8. Jan. Die Datei "diagnostics.nu" auf dieser Website lässt nicht zu, dass eine Beschreibung für das Suchergebnis angezeigt wird. Rules of play for. Canasta, and its variations, appeals to card players of all skill levels. The game play is fast and is full of exciting twists. The rules are intricate but not difficult to. Feb 9, One reason for Canasta's widespread popularity is its use of wild cards, which The rules may seem a little cockeyed, but after you learn how to. The number of decks rugby positions jewel quest kostenlos downloaden typically Beste Spielothek in Aarburg finden more i love club gold casino the number of players, though this can vary. Melds cannot be made of red 3's, though if you have 7, you're pretty set. In fact, the accuracy of play demanded by the rules adds drama to the game. A player with only one Beste Spielothek in Westerheide finden left in his deutsche online casinos no deposit may Beste Spielothek in Altendettelsau finden take the discard pile if casino closts is only one card in it. Players attempt to make melds of seven cards of the same rank and "go out" by playing all cards in their hand.
The player drawing the highest card has choice of seats, plays first in the first deal, and has the player drawing the second-highest card as his partner.
In drawing, the cards rank: Only for the draw, suits rank: Spades high , hearts, diamonds, clubs. Players drawing equal cards or jokers must draw again.
A player drawing more than one card or one of the four cards at either end of the deck, must draw again. Partners sit opposite each other.
The first hand is dealt by the player to the right of the person who drew the highest card. Thereafter the turn to deal rotates clockwise. Any player who wishes may shuffle the deck, and the dealer has the right to shuffle last.
After the shuffle, the deck is cut by the player to the dealer's left. The dealer gives 11 cards face down to each player, one at a time, clockwise, beginning with the opponent on his left and ending with himself.
The undealt remainder of the pack is placed face down in the center of the table, becoming the stock, and the top card is turned face up beside it.
If the upcard is a joker, deuce or three, one or more additional cards must be turned upon it until a "natural" card a four or higher appears.
A player finding a red three in his hand must, on his first turn, put it face up on the table and draw a replacement from the stock. A player who draws a red three from the stock also lays it on the table face up and draws a replacement.
Finally, a player who takes the discard pile and finds a red three in it must place the three face up on the table but does not draw a replacement.
Each red three has a bonus value of points, but if one side has all four red threes, they count each, or in all.
The value of the red threes is credited to a side that has made a meld, or debited against a side that has made no meld, when the hand ends.
The principal object of play is to form melds - combinations of three or more cards of the same rank - with or without the help of wild cards.
Sequences are not valid melds. The player to left of the dealer plays first. Thereafter, the turn to play rotates clockwise to the left. Each turn comprises a draw, a meld optional after drawing, and a discard, which ends the player's turn.
When his turn comes, a player is always entitled to draw the top card of the stock. Or, if the player wishes, he may instead subject to restrictions under "Taking the Discard Pile" take the top card of the discard pile to use it in a meld; having done so, he must take the rest of the discard pile.
The discard is always one card from the hand never from a meld. All discards are placed in one pile beside the stock on the upcard, if it is still there , and the discard pile must be kept squared up, except as noted later.
A meld is valid if it contains at least two natural cards of the same rank - aces down to fours inclusive - and not more than three wild cards.
Jokers and deuces may never be melded apart from natural cards. A set of three or four black threes without wild cards may be melded only when a player goes out.
To count plus, a meld must be laid on the table face up during a person's turn to play. All cards that are left in the hand when play ends, even though they form melds, count minus.
A player may meld as many cards as he pleases, of one rank or different ranks, forming new melds or adding cards to previous melds. But see restrictions on "Going Out".
All the melds of a partnership are placed in front of either partner. A partnership may meld in a rank already melded by the opponents, but may not make two different melds of the same rank.
A player may add additional cards to a meld by his side, provided that the melds remain valid having no more than three wild cards. He may not add cards to the opponents' melds.
A meld comprising seven or more cards, including at least four natural cards called a "base" , is a canasta. In addition to the point values of the cards, a canasta earns a bonus of for a natural or "pure" canasta one that has no wild card , and for a mixed canasta one that has one to three wild cards.
A completed canasta is squared up with a red card on top to indicate a natural one and a black card on top to indicate a mixed canasta.
Additional cards may be added to a canasta to score their point values, but these do not affect the bonus - except that a wild card added to a natural canasta reduces it to a mixed canasta and a black card replaces the red card that was previously on top.
Every card has a fixed point value, as follows: A partnership's first meld its "initial" meld must meet a minimum count requirement that depends on the accumulated score of that side at the time, as follows: Accumulated Score at beginning of the deal Minimum Count Minus 15 0 to 1, 50 1, to 2, 90 3, or more The count of a meld is the total point value of the cards in it.
To meet the minimum, a player may make two or more different melds. If he takes the discard pile, the top card but no other may count toward the requirement.
Bonuses for red threes and canastas do not count toward the minimum. After a side has made its initial meld, either partner may make any valid meld without reference to any minimum count.
The discard pile is frozen against a side before that side has made its initial meld. The initial meld unfreezes it for both partners, provided that it is not frozen again as described below.
The discard pile is frozen when a red three is turned as an upcard or if a wild card or a black three is turned as an upcard or discarded.
The lowermost freezing card of the pile is turned sidewise to indicate the freeze. A frozen discard pile is unfrozen only by being taken.
When the discard pile is topped by a wild card or a black three, at least one natural card must be discarded on top of the pile before the pile may be taken.
Then, a player may take that card and the pile only with a natural pair of the same rank from his hand. Before touching the discard pile, the player should show the pair together with any additional cards if needed to meet the minimum count of an initial meld.
When the discard pile is not frozen against his side, a player may take it: Having taken and melded the top discard as described, the player takes the rest of the pile into his hand and may then meld some or all of the additional cards as he pleases.
The discard pile may never be taken when its top card is a wild card, a black three, or a red three. When its his turn to play, a player is entitled to be informed of a the minimum count requirement or score at the beginning of the hand of either side; b the number of cards held by any player; and c the number of cards remaining in the stock.
If a player's hand is reduced to one card, he may announce this fact. 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. However, the melds of each player must contain a minimum of two natural cards, which should always outnumber the wild cards.
Therefore, melds consisting only of twos and jokers are not allowed, with the exception of wild canastas. A good meld in canasta online would be, for example, two aces, of hearts and spades, and a joker.
If your meld contains more than seven cards, then it is called a canasta. For this, a player receives bonus points. A canasta with natural cards is scored higher than a canasta with a mix of wild cards.
However, the highest number of points are awarded for a wild canasta, a meld of seven wild cards, which must be played in one move.
A hand in online canasta ends at the moment when one of the players gets rid of all their cards, or when the stack of face down cards runs out.
The winner is the person who has gained 5, points or more. The points position is taken into account after the completion of the deal, not during it.
A canasta match is over when one of the players reaches 5, points. Rules If a rank is melded, it must contain at least three cards on the table.
It is possible to add a wildcard to a column of cards of any rank on the table. The wildcard is then seen as a card of that rank but the value remains unchanged.
However, there may never be more wildcards than natural cards within one meld. At the beginning of a hand, the top card of the stock is automatically turned around and placed on the discard pile.
If this card is a Red Three or a wildcard, the procedure is repeated until the top card of the discard pile is neither a Red Three nor a wildcard. When a new hand is dealt, the hands of both players are checked to see if they contain a Red Three.
If there is one, that Three is then automatically melded, and an extra card is dealt to the hand out of which it came. This procedure is repeated until neither player has any Red Threes left in his hand.
Black Threes may not be melded, except when the player can go out by melding a column of three or four Black Threes. These Black Threes must then be the last cards to be melded.
The discard pile can be frozen by discarding a wildcard or a Red Three. A freeze is indicated by brackets [.. For example, if the discard pile is frozen and the top card is a Seven, the pile may only be taken if the player has two Sevens in his hand, even though he has a column of three Sevens on the table.
Playing a black three does not freeze the pile, however; it just acts as a "stop card". The card discarded after a black three allows the pile to be picked up again unless it is a wild card or another black three.
The player may go out only by melding all his cards, and may discard a single final card if necessary. It is not required to discard a card in the process of legally going out.
The hand ends immediately when any player goes out. When considering going out, a player may ask their partner for permission to go out; however, it is not required to ask partner's permission, but if done the player must abide by the partner's answer.
If the partner refuses permission, the player may not go out this turn. If the partner responds "yes", the player must go out this turn.
If a player can legally go out, but has three or more black threes in his hand, these may be melded at this time only. That is, if a team has three red threes but had not yet made any melds, at the end of that hand the team will suffer a penalty of points rather than gaining a point bonus.
The team with the highest total score at this point wins. Canasta can be played with fewer than four players with some variations in the rules.
The most significant changes are in the number of cards dealt at the beginning of the hand and the fact that each person plays individually.
In a game with three players, each player receives 13 cards. In a two player game each player receives 15 cards and each player draws two cards on each of their turns and discards one.
If each player draws two cards, there is usually the additional requirement that a player must have made two canastas in order to go out.
This version of Canasta is widespread, especially in the United States , and it was the official tournament version used by the possibly defunct American Canasta Association.
American Canasta can be found in few books. One notable exception is Scarne 's Encyclopedia of Card Games , where the author claims to have invented a game which he calls International Canasta.
Most of the elements of Modern American Canasta can be found in Scarne's International Canasta, although there are some differences. On the other hand, these versions can teach habits that become major liabilities in American canasta.
This version is only meant to be played by exactly four players, in two two-person partnerships. Important differences between this version and the "classic" version include:.
Samba is a variant of Canasta, played with three decks, including jokers, for a total of cards. The game is to 10, points instead of 5, 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. 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: 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 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: 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: 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: If you are not going out, you must have at least two cards in your hand after melding: 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.
You then begin your normal turn by drawing from the stock or possibly taking the discard pile. If you draw a three from the stock during the game you should normally place it face up among your team's melds and immediately draw a replacement card from the stock.
You then continue your turn by melding if you can and wish to and discarding. If your team has not yet put down its initial meld, it is permissible to retain just one three in your hand, either from the initial deal or one drawn later, for the purpose of collecting a straight - see special hands.
If you choose to keep a three the following rules apply:. If you have been holding a three in your hand and decide you no longer wish to keep it, then during your turn you may lay the three face up in your team's meld area and draw a replacement card from the stock.
The first meld made by each team during a hand is subject to some conditions. There are three possible ways to make a valid initial meld.
The play ends if a player goes out or if the stock becomes depleted so that a player who needs to draw a card cannot do so.
Unless you have completed a special hand , it is not legal in this version of Canasta to go out by melding all your cards - you must have a card to discard at the end of your turn.
This final discard is made face-down, and this is the only case in which a wild card can be discarded. When you are in a position to go out you may, if you wish, first ask your partner's permission.
If you ask, and partner says yes, you must go out; if partner says no, you cannot go out on that turn, and therefore you must keep at least one card in your hand after discarding.
You may ask permission to go out only once in each hand. If you satisfy the conditions for going out, you are free to go out on any turn without consulting your partner.
If you do not satisfy the conditions for going out, you are not allowed to leave yourself without any cards at the end of your turn: It often happens that the end of the stock is reached before anyone has gone out.
The player who draws the turn card must announce it, saying "turn card" or "turn", so that everyone knows there are only 8 cards left to draw and no bonus cards are available.
When there are no cards left in the stock, play can continue as long as each player is able and willing to take the previous player's discard. As soon as someone needs or wishes to draw from the stock, the play immediately ends and the hand is scored.
If the last card drawn from the stock is a three the game ends immediately. The player who drew the three cannot meld or discard and the three will count 5 points against that player's team.
A special hand is a combination of 14 cards which entitles you to go out by exposing your entire hand after drawing from the deck, without discarding.
You are only allowed to put down a special hand if your team has not yet melded any cards. Note that a special hand may include cards matching a closed complete canasta melded by the opposing team - i.
Since a special hand cannot use cards taken from the discard pile this does not prevent dead cards from being safe to discard.
At the end of the play, each team reckons its score for the hand. There are six possible elements to this score, and the way they are combined depends on how many canastas the team has completed.
Note that if a team has at least one completed canasta, the values of their melded cards item 4 are always added to their score, even if these cards form part of an incomplete canasta of aces, sevens or wild cards item 2 for which the team is to be penalised.
Note that if one team goes out with a special hand, the other team scores in the normal way, depending on how many canastas they managed to complete.
After drawing a card, a player may meld cards if s he wants to. Cards are melded in columns of at least three cards; e. You cannot meld sequences like Four-Five-Six.
Once a card has been melded, it cannot be taken back into the hand except with the Undo meld option. When a player has melded his cards, he ends his turn by discarding a card.
At that point, his melded cards are checked to see if they conform to the canasta rules. Discarding a card is not necessary if the player can go out by melding all of his cards.
Instead of drawing a card from the stock, a player may take the entire discard pile. However, this is only allowed if he can directly meld the top card.
A hand is over when one of the players has no cards left in his hand, or when there are no cards left on the stock. The scores of both players are then computed, and a new hand is dealt.
A player can only finish a hand when he has at least one or two canastas, depending on the setting of the corresponding option. A canasta match is over when one of the players reaches 5, points.
Rules If a rank is melded, it must contain at least three cards on the table. It is possible to add a wildcard to a column of cards of any rank on the table.
The wildcard is then seen as a card of that rank but the value remains unchanged. However, there may never be more wildcards than natural cards within one meld.
Kanasta Rules VideoHow To Play Canasta Caliente (2 Player)
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