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Classic four-player Canasta

Canasta
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Canasta is a partnership melding game from South America. Two teams collect cards of equal rank; seven of a kind form a canasta ('basket'). The discard pile can be captured whole, or frozen. First team to 5000 points wins.

4 players (2 teams)108 cardsapprox. 30 min/match

An introduction to the version named above. Special cases and local rules may differ. Agree on your rules before the first hand.

GAME PHASE 01

Goal & deck

108 cards

Canasta uses two full 52-card decks plus 4 jokers: 108 cards. Four players form two teams; partners sit opposite each other.

11 cards each

Every player receives 11 cards. The rest becomes the stock; one card is turned up to start the discard pile.

Your hand
77KK4AQ1025J
Stock
✦
Discard pile
9

Race to 5000

The game ends when a team reaches at least 5,000 points at the end of a hand. If both do, the higher total wins.

GAME PHASE 02

Melds

Equal ranks only

Unlike Rummy, Canasta has no runs: you only meld cards of EQUAL rank, at least 3 of them. Melds belong to the team: both partners add to them.

A valid meld: three kings
KKK

Wild cards

Jokers and ALL twos are wild: they stand in for any rank. A meld may contain at most 3 wild cards, and it always needs more natural cards than wilds.

Kings with a wild two
KK2wild

Red threes: instant bonus

Red threes (hearts and diamonds) are pure bonus cards. Draw one and you lay it out immediately and draw a replacement. Each red three is worth 100 bonus points; all four together 800.

Lay these out at once
3100 bonus3100 bonus

GAME PHASE 03

Canasta!

Seven of a kind

Grow a meld to 7 cards of one rank and it becomes a canasta, the 'basket' the game is named after. Canastas are the big point-makers.

A canasta of sevens
7777777

Natural beats mixed

A natural canasta contains no wild cards and earns a 500-point bonus. A mixed canasta (with jokers or twos) earns 300. On top of the bonus, every card in it keeps its normal value.

No canasta, no going out

Your team may only end the round (go out) once it has completed at least one canasta. Until then you keep drawing, melding and discarding.

GAME PHASE 04

The discard pile & freezing

Taking the whole pile

Instead of drawing from the stock you may capture the ENTIRE discard pile, if you can immediately meld its top card using two matching natural cards from your hand.

Top of the pile
Q
Two queens in hand unlock it
QQ

Freezing the pile

A discarded wild card freezes the pile. A black three only blocks immediate pickup; it does not freeze it. A frozen pile requires two matching natural cards in your hand.

Freezers and blockers
2freezes the pile3blocks next player

GAME PHASE 05

Scoring

The opening threshold rises

The opening meld needs 15 card points with a negative team score, 50 at 0–1495, 90 at 1500–2995 and 120 from 3000.

Card values

Jokers 50, twos and aces 20, K down to 8 count 10, and 7 down to 4 plus black threes count 5. These values apply both to melds (plus) and to cards left in hand (minus).

A20K108107545

Ending a round

A round ends when a player goes out (empty hand, team has a canasta) or the stock runs dry. Then each team adds meld values and bonuses and subtracts the cards still in hand.

FROM READING TO UNDERSTANDING

Try it again.
With cards on the table.

The iPhone app walks you through sample rounds at your own pace. All eleven games and every lesson are free. You can also play Mau-Mau against computer opponents.

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Publisher: Sebastian Kurock. Updated October 2, 2026. Based on Kartenschule’s own lessons. Pagat: Classic Canasta