Card Game Companion

Classic Canasta rules

The original partnership game, standardized around 1950 and still played around the world.

Players, cards and the deal

Four players in two partnerships, two decks plus four jokers (108 cards). Deal 11 cards each; turn the next card face up to start the discard pile (if it is a wild card or a red three, the pile starts frozen). Each turn: draw one card or take the pile, meld if you like, discard one. Game to 5,000.

CardPoints
Joker50
Two (wild)20
Ace20
King, queen, jack, 10, 9, 810
7, 6, 5, 45
Three left in a hand (Modern American); black three (Classic)5

A red three has no card value: it scores only as a bonus (or penalty). Twos and jokers are wild.

Melds and canastas

The initial meld

Team's score before the handMinimum
Below 015
0 to 1,49550
1,500 to 2,99590
3,000 or more120

Add up the card values laid down. Bonuses never count. If you take the pile for your initial meld, the top card counts (taken with a natural pair from your hand) but the rest of the pile does not.

Example: king on top, K‑K and Q‑Q‑2 in hand. K‑K‑K and Q‑Q‑2 make 70: enough below 1,500, 20 short at 1,500 to 2,995. Check your own meld.

The discard pile and freezing

Red and black threes

Red threes are laid out at once and replaced. They score 100 each, 800 for all four, but count the same amount against a team that melded nothing by the end of the hand.

Black threes are stop cards: discarding one stops the next player taking the pile. They can be melded only by a player going out, three or four of them with no wild cards, at 5 each.

Going out

Your team needs at least one canasta. You may go out by melding every card, with or without a final discard. Going out scores 100. Going out concealed, melding your whole hand in one turn, including a canasta, having melded nothing earlier, scores 100 more (200 in all).

Scoring

No special cases for the number of canastas and no penalties: four steps for each team.

  1. Canasta bonuses: 500 for each natural canasta, 300 for each mixed one.
  2. Going out: 100, plus another 100 if the player went out concealed.
  3. Red threes: 100 each, 800 for all four; subtract instead if the team melded nothing.
  4. Cards: add the value of every melded card; subtract the cards left in hands.

Add the hand to the running totals. When a team reaches 5,000 the game ends and the higher total wins. The scorekeeper has a Classic setting.

Classic vs Modern American

RuleClassicModern American
Cards dealt1113
Meld size3 or more3 to 7
Wild cards in a meldUp to 3Up to 2; rule of five
Wild-card meldsNot allowedAllowed (2,000 to 3,000)
Initial meld15 / 50 / 90 / 120125 / 155 / 180
Red threes100 each, 800 for fourTable, with black threes
Going outOne canastaTwo canastas and a discard
Concealed going out+100No extra
Penalties for unfinished meldsNoneAces, sevens, wild melds
Game5,0008,500

Full Modern American rules.

Canasta tools

Questions people ask

What is a frozen pile in canasta?
In Classic Canasta the discard pile is frozen against a team that has not melded yet, and against everyone once a wild card has been discarded into it. A frozen pile can be taken only with a natural pair matching the top card.
Do red threes count against you in canasta?
In Classic Canasta, yes, if your team has melded nothing by the end of the hand: they count 100 each (800 for all four) against you. Otherwise they count for you.
What does going out concealed mean?
Melding your whole hand in one turn, including at least one canasta, when you had melded nothing earlier in the hand. In Classic Canasta it scores 100 on top of the usual 100 for going out.