Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
only; in either case the bonus applies only for the side going out,
the other scoring only face values. If a wild-card meld is under way,
any available deuces must be added to it, instead of to other
canastas, until the wild canasta is completed and turned down.
Game is 12,000. Up to 7500 the initial meld requirement is 160;
up to 10,000 it is 180; beyond that 200. Going out counts 300
(nothing extra for concealed) and two non-wild canastas must have
been made. Red Threes count 100 each; four or more count 200
each. Optional y, there is a bonus of 1000 for making five canastas,
or 2000 if al are natural.
Mexicana
Three-pack Canasta, thirteen dealt each, in which the first to meld,
or the first in each partnership, immediately draws thirteen more
cards from stock. Sometimes a canasta of Sevens carries a bonus of
1000 and an upcard Seven cannot be taken. Going out requires two
canastas and not less than one red Three per canasta melded.
Quinel a
Four-pack Samba with more elaborations.
Tampa
Three-pack Canasta much like Samba but with wild-card melds
instead of sequences. A wild canasta carries a bonus of 2000.
Uruguay
as distinct from Canasta del Uruguay (above), denotes a two-pack
Canasta with the addition of wild-card melds. Wild canastas count
2000 extra.
Yucatan
Eight-pack Samba. Melds of identical cards a repermit ed. Seven
identical cards constitute a peninsula, carrying a bonus of 1000 per
constituent natural card (minimum five). Game is 25,000 up.
Hand and Foot
2-5 players, 104+ cards
First described in the 1990s on the Internet, by Steve Simpson,
First described in the 1990s on the Internet, by Steve Simpson,
Hand and Foot is a North American Canasta derivative played by
dif erent circles under a variety of rules. The additional features,
though not invariable, are general y as fol ows.
Preliminaries Whether or not played by four in partnerships (the
usual form), use one more pack than the number of players, each
consisting of 52 cards plus two Jokers. Deal to each player two
separate hands of thirteen cards, the first designated the ‘hand’ and
the second the ‘foot’.
The hand is picked up and played first, and the foot must remain
face down and unlooked at until its owner has played the last card
from his hand.
Play At each turn you draw two from the stock, and eventual y
discard one.
There are three types of meld: those consisting entirely of natural
cards, those containing one or more wild cards (‘mixed’), and those
consisting entirely of wild cards (‘wild’). A natural meld may
become ‘mixed’ by the addition of wild cards. When a meld
contains seven cards – variously designated a ‘pile’ or a ‘canasta’ – it
is squared up with a red, black or wild card on top, and (in some
circles) may not be further extended. A mixed meld must always
contain more natural than wild cards, and in some circles may not
contain more than two wild.
In some circles there are four deals, for which the initial meld
requirements are respectively 50, 90, 120 and 150 points,
regardless of your current score.
If you play the last card from your hand to a meld, you may
immediately pick up your foot and continue your turn. If, however,
you empty your hand by a discard, you don’t start playing with
your foot until your next turn.
Going out You go out by playing the last card from your foot, but
Going out You go out by playing the last card from your foot, but
subject to the fol owing restrictions:
You can’t go out by melding black Threes.
In a partnership game, you must ask and receive your
partner’s permission, which wil almost certainly be withheld
if he has not broken into his foot (in case it contains red
Threes, which are penalized if not declared).
You (or your side) must have made at least one wild canasta.
Score Wild canastas score 1500 each. Other scores, bonuses and
penalties are as for Canasta. Black Threes left in hand each count 5
points against.
Variants Some versions at ach special significance to the number
seven. Sevens may not be discarded. You never take the whole pack
(unless it contains seven or fewer cards), but only the top seven. In
order to go out, you must have made at least one natural meld of
Sevens. In some circles you must also have made at least one other
natural canasta, one mixed, and one wild.
Pennies from Heaven
(4/6pp, 216c including 87) An apparent forerunner of Hand and
Foot, typical y played in partnerships and preferably by six players,
with partners sit ing alternately. Jokers and Deuces are wild. Deal
to each player thirteen cards as the initial playing hand, then eleven
cards face down in a stack. Only when you have completed a
canasta do you pick these eleven up and add them to your hand.
Though playing in partnership, you keep your own melds in front
of you. You may lay cards of to your own or a partner’s melds, but
the seventh card to your qualifying canasta must come from your
own hand before you can take up your eleven ‘pennies from
own hand before you can take up your eleven ‘pennies from
heaven’.
At each turn draw two from stock and discard one. If the upcard
is wild you cannot take the pack; otherwise, you can take it only
bymelding the upcard with two natural cards from hand. Wild-card
melds are valid, and a wild canasta scores 1000 points.
Sevens are significant. No canasta may contain more than seven
cards. Both partnerships must have completed at least one canasta
of Sevens before any Seven can be discarded, and you cannot
discard a Seven in going out. The canasta of Sevens may be natural
or mixed, and in either case scores 1500 points.
500 Rum
2-6 players, 52 cards
It was in the 1920s or ’30s that players started scoring positively for
melds made in Rummy games instead of just negatively for cards
left unmelded at end of play. The earliest of its type was Michigan
Rum (Michigan now denotes a compendium game comparable to
Poch). Five Hundred Rum represents a further development along
the road to Canasta. It is a good game for three, and its extension,
Persian Rummy, a good partnership game.
Preliminaries From a 52-card pack deal ten each if two play, seven
if three or four, six if five or six. Stack the rest face down and turn
the top card face up to start a discard pile. Scores are made as play
proceeds, thus necessitating a scoresheet ruled into as many
columns as players.
Object To meld as many cards as possible, preferably high-scoring
ones, and either to go out first or to be left with as lit le deadwood
as possible.
Melds The minimum meld is three of a kind or three cards in suit
Melds The minimum meld is three of a kind or three cards in suit
and sequence. Ace ranks high or low, not both at once. Court cards
count 10 each (plus if melded, minus if deadwood), others face
value. Ace counts 1 in a low sequence (A-2-3…), otherwise 15 (…
Q-K-A).
Play On your turn to play you may draw the top card of stock, and
either discard it face up to the discard pile or add it to your hand. If
you add it, you may then make any melds that you can and wil ,
and finish by adding one to the discard pile. The discards remain
slightly spread so that al can be identified.
Alternatively, instead of drawing from stock, you may draw any
card from the discard pile, provided that:
you immediately meld it or lay it of (you can’t just add it to
your hand), and
you also take al the other discards Iying above it, adding
them to your hand or melding or laying them of as the case
may be.
Again, you end your turn by discarding one.
Scoring Cards may be laid of against your own or others’ melds.
Each time you start a meld or lay cards of , note the score for the
cards so played, keeping a running total.
Scoring variant No running score is kept. Whenever you lay a card
of against another’s meld, you merely announce that fact, but play
the card face up before you, so that it wil count in your favour at
the end ofplay. (It therefore becomesimportant okeepcareful
trackofextended melds, so as not to miss any opportunity to lay of .)
Going out Play ceases the moment any player melds, lays of , or
discards the last card from their hand, or as soon as the last card of
stock has been drawn if no one has gone out. (Variant: If the stock
runs out, players may agree to turn the discards down, without
shuf ling, to start a new one.)
Score The winner’s score is increased by the total value of cards
remaining in other players’ hands, whether or not they can be
melded or laid of . Game is 500 points over as many deals as it
takes.
Polish Rummy
lets you take the whole of the discard pile without necessarily
melding or laying of the bot om card. But you may not take just
part of it except under the conditions prescribed above.
Persian Rummy
An excel ent partnership extension of Five Hundred Rum. Deal
seven each from a 56-card pack including four Jokers, stack the rest
face down and turn an upcard. Play as above until one player goes
out, then score as at 500 Rum. Each side’s partnership score is that
of its two partners combined, plus 25 if one of them went out
without having previously melded.
Jokers are not wild but may be melded as a group of three or
four, counting 20 each (for or against). Any group of four, if melded
in a single turn, scores double its face value. Ace ranks high only
and always counts 15.
Game is two deals, and the winning side adds a game bonus of
50.
Arlington (Oklahoma)
2-5 players, 104 cards
Arlington, a name preferable to Oklahoma to avoid confusion with
Oklahoma Gin, continues the trend towards greater elaboration in
the scoring for melds. A good game for three, it may be thought
more complicated than the 500 Rum group, but less interesting
than Canasta – or, possibly, less complicated than Canasta but more
interesting than 500.
Preliminaries From two to five players receive thirteen cards each
from two packs shuf led together, with or without a Joker (104 or
105). Stack the rest face down and turn an upcard from it. Deal the
next card face up to found the discard pile, and place the remainder
face down to form a stock.
Object To score as much as possible for melds, and either go out, or
be left with as lit le deadwood as possible if somebody else goes
out.
Melds Valid melds are three or four cards of the same rank – not
necessarily dif ering in suit, but never exceeding four – and
sequences of three or more in the same suit, for which purpose Ace
ranks high or low, but not both at once, though two Aces may be
used to make a sequence of 14 cards. The Joker and al Deuces are
wild. If you draw the natural card being represented by a Joker in
one of your own melds, you may put the natural card in its place
and take the Joker back into hand, but this privilege does not
extend to a Deuce. The owner of a meld containing ambiguous wild
cards must indicate what ranks they are intended to represent,
either verbal y or by arrangement (e.g. 6-7-7 must be read as 6-7-8),
as this determines what cards may be laid of against it.
Spade queens Special value at aches to both Queens of spades. They
are melded in groups or sequences in the normal way, but no one is