Canasta uses 2 full decks plus 4 jokers (108 cards). Players build "melds" -- 3 or more cards of the same rank -- with the goal of completing "canastas" (7 cards of a rank). Wild cards (jokers and 2s) can substitute in melds. You can only go out if your team has at least one canasta. Highest score after multiple rounds wins.
1 Setup
Two standard decks plus 4 jokers (108 cards total). 4 players form 2 teams (partners sit opposite). Deal 11 cards each. Place the remainder face-down as the draw pile. Flip one card to start the discard pile; if it is a wild card or red 3, flip again.
Red 3s: If dealt a red 3, immediately place it face-up on the table and draw a replacement. Red 3s score 100 bonus points each (or -100 if not on the table at game end).
2 Drawing and Discarding
On your turn: draw 2 cards from the top of the draw pile (or take the discard pile under certain conditions). Play any melds you can from your hand. Discard 1 card face-up to end your turn.
Taking the discard pile: You may take the entire discard pile if (a) the top card can be melded with 2 natural cards from your hand, and (b) your team has already made at least one meld, and (c) the pile is not "frozen." The pile is frozen if it contains a wild card or if neither team has melded yet. Taking a frozen pile requires 2 natural cards matching the top discard (no wild cards to meld it).
3 Melds and Canastas
A meld is 3 or more cards of the same rank (no sequences -- Canasta is not a rummy variant). Melds are placed face-up in front of your team and can be added to on subsequent turns.
Canasta: A meld of 7 or more cards of the same rank. A natural canasta (no wild cards) scores 500 bonus points. A mixed canasta (contains wild cards) scores 300 bonus points. Mark the canasta by squaring the pile and putting a red card on top (natural) or a black card on top (mixed).
First meld requirement: A team's first meld must meet a minimum point value based on their current score: under 0 pts (15 min), 0-1495 (50 min), 1500-2995 (90 min), 3000+ (120 min). This prevents leading with small melds when you're winning.
4 Wild Cards
Jokers and 2s are wild cards. They can substitute for any natural card in a meld. A meld may not contain more wild cards than natural cards, and must always have at least 2 natural cards. Melds of only wild cards are not allowed.
Black 3s cannot be melded during a hand (only used to temporarily freeze the discard pile by discarding them).
5 Going Out
A player goes out by melding all their cards (with or without a final discard). A team may go out only if they have completed at least one canasta. You may ask your partner "May I go out?" -- they must answer honestly with yes or no.
Bonus for going out: 100 points. Going out concealed (melding your entire hand at once without any previous melds) earns an extra 100 points.
6 Scoring
At the end of each round, tally your team's score:
- Natural canasta: +500 per canasta
- Mixed canasta: +300 per canasta
- Going out: +100 (concealed: +200)
- Red 3s: +100 each (or -100 if not played; doubled if your team has all four)
- Card values: Jokers 50, Aces/2s 20, 8-K 10, 4-7 5, black 3s 5
- Cards in hand: Subtract the value of unmelded cards from your score
First team to 5,000 points over multiple rounds wins.
š² House Rules
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