Canasta - The Popular New Rummy Games for Two to Six Players - How to Play, the Complete Official Rules and Full Instructions on How to Play Well and Win
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About this ebook
Albert H. Morehead
Albert Hodges Morehead, Jr. was a writer for The New York Times, a bridge player, a lexicographer, an author, and editor of reference works.
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Canasta - The Popular New Rummy Games for Two to Six Players - How to Play, the Complete Official Rules and Full Instructions on How to Play Well and Win - Albert H. Morehead
Authority
An Introduction to
CANASTA
For Those Who Never Have Played
You will like Canasta because it is a good partnership game for four players; it is an interesting, exciting game for two players; and three, or five, or six, can play and enjoy it as well. Canasta is high-scoring and absorbing, involving some skill but far less complex than bridge.
Anyone who knows how to play rummy can learn Canasta quickly. Because there are quite a number of rules, however, the best way to learn is to read just the few things you need know in advance and then play a game with us, picking up the rest as you play.
What You Need
Mix together two full packs of playing cards (52 cards each) plus four jokers. (That’s easy, because in every pack of cards there are a joker and an extra joker.) The two packs don’t have to be the same color, but they do have to be the same size. All this makes a 108-card pack, and that’s what you play Canasta with.
For keeping score, you need a pencil and a scorepad. There are special scorepads, but a bridge score will do, or a piece of paper with columns for WE and THEY.
The First Things to Remember
The name Canasta
comes from one of the melds — a set of seven cards of the same rank. Some of these seven cards may be wild cards (jokers or deuces), as you will see. But the making of canastas is the most important object of the game for two reasons. They are the highest scoring combinations and, unless your side has melded at least one canasta, you cannot go out.
Other things you should know before you start are:
1. The only melds are three or more of a kind; sequences do not count. Jokers and deuces are wild, but every set must contain at least two natural matching cards. You can’t meld two wild cards and an ace, for example, as three aces.
2. Your melds and your partner’s are combined, and one of you keeps all of them. You can add one or more cards to the melds of your own side, but not to those of the opponents.
3. The cards score for you if you meld them, against you if they are still in your hand when a player goes out. The card values are: Joker, 50; aces and deuces, 20 each; king down to eight, 10 each; seven down to black threes, 5 each. As you’ll see, red threes are special.
4. The first meld by you or your partner must be worth at least 50. After your score reaches 1,500 this minimum goes up to 90; at the 3,000-point mark it goes up to 120. (Game is 5,000.) After either partner has melded the minimum in the current hand, any meld — even one card — is sufficient for both partners.
5. Play proceeds as in rummy; draw, meld, discard. But if you take the top card of the discard pile, you must (actually it’s a privilege) also pick up the rest of the discard pile along with it.
All set? We’re ready to deal. Our game is four-handed; you have a partner across the table. The player at your right is the first dealer, so you’ll have first play. He deals eleven cards apiece, and turns up the next card. It’s an ace. Your hand is:
Two of your threes are red, the other is black. The very first thing you do is put those red threes face up on the table. Each player must do that in his first turn, and thereafter whenever he draws a red three. The penalty for failure to do so is heavy — 500 points.
When the hand is over, your red threes will count 100 points each for you if your side has melded, and against you if you haven’t. If one side has all four of them, they count double.
Having faced your