Card Game Companion

Modern American Canasta rules

How to play canasta the way most North American clubs and classes teach it, with the points where tables differ.

These are the Modern American Canasta rules most commonly described in public sources. There is no single public rule book, and many groups play their own variations, noted below as table options. Agree yours before you deal. Not affiliated with the Canasta League of America.

Players, cards and the goal

Four players in two partnerships, partners sitting opposite. You need two standard decks plus four jokers: 108 cards. Twos and jokers are wild. Each hand, both teams lay down melds of one rank and try to complete canastas (melds of seven cards), which carry big bonuses. Scores run from hand to hand; the common target is 8,500.

Card values

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

Card values matter twice: for the initial meld, and at the end of each hand, when melded cards count for you and cards left in your hands count against you.

The canasta cheat sheet has every value, bonus and penalty on one printable page.

The deal and a turn

  1. Deal 13 cards to each player, one at a time. The rest is the face-down stock. No card is turned up: the discard pile starts empty.
  2. The turn card. Count eight cards up from the bottom of the stock and turn the ninth sideways. When someone draws it, everyone knows eight cards are left.
  3. Each turn: draw the top card of the stock (or take the whole discard pile, if allowed); meld if you want; then discard one card. Play goes clockwise, starting left of the dealer.
  4. Threes go straight out. Lay any three face up in front of your team and draw a replacement at once.
  5. Keep a card. Unless you are going out, you may not meld down to a single card. (The player who makes the team's initial meld before the turn card is drawn is the exception, because bonus cards are coming.)

Melds, wild cards and canastas

Six, six, joker is legal in your initial meld, but not later in the hand: the rule of five would need five natural sixes first.

The initial meld

Team's score before the handMinimum
Below 3,000 (negative scores too)125
3,000 to 4,995155
5,000 or more180

Your team's first meld of each hand must reach a minimum count of card values, set by your score before the hand. Bonuses never count towards it. It must also include a natural meld of three or more with no wild card, or a meld of three or more wild cards.

Splash: a complete natural or wild canasta laid down whole from your hand opens with no minimum.

Bonus cards: while the turn card is still in the stock, the player who makes the initial meld (and does not go out) draws extra cards after discarding: four if theirs is the first team to meld this hand, three if the other team already has. Try the initial meld checker on your own cards.

Taking the discard pile

Discarding

Threes

Threes are never melded. Lay each one out as it arrives and replace it from the stock. At the end of the hand, look up the red threes and the black threes separately in this table and add the two:

Threes of one colour1234
Points1003005001,000
Team's canastasThrees count
Noneagainst the team
Exactly onenothing
Two or morefor the team

Two red and three black threes are 300 + 500 = 800: +800 with two canastas, 0 with one, −800 with none. While your team has not melded you may keep one three in hand towards a straight (a special hand). A three left in a hand at the end counts 5 against you.

Sevens and aces

Wild canastas

A team may meld three to seven wild cards on their own. Complete, they score 3,000 for seven twos, 2,500 for four jokers with three twos, and 2,000 for any other mix. While a wild meld is unfinished, no other meld of the team may take wild cards. An unfinished wild meld at the end costs 2,000 (2,500 if it holds all four jokers).

Special hands

A special hand is 14 cards declared by a player whose team has not melded: after drawing, lay the whole hand down without discarding. The hand ends; that team scores only the special hand, and the other team scores as usual. Public sources agree on these four; many groups play more.

Special hand (14 cards, team not yet melded)Points
Straight: one of every rank, ace to king, plus a joker3,000
Seven pairs, no wild cards2,500
Seven pairs including twos, sevens and aces2,000
Garbage: two fours-of-a-kind and two threes-of-a-kind2,000

Going out and the end of a hand

  1. Your team needs two canastas (any kind), counting any completed this turn.
  2. You must meld all but one card and discard the last (face down; it may be wild). You cannot go out by melding every card, except with a special hand.
  3. You may ask your partner "May I go out?" once a hand. A yes obliges you to go out; a no forbids it this turn.
  4. If the stock runs out, players may keep taking the pile under the usual rule; the first who cannot or will not ends the hand. Nobody scores for going out.

Scoring a hand

Score each team in the same order every time. Most arguments come from skipping step 2.

  1. Special hand? If the team went out with one, it scores that value and nothing else.
  2. Count the team's canastas: none, one, or two or more. This decides the signs below.
  3. Bonuses (only with at least one canasta): each canasta's bonus, plus 100 for going out.
  4. Penalties for each unfinished meld of natural aces, of sevens, or of wild cards.
  5. Threes: look up the red and the black threes separately and add. Against the team with no canasta, nothing with one, for it with two or more.
  6. Melded cards: add their values, or subtract them if the team has no canasta.
  7. Cards left in hands: subtract their values, plus 1,500 for each player holding three or more aces, and again for three or more sevens.
BonusPoints
Mixed canasta (one or two wild cards)300
Natural canasta (no wild cards)500
Natural canasta of aces2,500
Canasta of sevens (always natural)2,500
Wild canasta of seven twos3,000
Wild canasta: four jokers and three twos2,500
Any other wild canasta2,000
Going out100
PenaltyPoints
Unfinished meld of natural aces−2,500
Unfinished meld of sevens−2,500
Unfinished wild-card meld−2,000
…holding all four jokers−2,500
Each player caught with 3+ aces−1,500
Each player caught with 3+ sevens−1,500

Add each hand to the running totals. Once a hand ends with either team at 8,500 or more, the higher total wins. The canasta scorekeeper follows these steps for you.

Where tables differ

Modern American Canasta has changed over the years, so check these with a new group:

Classic Canasta

The older game, standardized around 1950, is still played by many families: 11 cards each, melds of any length with up to three wild cards, no wild melds, one canasta to go out, red threes 100 each, and game to 5,000. Read the Classic Canasta rules.

Canasta tools

Questions people ask

How many wild cards can be in a canasta?
In Modern American Canasta a meld may hold at most two wild cards, and after the initial meld wild cards may join only a meld with five natural cards (the rule of five). Sevens never take wild cards. In Classic Canasta a meld may hold up to three wild cards, with at least two natural cards.
Can you go out with one canasta?
Not in Modern American Canasta: the team needs two canastas, and the player must finish with a discard. In Classic Canasta one canasta is enough, and you may meld every card.
What is the difference between Modern American and Classic Canasta?
Modern American deals 13 cards, caps melds at seven, adds the rule of five, wild-card canastas, special bonuses and penalties for sevens and aces, scores red and black threes from a table, and needs two canastas to go out; game to 8,500. Classic deals 11, allows longer melds, scores red threes 100 each, needs one canasta to go out; game to 5,000.