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Traditional card games

Canasta

players
2–6
minutes
60-90
years
12+

In the box

Two 52-card decks + jokers

Box details
Origin
Traditional game, with no specific designer or publisher
Mechanics
Hand ManagementMeldingSet Collection

score sheets for this game →

Where to buy it

Near you

In a shop

Within 50 km.

The basics

Two partnerships of two meld sets of at least three cards of the same rank, with jokers and 2s as wild cards, and try to build them up to seven cards: that is a canasta, worth a 500-point bonus with no wild card and 300 with one. On your turn, draw a card or take the whole discard pile by melding its top card at once, meld what you like, then discard; each side’s first meld must reach a minimum number of points. You go out by getting rid of your last card, provided your side has a canasta. Each side scores its bonuses and melded cards, minus the cards left in hand; the game ends at the end of the deal in which a side reaches 5,000 points.

Traditional rules, checked against reference sources · October 2026

Never played? Aim of the game and full rulesStep by step, with examples, for a first game.

The rules, step by step

Setup

2 decks and 4 jokers, 11 cards each, 2 partnerships of 2
  • Two 52-card decks and four jokers, shuffled together: 108 cards.
  • With four players, you play in partnerships of two, partners sitting opposite each other. Each player is dealt eleven cards, one at a time.
  • The rest form the stock; the first card turned up starts the discard pile. If it is a wild card or a red three, another card is turned on top of it, and the discard pile is frozen.
  • A player dealt a red three lays it down at once in front of their side and draws a card to replace it.

How to play

Meld 3 cards or more, Jokers and 2s wild, 1 canasta to go out
  • On your turn, draw a card, or take the whole discard pile provided you meld its top card at once.
  • You may then lay down melds of three or more cards of the same rank, or add to your side's melds, then discard a card.
  • Jokers and 2s are wild cards: they stand in for any natural card, 4 to Ace, but a meld has at least two natural cards and no more than three wild cards.
  • A side's first meld in a deal must total a minimum number of card points, which goes up with its score.
  • You go out by getting rid of your last card, provided your side has at least one canasta; the deal ends at once.

Scoring

Canasta 500 or 300, Red 3: 100, all 4: 800, Out 100, concealed 200
  • Card values: joker 50; Ace and 2: 20; 8 to King: 10; 4 to 7 and black 3s: 5.
  • Natural canasta, with no wild card: a 500-point bonus; mixed canasta: 300. The value of its cards is added on top.
  • Each red three is worth 100 points, and all four together 800. A side that has laid nothing down in the deal counts them as minus points.
  • Going out earns 100 points; going out in one go, canasta included, without having melded anything before, which is going out concealed, earns 200.
  • Cards laid down are added; cards left in hand, in both partners' hands, are deducted.
  • Minimum initial meld, bonuses not included: 15 points with a negative score, 50 from 0 to 1,495, 90 from 1,500 to 2,995, 120 from 3,000. The only exception: going out in one go by melding your whole hand, canasta included, after drawing from the stock does away with this minimum.
  • In Marquoir, enter each side's total for every deal, positive or negative.

End of the game

5,000 points, Deal played to the end, Highest score wins
  • The game ends at the end of the deal in which a side reaches or exceeds 5,000 points: the current deal is played out.
  • If both sides go past 5,000 points in the same deal, the higher score wins.
  • A deal also ends when the stock runs out and nobody takes the discard pile any more: it is then scored without a going-out bonus.

House rules and pitfalls

Canasta was born in Uruguay around 1939.
  • Canasta was born in Uruguay around 1939. Its rules, settled between 1949 and 1951 by New York’s Regency Whist Club together with South American experts (the Official Canasta Laws), are the ones on this sheet: Pagat calls them classic canasta, and Bicycle publishes them.
  • A discarded black three stops the next player from taking the discard pile; once covered, it has no further effect according to Pagat. Bicycle, for its part, treats it as a card that freezes the pile.
  • The minimum initial meld is read from the side's score at the start of the deal.
  • With two, three, five or six players, the deal and sometimes the target change: according to Pagat, the game is played to 7,500 points with three players, or with six in three partnerships of two, and to 10,000 points with six in two teams of three. Marquoir offers these formats and targets when you start.
  • Common variants, which do not change the scoring: a discard pile that is always frozen, so it can only be taken with a natural pair; no taking the discard pile to add to a finished canasta.
never played?Aim of the game and full rules13 chapters · about 6 min read

Object of the game

Canasta is most often played by four, in two partnerships sitting opposite each other. Each side lays down in front of it melds of cards of the same rank (three 8s, four Kings…), which it builds up turn after turn. A meld of seven cards is a canasta, which earns a big bonus. You also score the value of the cards laid down. The first side to 5,000 points wins.

Equipment

Two 52-card decks and their four jokers, shuffled together: 108 cards. A score sheet or Marquoir is essential.

Card values

  • Joker: 50 points.
  • Ace and 2: 20 points.
  • 8 to King: 10 points.
  • 4 to 7, and black 3s: 5 points.
  • Red 3s are not played: they are bonuses (see below).

Jokers and 2s are wild cards: they can stand in for any natural card, 4 to Ace, in a meld.

Preparing a deal

  1. Deal eleven cards to each player, one at a time.
  2. Put the rest face down: this is the stock. Turn up its top card to start the discard pile. If it is a wild card or a red 3, turn up another on top of it, until an ordinary card appears: the discard pile is then frozen (see below).
  3. A player holding a red 3 lays it down at once in front of their side and draws a card to replace it. They do the same every time they draw one. A red 3 found when taking the discard pile is laid down too, but with no replacement card.

The turn

Each turn has three stages:

  1. Take: either the top card of the stock, or the whole discard pile (see below).
  2. Meld, if you wish: new melds, or cards added to your side's melds.
  3. Discard one card, face up, onto the discard pile. Play passes to the player on the left.

Melds

  • A meld has at least three cards of the same rank: three 9s, five Queens. Suits do not matter.
  • It must contain at least two natural cards, and no more than three wild cards.
  • You never make a meld of 3s: red 3s are bonuses, and black 3s can only be laid down, as three or four and without wild cards, when going out.
  • Melds belong to the side: either partner can add to them, and a side never has two melds of the same rank.
  • A meld of seven cards becomes a canasta, which is squared up into a pile. With no wild card it is a natural canasta (500 points); with at least one, a mixed canasta (300 points).

The initial meld

The first time a side melds in a deal, the cards laid down by that player, in that turn, must total a minimum number of points, which depends on the side's score at the start of the deal:

  • negative score: 15 points;
  • 0 to 1,495: 50 points;
  • 1,500 to 2,995: 90 points;
  • 3,000 and over: 120 points.

Only the value of the cards counts, not the bonuses: even a complete canasta is not enough if its cards fall short of the minimum. If you take the discard pile for this initial meld, its top card counts, but not the rest of the pile. The only exception: a player who has drawn from the stock and can lay down their whole hand at once, canasta included, goes out without having to meet this minimum.

Taking the discard pile

The discard pile can be worth a great deal. To take it, you must meld its top card at once:

  • either with two natural cards of the same rank from your hand;
  • or with one natural card of the same rank and one wild card;
  • or by adding it to a meld your side has already laid down.

The discard pile is frozen for a side that has not laid anything down yet, and for everyone as soon as it contains a wild card, or the red 3 turned up at the start: you then must have a natural pair. And you can never take it when a black 3 or a wild card is on top.

for example

The top of the discard pile is a King, and the pile holds twelve cards. Tom has two Kings in hand and his side has already melded: he lays down his three Kings, takes the whole pile and adds it to his hand.

Going out

A player goes out by getting rid of all their cards (their last card may be discarded or melded). Their side must have made at least one canasta, or complete it on that turn. Before going out, they may ask their partner "May I go out?", and must follow the answer. Going out earns a 100-point bonus; going out concealed earns 200: you lay down your whole hand at once, canasta included, without having melded anything before or added to your partner's melds. The deal ends at once. It also ends when the stock runs out: play goes on as long as each player takes the discard pile (you even have to if it is not frozen and its top card fits one of your side’s melds), then the deal is scored, with no going-out bonus. If the last card of the stock is a red 3, you lay it down and the deal ends on the spot, with no meld or discard.

Scoring

For each side:

  1. The bonuses: canastas (500 or 300), red 3s (100 each, 800 for all four), going out (100 or 200).
  2. Plus the value of all the cards laid down, canastas included.
  3. Minus the value of the cards left in hand, in both partners' hands.

A side that has laid nothing down in the deal counts its red 3s as minus points. In Marquoir, enter this total for each side.

End of the game

Deals follow one after another. The game ends at the end of the deal in which a side reaches or exceeds 5,000 points; if both get there in the same deal, the higher score wins. The Marquoir counter stops by itself.

Two, three, five or six players

  • Two players: fifteen cards each; you draw two cards and discard only one; you need two canastas to go out. Game to 5,000 points.
  • Three players: thirteen cards each (some deal eleven), and each player keeps their own score. In Pagat's version, you draw two cards, the first player to take the discard pile plays alone against the other two, who are partners for the deal, and the game is played to 7,500 points.
  • Five players: two teams, one of two players, the other of three.
  • Six players: three decks and six jokers, thirteen cards each, two canastas to go out; four red 3s are only worth 400 points, five are worth 1,000 and all six 1,200. Three partnerships of two play to 7,500 points, two teams of three to 10,000; in the latter case, according to Pagat, a team on 7,000 points or more needs at least 150 points for its initial meld.

In Marquoir, choose the format and the target when you start.

Tips for beginners

  • Aim for a canasta early: without one, nobody can go out, and the game drags on.
  • The discard pile is often the best draw in the game; do not discard a card your opponents have melded.
  • Keep a black 3 to block the discard pile when it gets big.

Going further

Variants · Frequently asked questions · In the same family

Variants

Game to

  • 5,000 points

  • 7,500 points

    Pagat’s target with three players, and with six in three partnerships of two.

  • 10,000 points

    Pagat’s target with six players, in two teams of three.

Format

  • In teams of two

  • Every player for themselves

    With two or three players: every player scores for themselves.

  • Three partnerships of two

    With six players, using three decks and six jokers.

  • Two sides

    With six, two teams of three, using three decks and six jokers; with five, two against three.

choose them when you start a game: the scorer adapts

Frequently asked questions

How many points is a canasta worth?

A natural canasta, with no joker or two, is worth a 500-point bonus. A mixed canasta, which contains at least one wild card, is worth 300. In both cases, the value of the cards in it is added on top: seven natural Kings bring in 570 points.

Can you go out without a canasta?

No. A side must have made at least one canasta, or complete it on the same turn, before it can get rid of its last card. So you have to build before you can close the deal.

When is the discard pile frozen?

For a side, as long as it has not laid anything down yet; for everyone, as soon as the pile contains a wild card or the red three turned up at the start. You then need a natural pair matching the top card to take it. Nobody can take it when a black three or a wild card is on top.

How do you keep score in Marquoir?

At the end of each deal, each side works out its score: bonuses, plus the cards laid down, minus the cards left in hand. Enter that total, even if negative. The counter stops at the end of the deal in which a side reaches 5,000 points.

In the same family

see all →