Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
below).
There is a bonus for going out ‘concealed’ – that is, by going out
(with or without a discard) without having previously made any
melds or lay-of s. The hand must include a canasta, and no lay-of
may be made to any meld made by your partner.
End of stock The stock very occasional y empties before anyone has
gone out. If the last card drawn is a red Three it automatical y ends
the game, except that the player drawing it may first make as many
melds and lay-of s as possible. (He may not discard.) If it is not a
red Three, play continues without a stock. You each in turn then
take the upcard if you can meld or lay it of , and end your turn by
discarding or melding out. This continues until someone either goes
out or cannot use the previous player’s discard, when al play
out or cannot use the previous player’s discard, when al play
ceases.
Score Each side scores the total value of al cards it has melded,
plus any of the fol owing relevant bonuses:
For each natural canasta
500
For each mixed canasta
300
For going out
100 (200 if concealed)
For each red Three declared 100 (200 each if all four held)
From this total subtract the total value of cards left in both
partners’ hands. If your side has failed to make any meld, or taken
but failed to declare any red Three, then every red Three you have
taken counts 100 against, or 200 if you took al four. Carry the
score forward, and cease play if either side has reached or exceeded
5000. The winning margin is the dif erence between the two sides’
final scores.
Penalties The commonest penalties are the loss of 500 for holding a
red Three (it should have been declared and set out), 100 for trying
to go out without permission, 100 for being unable to go out after
receiving permission to do so, 50 for taking the upcard when
unable to use it legal y.
Comment Canasta is essential y a point-scoring game. Keep the
game open as long as possible by taking the pack frequently,
freezing it to your opponents, and not reducing your hand too early
in the game. Aim to go out when you are wel ahead, or if you can
do so before the other side has melded, or as a defensive measure if
the other side is doing too wel . Use wild cards to freeze the pack
when the other side is wel ahead, or has made an initial meld
before you have. Discard a black Three to stop the pack to your
left-hand opponent, especial y when your right-hand opponent has
just made their side’s opening meld.
Canasta. South, having just drawn 6 from the pack, proposes to go
out by melding three Sixes, laying of the Ace and Joker to the
meld of Aces, and discarding 5. North-South wil score 300 for the
mixed canasta (Sevens), 50 for Queens, 40 for Kings, 130 for the
Ace meld, 15 for the Sixes, 100 for the red Three, and 100 for going
out, total 735, less whatever remains in North’s hand. East-West
have 90 for the meld of Eights, 60 for the Aces and 200 for the red
Threes, total 350, less whatever remains in both hands.
Canasta for two
Deal fifteen cards each, and at each turn draw two but discard one.
Two canastas are required to go out. Penalties need not be so
rigidly enforced, as there is no partner to benefit from il egal y
acquired information.
Canasta for three
As above, but: Deal thirteen each (or eleven), and at each turn draw
two but discard one. Each plays for himself. This version should be
described as Cut-throat Canasta, but the term is actual y reserved for
what properly should be cal ed Solo Canasta and plays as fol ows:
The first player to take the pack becomes the lone player, and the
others then play as partners against him. The initial meld
requirement is fixed by the melder’s individual score to date, and
red Threes are scored separately instead of in partnership (except
that one player is not penalized for red Threes if he has not melded
but his partner has); otherwise, each scores the amount made by the
partnership. Two canastas are required to go out, and game is 7500.
If no one takes the pack, each scores individual y. If no one goes
out, play ends when the stock runs out. If one goes out before the
pack is taken, he scores as the lone player and the others as
partners.
Canasta for five
There is an awkward system by which the two who cut high play as
partners against the other three, of whom a dif erent one sits out
each succeeding hand. But this is not a true five-hander.
Experimenters may like to try a version in which al five play and
Experimenters may like to try a version in which al five play and
the first to take the pack immediately becomes the partner of the
player next but one to his left, the other three combining as
opponents of the partnership.
Canasta for six
One version involvingsix active players splits them into two
partnerships of three each, with partners sit ing alternately round
the table. Deal thirteen each from three 52-card packs plus six
Jokers. Two canastas are required to go out. Red Threes count 100
each up to three; four or more count 200 each. Game is 10,000
points, and the initial meld requirement for a side with 7000 or
more is increased to 150. Another version involves three
partnerships of two each, with partners sit ing opposite each other.
Canasta variants
If card games were planets, Canasta would be a belt of asteroids.
The fol owing are worth mentioning.
Canasta del Uruguay
Distinctive features of the original game are as fol ows. Two packs,
but only two Jokers. Black Threes are natural and do not serve as
stops. Melds and canastas need not contain more than two natural
cards. In the partnership game, a side may go out without having
melded a canasta. When two to five play as individuals, no one may
go out until at least one canasta is on the table, regardless of who
go out until at least one canasta is on the table, regardless of who
made it. A suit-sequence of three or more cards may be melded
(black Threes lowest, Ace high). It may contain wild cards, but
carries no bonus upon reaching seven, even if al natural. Sequences
are cal ed escaleras (‘ladders’), and mainly serve as an emergency
measure for going out.
Samba
Deal fifteen each from three packs and six Jokers, and at each turn
draw two from stock and discard one. The pack, whether frozen or
unfrozen, may not be taken to start a new escalera. An escalera is a
suit-sequence of three or more natural cards (Ace high, Four low,
none wild). More may be added until it contains seven, whereupon
it becomes a samba, and is turned face down to distinguish it from
a canasta. No canasta or samba may contain more than seven cards,
but you can have more than one canasta of the same rank or samba
of the same sequence.
Sambas and sequences may not contain any wild cards, canastas two
at most.
Two seven-card melds are required to go out, regardless of type.
Game is 10,000. At 7000 the minimum opening meld requirement
is 150. There is a bonus of 200 for going out (open or concealed),
and of 1500 for each samba made. Red Threes count 100 each, al
six 1000 in toto.
Bolivia
As Samba, but sambas are cal ed escaleras, and wild cards may be
melded together. Seven wild cards constitute a bolivia, which is
stacked with a Joker on top, may not be extended, and carries a
bonus of 2500. To go out, aside must have made one escalera and
as econd major combination, which may be another escalera, a
canasta, or a bolivia. Black Threes left unmelded in hand count
minus 100 each. Game is 15,000 points.
Brazilian Canasta
An extension of Bolivia. Game is 10,000 up, and initial meld
requirements are stepped up as fol ows:
5000+ 150
7000+ 150 and a mixed canasta or better
8000+ 200 and a mixed canasta or better
9000+ 200 and a natural canasta or better
A bolivia counts only 2000. In order to go out, you may lay of
one or more properly sequential cards to escaleras. At the end of
play any incomplete escalera or bolivia counts 1000 against, face
values being ignored. Up to four red Threes count 100 each, five or
six 200 each; but these scores are deducted if the side has failed to
meld a canasta.
Chilean Canasta
Three-pack Canasta with escaleras, scoring as at Samba, but with
wildcard melds (bonus of 2000 for seven) as an alternative to
escaleras. That is, a side may meld one or the other type but not
both. Only one card is drawn at a time, and one canasta required to
go out.
Cuban Canasta (Wild-card Canasta)
A two-pack game without sequences but with wild-card melds. Deal
thirteen each. The pack is permanently frozen. Game is 7500, and a
side with 5000+ must initial y meld at least 150. Three or more
wild cards may be melded for their face values, plus 2000 for a
wild canasta, or 3000 if it consists of four Jokers and three Deuces,
or 4000 for seven Deuces. One red Three counts 100, two or three
200 each, the fourth 500, plus or minus as appropriate. Black
Threes behave like red Threes, though not in conjunction with
them, and there is a bonus of 100 for get ing al four.
Hol ywood Canasta
A cross between Samba and Bolivia. Played like Samba but with
these dif erences. A sequence may contain one wild card, a mixed
samba counting 1000 instead of 1500 extra. A meld must contain at
least three natural cards, but wild-card canastas may be built for a
bonus of 2000. Canastas are limited to seven cards. The upcard of
an unfrozen pack may be laid of to a meld, but if it is wild it can
be taken only with a matching pair (Deuces or Jokers, not one of
each).
Italian Canasta
A three-pack game with fifteen dealt to each. Turn the upcard and
then deal face down to the table, from the top of the pack, a
number of cards equivalent to the rank of the upcard, i.e. three for
a Three, up to ten for a Ten, Jack 11, Queen 12, King 13, Ace or
wild card 20. Place the upcard face up on the discard pack, so that
the first to take the upcard gets the lot. The pack is permanently
frozen; it can be taken only with a matching pair. A wild-card
canasta carries a bonus of 2000, or 3000 if it consists of Deuces