinations of cards.

Of convenience for every canasta fan is the availability of games on the internet. You need only to register on the portal GameDesire , a process that takes less than five minutes, in order to join the hundreds of canasta fans waiting for you at the table to play.

The rules of canasta resemble to a great extent those of other card games, especially rummy , so mastering them is not usually overly difficult.

However, there are some rules that are found only in canasta, and you should know these before playing. The game begins with each participant being dealt a hand of 15 cards if the game is played more than three people, they are dealt 13 cards.

The remainder are placed face down on a separate stack, so that their values cannot be seen. The top card of the stack is then turned up, and placed to begin a second pile, called the discard.

Combinations known as melds are the key to winning in online canasta. The aim of the game is to get rid of your cards and gain 5 points from melds, canastas and red threes.

During the game, you can also lose points if you do not get rid of your cards before rivals. The game consists of a few hands. In canasta there are what are commonly known as wild cards, which are twos and jokers.

These can replace any other card. This requirement depends on your partnership's cumulative score from previous hands as follows:.

To achieve this count, you can of course put several melds at once, and the melds can be of more than the minimum size of three cards.

The standard values of the cards you play are added to check whether the requirement has been met. We have seen that if you have not yet melded, the discard pile is frozen against you.

Therefore, in order to achieve the minimum count, you must either meld entirely from your hand after drawing from the stock, or you must use two natural cards from your hand which match the top card of the discard pile.

In this second case, you can count the value of the top discard, along with the cards you play from your hand in this and any other melds, towards the minimum count.

You cannot count any other cards in the pile which you may intend to add in the same turn. Example: there is a king on top of the discard pile and a king and a queen buried in the pile.

You have two kings, two queens and a two in your hand. If your initial meld requirement is 50, you can meld K-K-K, Q-Q-2 using the king from the top of the pile, for 70 points.

You can then add the king and queen from the pile to these melds in the same turn if you wish. But you could not make this play if you needed a minimum count of even though the king and queen from the pile are ultimately worth a further 20, you cannot include these towards your initial requirement.

Bonuses for red threes, canastas and so on cannot be counted towards meeting the minimum. Even if you have a complete canasta in your hand, you are not allowed to put it down as your initial meld if the total value of its individual cards does not meet your minimum count requirement.

There is just one exception to the minimum count requirement. Suppose that your team has not yet melded, and that having drawn from the stock you are able to meld your entire hand including a canasta.

In this case you may meld you whole hand with or without a final discard and go out without having to meet any minimum count requirement. In doing this you will score the extra bonus for going out concealed.

This option remains available to a player who has exposed red threes, provided that they have not melded anything else. The play ends as soon as a player goes out.

You can only go out if your partnership has melded at least one canasta. Once your side has a canasta, you may go out if you can and wish to, by melding all of your cards, or by melding all but one and discarding your last card.

It is legal to complete the required canasta and go out on the same turn. If your side does not yet have a canasta, 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 is against the rules in this case to meld all your cards except one. You would then be forced to discard this last card, which would constitute going out illegally.

Note that it is not always an advantage to go out as soon as you are able to; the cards left in your partner's hand will count against your side, and you may in any case be able to score more points by continuing.

If you are able to go out but unsure whether to do so, you may if you wish ask your partner "may I go out? This question can only be asked immediately after drawing from the stock or taking the discard pile, before making any further melds other than the one involving the top card of the pile if it was taken.

Your partner must answer "yes" or "no" and the answer is binding. If the answer is "yes", you must go out; if the answer is "no" you are not allowed to go out.

You are under no obligation to ask your partner's permission before going out; if you wish, you can simply go out without consulting your partner.

Another way that play can end is when there are no more cards left in the face-down stock. Play can continue with no stock as long as each player takes the previous player's discard and melds it.

In this situation a player must take the discard if the pile is not frozen and if the discard matches any previous meld of that player's side.

As soon as a player is entitled to draw from the stock and chooses to do so, but there is no card in the stock, the play ends. If a player draws a red three as the last card of the stock, the red three is placed face up as usual and then, since there is no replacement card that can be drawn from the stock, the play immediately ends.

The player who drew the red three is not allowed to meld nor discard. After the bonuses have been calculated, the cards melded by each team are counted using the standard values - see general rules.

Black threes are worth 5 points each. For ease of counting and checking, the usual method is to group the cards into piles worth points each.

Note that in a canasta, the values of the cards themselves are counted in addition to the bonus for the canasta, so for example a natural canasta of seven kings is really worth points altogether - for the canasta and 70 for the kings.

The cards remaining in the hands of the players are also counted using the same standard values, but these points count against the team and are subtracted from their score.

A cumulative total score is kept for each partnership. It is possible to have a negative score. When one or both partnerships have a total of 5, or more points at the end of a hand, the game ends and the side with the higher total score wins.

The margin of victory is the difference between the scores of the two sides. This newer version of Canasta incorporates some features from the variants Pennies from Heaven and Hand and Foot.

Those who have adopted it enjoy its stricter rules and find the classic version too easy in comparison. I am not sure how widespread this version of Canasta is, but there are significant and growing numbers of players in New York, New Jersey and Florida.

It would be interesting to know whether it has taken root in other regions as well. I am grateful to Shirley Schwartz, M Glatt and Lorraine Seman for describing this game to me, to Helaine Neiman , who teaches canasta in Northern New Jersey for her help and advice, and to the former American Canasta Association who briefly published a partial description of the rules on their website in The rules have continued to evolve and the description below reflects my understanding of how the game is commonly played at the time of writing 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.

Samba allows sequence melds of three or more for example, the 4, 5, and 6 of hearts or the Queen, King and Ace of Spades. If a player is able to make a sequence of seven for example, the 5 through J of diamonds , this is a samba and is worth 1, points.

Rather than four red threes being worth points, six red threes are worth 1, points. Two wild cards is the maximum allowed for a meld.

The minimum initial meld is if a partnership has 7, or more. Bolivian Canasta is similar to Samba, as it uses three decks and sequence melds.

Wild card canastas bolivias count 2, A side must have a samba called escalera in this game and at least one other canasta to go out.

Red threes only count positive if two or more canastas have been melded. Black threes are negative instead of negative 5 when left in hand.

Similar to Bolivia, but only to 10, The minimum meld requirements are from 5, to 7,; a canasta from 7, to 8,; from 8, to 9,; and a natural canasta from 9, up.

Wild card canastas count 2, Partnerships receive 1, for five red threes and 1, for all six. If a side has a sequence of five cards or less, it loses 1, Similar to the original rules but with the important addition of 'Acaba' Spanish for 'The End'.

A player may say this at any point during their turn and will immediately forfeit the round awarding the opposing player or team 1, points and receiving 0 points, ending the very dull phase where one player or team has total control over the discard deck.

When playing in teams a player may ask their teammate for permission to say acaba just as they may ask before going out and they will also be bound by the response in the same way.

Allows both sambas and bolivias. Can be played with either three decks cards or four decks cards. A two-deck variant to 7, Requires for an initial meld if a partnership is over 5, The deck is always frozen.

Wild card canastas are worth between 2, and 4,; depending on the number of deuces. Threes are scored only if canastas are made; they count for one, for two, for three and 1, for four.

Black threes are removed from play if a discard pile is taken; a partnership that removes all four black threes this way gets points.

Italian canasta is a Samba variant. The number of cards in the discard pile at the beginning of the game varies with the initial card turned up.

The discard pile is always frozen. Deuces may, but a partnership may not play deuces as wild cards if deuces have been melded and a canasta is incomplete.

Game is to 15, It is exactly like the original canasta, in its original version. This variation originates in Slovakia.

Since the definition of Canasta rules differed from player to player a strong urge has risen for unified rules. This in turn was satisfied by the creation of Boat Canasta, which really is a mix of other known rules, but thoroughly optimized.

Currently this variant of Canasta is steadily gaining popularity mainly in Slovakia, but also in countries such as France, Germany and England.

This version is a quad deck game that is played with a hand and a foot, unlike traditional canasta that just has a hand.

Hand and Foot is a Canasta variant involving four to seven decks and is played by teams of two players usually two teams, but it also works with three or four teams.

The number of decks used is typically one more than the number of players, though this can vary. Due to the larger pool of available cards, it is much easier to form canastas in Hand and Foot than in standard Canasta, which changes the strategy considerably.

Some players feel this version is more enjoyable for beginners. The variant was born in the s; commercial decks to play Hand and Foot have been available since Important rule changes for this variant include:.

At the beginning of a game, both teams have an initial meld requirement of The requirement increases in value in subsequent hands.

The expression "as dead as Canasta" cites the transience of popular interest in the game within the United States. In the J. In the James Bond novel Goldfinger by Ian Fleming , Bond finds the titular villain, Auric Goldfinger , cheating at canasta with the help of a confederate who spies on the game from a hotel room balcony and feeds him information via radio.

David Bowie refers to this card game in his art rock song Lady Grinning Soul : She'll drive a beetle car and beat you down at cool canasta.

From Wikipedia, the free encyclopedia. For other uses, see Canasta disambiguation. This section does not cite any sources.

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Bonus points Bonus Value For going out For going out concealed an extra total for going out For each mixed canasta For each natural canasta For all four red threes an extra total for red threes.

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