Standard 52-Card Deck · Game 5 of 20

Canasta (Classic)

4Players

Canasta (Classic)

Canasta is a partnership rummy-style game for four players (two teams of two). The game uses two standard 52-card decks plus 4 Jokers (108 cards total). Players build melds — groups of three or more cards of the same rank — aiming to form Canastas (melds of 7 or more cards). The first partnership to reach 5000 points wins.

Canasta originated in Uruguay in the 1940s and became internationally popular in the 1950s.

Player 1 (11)Player 2 (11)Player 3 (11)Player 4 (11)8Standard 52 · seed: 42

Canasta — table layout

Card Values

Card Point Value
Joker 50
Ace or 2 20
K, Q, J, 10, 9, 8 10
7, 6, 5, 4 5
Black 3 (bonus/block card) 5
Red 3 (bonus card) 100 (or 200 if all four are held)

Wild Cards

Wild cards: All four Jokers and all eight 2s (Deuces) are wild. Wild cards may substitute for any natural card in a meld.

Rules for wild cards in melds:

  • A meld must contain at least two natural cards.
  • A meld may contain at most 3 wild cards, so a canasta always has at least four natural cards.
  • A meld made only of wild cards is not allowed.

Special Cards

Red 3s: When drawn or dealt, a Red 3 must be placed face-up on the table immediately and replaced by drawing from the stock. Red 3s score a bonus at the end of the game (100 each; 800 for all four held by one partnership). Red 3s count for the partnership only if it has melded; a partnership that has not melded at all scores each red 3 as minus 100.

Black 3s: May not be melded during play (except as the final card in a hand, see Going Out). Black 3s may be discarded to freeze the pile for one turn against the next player (a one-turn block). Cannot be used as wild cards.

Setup

  • 4 players in fixed partnerships. Partners sit opposite.
  • Shuffle both decks together with all 4 Jokers for a 108-card deck.
  • Deal 11 cards each (44 total). Place the remaining cards as the stock.
  • Turn over the top card to begin the discard pile (the pack).
  • If the initial upcard is a Joker, 2, or Red 3, turn another card on top of it, and continue until the top card is neither. A wild card turned up this way freezes the pack.
  • If the initial upcard is a Black 3, the first player may not pick up the pack; the Black 3 remains.

Taking a Turn

Each turn consists of:

  1. Draw: Take the top card from the stock OR take the entire discard pile (the pack) — subject to restrictions below.
  2. Meld: Optionally create or extend melds on the table. Red 3s must be immediately placed.
  3. Discard: Place one card face-up onto the discard pile. (Exception: do not discard when going out by melding all cards.)

Taking the Pack (Discard Pile)

The top card of the pile must be a natural card (not wild, not a Black 3). A player may then take the entire pile if either:

  • they meld the top card at once with two natural cards of the same rank from their hand, or with one such natural card and one wild card, or
  • the top card matches the rank of one of their partnership’s existing melds, and they add it to that meld.

Frozen Pack: The pack is frozen when it contains a wild card, and it is frozen against a partnership that has not yet melded. To take a frozen pack, the player must hold two natural cards matching the top card; a natural and a wild will not do. A partnership taking the pack for its first meld counts the top card toward the minimum, and the rest of the pile joins the hand after the meld is made. The pack unfreezes when it is picked up.

Initial Meld Requirement

A partnership’s first meld(s) of the game must meet a minimum point value based on their current score:

Partnership’s current score Minimum initial meld value
Negative 15
0–1499 50
1500‒2999 90
3000+ 120

Once the initial meld is made, subsequent melds have no minimum.

Melds

A meld is three or more cards of the same rank, placed face-up in front of the partnership. Valid ranks: 4 through Ace (2s and Jokers are wild; 3s are special). Natural melds contain no wild cards. Mixed melds contain 1–3 wild cards.

Partners share their melds: either partner may extend any of their partnership’s melds on their turn.

Canastas

A Canasta is a complete meld of 7 or more cards. It is squared into a pile:

  • Natural Canasta (Clean): 7 or more natural cards (no wild cards). Marked with a red card on top. Bonus: 500 points.
  • Mixed Canasta (Dirty): 7 or more cards including at least one wild card. Marked with a black card on top. Bonus: 300 points.

A partnership must have at least one complete Canasta to go out.

Going Out

A player goes out by melding all remaining cards from their hand (including the final discard, or by melding all without discarding). The partnership must have at least one Canasta.

Asking permission: A player may ask their partner “Can I go out?” before going out; the partner must answer yes or no, and the decision is binding. This optional courtesy prevents surprise endings.

Going out concealed: If a player melds their entire hand in one turn without having previously melded any cards, they have gone out concealed. Bonus: 100 extra points (in addition to the standard 100 go-out bonus).

Scoring (End of Hand)

Going-out bonus: 100 points.

Each partnership scores:

  • Value of all cards in completed melds and canastas
  • Canasta bonuses (500 per natural, 300 per mixed)
  • Red 3 bonuses (if at least one canasta held)
  • Going-out bonus (if applicable)

Minus:

  • Value of cards remaining in hand (cards not melded)
  • Red 3 penalties (if no canasta held, Red 3s count against)

End of Game

The first partnership to accumulate 5000 or more points at the end of a hand wins.

Attribution

Canasta. Originated in Montevideo, Uruguay, approximately 1939. Popularized internationally in the 1950s. Rules checked against Pagat.com, Canasta (John McLeod, © 1995–2016), which is the source for taking and freezing the pack, the first up-card, wild cards in melds and red threes as given above.