All games

Canasta

Card games · Draw and discard (Rummy)

Launch

Create a free account to keep score — you come straight back here.

Summary — 2–6 players

Canasta is a partnership card game for four, played with two packs and four jokers, where you meld sets of a rank and build seven-card canastas. Melds belong to the partnership, the discard pile is taken whole or not at all, and a canasta scores 500 natural or 300 with wild cards. First side to 5,000 wins.

Scored by
Meld points vs. deadwood penalties
Origin
Said to have originated in Montevideo, Uruguay in 1939

How it plays

1 of 7

The deal, and the red threes

Four players in two partnerships — North is with you. Two full decks and all four jokers, a hundred and eight cards, eleven each. One card is turned to start the discard pile. Red threes are pure bonus: put one down the moment you get it and take a replacement.

Rules

How to play

Players and equipment

Four players in two partnerships is the classic game, partners sitting across from each other. Two standard decks shuffled together with all four jokers: 108 cards. Jokers and twos are wild, which means they stand for any card in a meld; the threes are special and never played as ordinary cards.

The deal

Eleven cards each. The next card is turned to start the discard pile, and the rest is the stock. If the turned card is a joker, a two or a red three, another card is turned on top of it and the pile starts out frozen — what that means is explained below.

Red threes are pure bonus: lay one out as soon as you have it and draw a replacement. Any you were dealt go out on your first turn.

Play

The player to the dealer's left goes first. Draw the top card of the stock, or take the entire discard pile — which you may only do if you can immediately meld its top card: with two natural cards of that rank from your hand, with one natural card and one wild card from your hand, or onto a meld your side already has down. When the pile is frozen only the first of those will do: you need a natural pair in your own hand, and an existing meld does not help. The rest of the pile is then yours.

The pile is frozen by the turn-up at the start of the deal, and freezes again whenever anybody discards a wild card or a red three onto it, until somebody takes it. A black three on top stops only the next player from taking the pile.

Melds are three or more cards of the same rank; sequences do not count. Melds belong to the partnership, so either partner may add to one, and a side never has two melds of one rank. A meld may hold at most three wild cards and must always have at least two natural cards. Black threes may only be melded in the turn you go out, three or four of them with no wild card.

A canasta is a meld of seven or more cards, squared up with a red card on top if every card in it is natural and a black card on top if it holds a wild one. A wild card added later to a natural canasta makes it mixed.

Your side's first meld of a hand has to reach a minimum that rises with your score, given under Scoring. Only the card values count towards it, never red threes or canasta bonuses, and if the first meld takes the pile, the top card and the cards from your hand must reach it by themselves.

Going out is melding every card left in your hand, with or without a final discard, and a side may only do it once it has a canasta. You may ask your partner "May I go out?" first, and the answer is binding. If the stock runs out, play carries on while each player in turn can take the pile, and the hand ends, with nothing for going out, when somebody cannot.

Related games