Canasta

Canasta (/kəˈnæstə/; Spanish for "basket") is a card game of the rummy family of games believed to be a variant of 500 rum. Although many variations exist for two, three, five or six players, it is most commonly played by four in two partnerships with two standard decks of cards. Players attempt to make melds of seven cards of the same rank and "go out" by playing all cards in their hands.
The game of Canasta was devised by attorney Segundo Sánchez Santos and his Bridge partner, architect Alberto Serrato in Montevideo, Uruguay, in 1939, in an attempt to design a time-efficient game that was as engaging as Bridge. They tried different formulas before inviting Arturo Gómez Hartley and Ricardo Sanguinetti to test their game.
After a positive reception of Canasta at their local bridge club, the Jockey Club, in the 1940s the game quickly spread north throughout South America in myriad variations to Chile, Peru, Brazil and Argentina, where its rules were further refined. It was introduced to the United States in 1949 by Josefina Artayeta de Viel (New York), where it was then referred to as the Argentine Rummy game by Ottilie H. Reilly in 1949 and Michael Scully of Coronet magazine in 1953. In 1949/51 the New York Regency Club wrote the Official Canasta Laws, which were published together with game experts from South America by the National Canasta Laws Commissions of the US and Argentina.
Canasta became rapidly popular in the United States in the 1950s with many card sets, card trays and books being produced. Interest in the game began to wane there during the 1960s, but the game still enjoys some popularity today, with Canasta leagues and clubs still existing in several parts of the United States.
The name canasta likely is named for the tray (basket) originally placed in the center of the table for the stack of undealt cards and discards. Santos and Serrato never patented the game rules, and thus never received royalties from the later Canasta boom.
Canasta is "the most recent card game to have achieved worldwide status as a classic".
The classic game is for four players in two partnerships of two. Variations exist for two and three player games wherein each plays alone, and also for a six-player game in two partnerships of three. If partners are chosen, they must sit opposite each other. Canasta usually uses two complete decks of 52 French-suited playing cards with two or three Jokers per deck, making a total of 108 or 110 cards. (The number of Jokers varies depending on the deck.)
The initial dealer is chosen by any common method, although in Canasta there is no privilege or advantage to being the dealer. The deal then rotates clockwise after every hand. The dealer shuffles the pack, the player to the dealer's right cuts, and the dealer deals out a hand of 11 cards to each player. The remaining cards are left in a stack in the center of the table. One card is taken from the top of the stack and placed face up to start the discard pile. If that card is wild or a red three, the card is rotated 90 degrees and another card is turned and placed on top of it. That continues until a natural card or a black three is turned up. The rotating of the wild card freezes the deck (see picking up the discard pile, below).
If a player was dealt red threes, they must instantly play them face up in front of them and draw the same number of replacement cards.
The player to the dealer's left has the first turn, and then play proceeds clockwise. A turn begins either by drawing the first card from the stock into the player's hand or by picking up the entire discard pile. However, there are restrictions on when one can pick up the discard pile. (See Picking up the discard pile, below). If the card drawn from the stock is a red three, the player must table it immediately, as one would if melding, and draw another card.
Players may then make as many legal melds as they wish from the cards in their hands. A turn ends when the player discards one card from the hand to the top of the discard pile. No player may "undo" a meld or laid card, or change their mind after drawing a card from the deck.
Each player/team keeps separate melds of the various ranks of cards. A player may never play to an opponent's meld. A legal meld consists of at least three cards of the same rank, and there is no limit on how large it can grow. Suits are irrelevant except that black threes are treated differently from red threes. Wild cards can be used as any rank except for threes. Threes may never be melded in ordinary play, although three or more black threes may be melded in the final turn of a player going out.
A meld must consist of at least two natural cards, and can never have more than three wild cards. Examples: 5♥ 5♣ 2♥ and 9♥ 9♣ 9♠ 2♣ Jkr are legal melds. 5♥ 2♣ 2♥ is not a legal meld as it contains only one natural card. 9♥ 9♣ 9♦ 2♥ 2♣ 2♦ Jkr is not legal as it contains more than three wild cards. One team/player cannot have two separate melds of the same rank. If more cards of the same rank are melded, they are automatically merged into the preexisting meld.
A canasta is a meld of at least seven cards, whether natural or mixed. A natural canasta is one that comprises only cards of the same rank. A mixed canasta (or; dirty, unnatural, or black canasta) is one that comprises both natural and wild cards. Once a canasta is assembled, the cards are squared up, and one of the natural cards forming it is placed on top – a red one to indicate a natural canasta or a black one to indicate a mixed canasta.
Each card has a specific value that determines both the score and the minimum points players need before laying down their first melds:
During each hand the first time a team lays cards on the table, the cards of the combined melds must equal a minimum meld requirement based on the values of each of the cards. At the beginning of a game, both teams have an initial meld requirement of 50 points. The count towards the requirement cannot include the value of any cards a player could possibly pick up within the discard pile except for the exposed top card of that discard pile. If the combined value does not meet the minimum requirement, they cannot play the cards on the table nor pick up the discard pile. After the first hand, the minimum meld requirement for subsequent hands is based on that team's accumulated score before the hand starts.
Example: If a player/team has a score of 1,600 and has not yet made any melds in a hand, an initial meld of 7♣ 7♦ 7♥, Q♣ Q♦ Q♥ 2♦ cannot be made as it scores only 65 points and the requirement is 90. A meld of 7♣ 7♦ 7♥, A♣ A♦ A♥ 2♦ would score 95 points and can be played. Note that both initial melds can be played if the team's total score is below 1500, and that neither can be played if the team's total score is 3000 or higher. The minimum meld requirement for a team which has a negative score is 15. As any three cards are always worth at least 15 points it effectively means any meld is sufficient for laying down the first meld(s). Once a teammate has laid down cards on the table to meet the team's minimum opening meld, the partner at their turn is free to meld whatever cards are legally allowed.
The discard pile should be kept squared up, so only the top card is visible. A player cannot look through the discard pile.
At the beginning of the turn, a player may pick up the entire discard pile instead of drawing a card from the stock. They may only pick up the discard pile if they can use the top card, either in an existing meld or by making a new meld along with at least two other cards from the hand (which can include wild cards). Only the top card is relevant for the player/team to pick up the rest of the discard pile. In addition, if the player/team has not yet melded, they must meet the initial meld requirement using the top card of the discard pile in order to pick up the pile. In this case the points of the top card are included to meet the initial meld requirement.
Discarding a wild card freezes the pile. The card should be placed at right angles to the pile, so that it is still visible to indicate a frozen pile after more cards have been discarded. A frozen pile may only be picked up (unfrozen) if a player can meld the top card with two natural cards of the same rank from the player's hand.
If a wild card or a black three is on top of the discard pile, it may not be picked up. Playing a black three does not freeze the pile; it just acts as a stop card, preventing the other player from picking up the pile. 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 discard pile is also frozen against a player/team that has not yet melded at all this hand, though at the same time it will not be frozen for another player/team that has melded.
A player may go out by using all the cards in hand only if that player/team has made at least one canasta. The player goes out by melding all his or her 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. If the player/team has not yet made any canastas, players in that team may not make a play which would leave them with no cards in the hand at the end of the turn. If a player can legally go out, but has three or more black threes in the hand, these may be melded at this time only. The hand ends immediately when any player goes out. Going out earns a bonus of 100 points.
When considering going out, a player may ask the partner for permission to go out. 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 melds the whole hand in one turn (including at least one canasta) without previously melding, they earn an extra 100 points for going out concealed, making it 200 points. To earn the bonus, a player cannot add cards to the partner's melds. It is allowed to go out concealed while picking up the discard pile. The relevant initial meld requirement must be met.
A hand can also be ended by exhausting the stock. Play can continue with no stock as long as players are able take the previous player's discard and meld it. In such a situation a player must take the discard if able to do so. As soon as a player cannot legally take the card, the hand ends. If a player draws a red three as the last card from the stock, it is counted towards that player's score, but the hand ends immediately since there is no replacement card to be taken. The player is not allowed to meld nor discard after picking up the red three in this case.
At the end of each hand, the score for each team is calculated as follows:
The total value of all cards melded by that player/team, including cards in canastas minus the total value of all cards remaining in the player's/team's hands, plus any bonuses:
If a player/team has collected red threes, but has not yet made the initial melds when the opposition goes out, then the bonus value of red threes counts against them (it is subtracted from the score along with the rest of the cards in their hands). If they collected all four red threes, 800 points are deducted from their score.
100 point penalty if you ask permission from your partner to go out, and then being unable to do so. 50 point penalty for taking the upcard on the discard pile and then being unable to use it legally
It is possible to have a negative total score. The game ends when a player/team's total score reaches 5000. If both players/teams reach 5000 at the end of hand, whoever has the higher score, wins the game. The margin of victory is the difference in points.
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 a few books. One notable exception is Scarne's Encyclopedia of Card Games, where the author claims to have invented a game that 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.
Samba is a variant of Canasta, played with three decks, including jokers, for a total of 162 cards. 15 cards are dealt to each of four players, and an additional card is turned up. Two cards are drawn each turn, so the pace is quicker than traditional Canasta. The game is to 10,000 points instead of 5,000. 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 1,500 points. Rather than four red threes being worth 800 points, six red threes are worth 1,000 points. Two wild cards is the maximum allowed for a meld. The minimum initial meld is 150 if a partnership has 7,000 or more.
Bolivian Canasta is similar to Samba, as it uses three decks and sequence melds. Play is to 15,000. Wild card canastas (bolivias) count 2,500. 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 100 instead of negative 5 when left in hand.
Similar to Bolivia, but only to 10,000. The minimum meld requirements are 150 from 5,000 to 7,000; a canasta from 7,000 to 8,000; 200 from 8,000 to 9,000; and a natural canasta from 9,000 up. Wild card canastas count 2,000. Partnerships receive 1,000 for five red threes and 1,200 for all six. If a side has a sequence of five cards or less, it loses 1,000.
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 1,500 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 (162 cards) or four decks (216 cards).
A two-deck variant to 7,500. Requires 150 for an initial meld if a partnership is over 5,000. The deck is always frozen. Wild card canastas are worth between 2,000 and 4,000; depending on the number of deuces. Threes are scored only if canastas are made; they count 100 for one, 300 for two, 500 for three and 1,000 for four. Black threes are removed from play if a discard pile is taken; a partnership that removes all four black threes this way gets 100 points.
Italian canasta is a Samba variant. The number of cards in the discard pile at the beginning of the game varies with the initial card turned up. The discard pile is always frozen. Deuces may, but a partnership may not play deuces as wild cards if deuces have been melded and a canasta is incomplete. Game is to 15,000
It is exactly like the original canasta, in its original version.
This variation originates in Slovakia. Since the definition of Canasta rules differed from player to player a strong urge has risen for unified rules. This in turn was satisfied by the creation of Boat Canasta, which really is a mix of other known rules, but thoroughly optimized. Currently this variant of Canasta is steadily gaining popularity mainly in Slovakia, but also in countries such as France, Germany and England.
This version is a quad deck game that is played with a hand and a foot, unlike traditional canasta that just has a hand. Hand and Foot is a Canasta variant involving four to seven decks and is played by teams of two players (usually two teams, but it also works with three or four teams). The number of decks used is typically one more than the number of players, though this can vary. Due to the larger pool of available cards, it is much easier to form canastas in Hand and Foot than in standard Canasta, which changes the strategy considerably. Some players feel this version is more enjoyable for beginners. The variant was born in the 1970s; commercial decks to play Hand and Foot have been available since 1987. Important rule changes for this variant include:
At the beginning of a game, both teams have an initial meld requirement of 50. The requirement increases in value in subsequent hands.
At the end of each hand, the score for each team is calculated as follows:
The total value of all cards melded by that player/team, including cards in canastas minus the total value of all cards remaining in the team's hands, plus any bonuses:
Point values are: