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Edited by jhsurti at 11-10-2017 06:58 PM
CANASTA
Canasta (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 hand. It is the only partnership member of the family of Rummy games to achieve the status of a classic.
The game of Canasta was devised by Segundo Santos and Alberto Serrato in Montevideo, Uruguay, in 1939. In the 1940s the game quickly spread in myriad variations to Chile, Peru, Brazil and Argentina, where its rules were further refined before being introduced to the United States in 1948, 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. The game quickly became a card-craze boom in the 1950s providing a sales avalanche of card sets, card trays and books about the subject.
Dealing:
The initial dealer is chosen by any common method, although it should be remembered that 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 2 hands of 11 cards to each player.
The remaining cards are left in a stack in the center of the table.
The Play:
The player to the dealer's left has the first turn, and play then 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. 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.
The player may then make as many legal melds as they wish from the cards in their hand. A turn ends when the player discards one card from their 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 if they decide that they could have taken the discard pile.
Melds and Canastas:
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. 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 3 or 4 black threes may be melded last in the process of a player going out.
A meld must consist of at least two natural cards, and can never have more wild cards than natural cards (and therefore more than three wild cards). Examples: 5-5-2 and 9-9-9-2-2-Joker are legal melds. 5-2-2 is not a legal meld as it contains only one natural card. 9-9-2-2-2-Joker is not legal as it contains more wild cards than natural cards.
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 canasta) is one that comprises both natural and wild cards.
A "concealed" canasta is a canasta assembled in the player's hand and is played to the table complete, or requiring only the top card from the discard pile (the discard pile being picked up in the usual way). A concealed canasta may be natural or mixed and carries a bonus score of 100 points (so 400 for a concealed mixed canasta and 600 for a concealed natural canasta).
Picking up the discard pile:
At the beginning of their 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 by making a new meld along with two other cards from their hand. Only the top card is relevant for the player/team to pick up the rest of the discard pile. In addition, the player/team must meet the initial meld requirement using the top card of the discard pile in order to pick up the pile.
If a wild card has previously been discarded to the pile, the discard pile is frozen. When the discard pile is frozen, it may only be thawed (picked up) if the player can meld the top card with two natural cards of the same rank in 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, however; it just acts as a "stop card". The card discarded after a black three allows the pile to be picked up again (unless it is a wild card).
Going out:
A player may go out by using all the cards in their hand only if that player/team has made one or more canastas. The player may go out only by melding all his 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 their hand at the end of their turn. The hand ends immediately when any player goes out.
When considering going out, a player may ask their partner for permission to go out; however, 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 can legally go out, but has three or more black threes in his hand, these may be melded at this time only. If the stock is completely depleted when a player is required to draw a card, the hand ends immediately, that is, neither team gets the going out bonus.
The scoring:
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:
Bonus scores Going out 100
Each mixed canasta 300
Each natural canasta 500
Each red three, up to three 100
If all four red threes are held 800
If a partnership has accumulated red threes, but has not yet made any melds when the opposition team goes out, then the total value of all the cards left in the player/team's hand(s) as well as the bonus value of melded red threes are subtracted from that team's previous score. That is, if a team has three red threes but had not yet made any melds, at the end of that hand the team will suffer a penalty of 300 points rather than gaining a 300-point bonus.
The game ends when a player/team's total score reaches 5,000 or above. The team with the highest total score at this point wins. |
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