how to play modern american canasta
our complete guide: set up and play, card ranks, melds, canastas, special hands, strategy basics and playing for money
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canasta essentials: your guide to playing like a pro
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table of contents
introduction to modern american canasta
Canasta got its start in Uruguay around 1940. It quickly spread to Argentina, then the United States, and eventually across the globe. By the 1950s, it became so popular in the U.S. that it almost replaced Contract Bridge as the top card game. If you're curious about the full backstory of this beloved game, check out our blog “Where In The World Did This Game Come From: The History of Canasta.”
While there are many variations of Canasta, from Hand and Foot to Samba, this manual focuses on Modern American Canasta – a version considered by many to be one of the most strategic and challenging. Throughout this booklet, any references to “Canasta” specifically refer to Modern American Canasta.
Canasta is a fun, fast-paced four-player rummy card game that combines luck, skill, and a variety of strategies. Teams of two sit opposite each other, with each player receiving 13 cards. The game proceeds clockwise, and the goal is to score points by melding cards. The game ends when one team reaches or exceeds 8,500 points. The team with the higher score wins.
At the start of each hand, the dealer deals 13 cards to each player. The player to the left of the dealer goes first and play proceeds clockwise. Players take turns drawing one card from either the draw pile or the discard pile, forming melds and adding to existing melds. The turn ends when a player discards.
To play Canasta, here’s what you’ll need:
- Two decks of cards plus four jokers, making 108 cards in total.
- A two-sided spinner to hold the stock (pick) and discard (throw) piles; and
- Paper and pencil to keep score (or download our free scoresheet).
Shop our canasta traveler, a travel-friendly complete set for indoor and outdoor (wind) card play. Our doubledecker includes easy-shuffle plastic decks and a deckstand. Customer videos on our insta.
Card Values:
- Jokers (four in total): 50 points each
- Aces and 2s (eight of each): 20 points each
- 8s through Kings (eight of each): 10 points each
- 4s through 7s (eight of each): 5 points each
Card Categories:
- Regular Ranks: 4s, 5s, 6s, 8s, 9s, 10s, Jacks, Queens, Kings, and sometimes Aces
- Wild Cards: Jokers and 2s (aka “Bigs” and “Littles”)
- Special Ranks: 7s, sometimes Aces, Wild Cards (when melded together)
- Special Function: 3s
All ranks, except 3s and wild cards, are called Natural Cards. Suits don’t matter in Canasta.
melding
A meld consists of at least three, but not more than seven cards of the same rank. Wild cards may be used as substitutes for one or two of the Natural Cards in a meld, provided that the meld contains at least two Natural Cards.
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Natural Melds: Melds made of only Natural Cards (no wild cards); for example, three kings or four 8s.
Example of a Natural Meld (no wild cards) -
Mixed Melds: Melds that include both Natural Cards and wild cards; for example, two 4s, a joker and a deuce.
Example of a Mixed Meld (includes wild cards)
Melds belong to a partnership, not an individual player. Melds are kept face-up in front of one of the partners (the one who made that team’s Initial Meld). Typically, a partnership will have several melds, each of a different rank. The partners add cards of the appropriate rank to any of their team’s melds, whether begun by them or their partner. Players cannot add cards to opponents’ melds.
Different partnerships can pursue melds of the same rank. However, once a Canasta is made, players cannot open a new meld of that rank. That rank is considered Dead, and dead cards cannot be melded.
There are additional rules and restrictions for melding 7s and aces:
- 7s are never melded with wild cards and are always considered a Special Canasta.
- Aces:
- If included as part of an Initial Meld, aces may be melded with up to two wild cards (and at least two aces). This Mixed Meld behaves like any other meld and is not considered a Special Canasta.
- If not part of a team’s Initial Meld, aces cannot contain wild cards. Natural Aces must stay that way, with penalties for not completing this Special Canasta.
Rule of Five: Some tables only permit adding wild cards to a meld once it contains at least five Natural Cards. This rule is enforced after a team has made its Initial Meld (Open). Variants include Rule of Three and Rule of Four.
what is a canasta?
A Canasta is a meld of seven cards with no more than two wild cards and at least five Natural Cards. A Canasta cannot contain more than seven cards.
- Natural Canasta (aka Pure, Clean, or Red): A Canasta that contains no wild cards. It is worth 500 points (unless it is a Special Canasta). When closed, a red card of that rank is placed on top of the Canasta to indicate that it contains all Natural Cards.
-
Mixed Canasta: A Canasta that contains at least one, but not more than two, Wild Cards. It is worth 300 points. When closed, a black card of that rank is placed on top of the Canasta to indicate that natural cards are mixed with at least one, but not more than two, wilds.
Natural Canasta (left): seven Jacks with no wild cards
Mixed Canasta (right): Tens completed with wild cards (2s)
ranks with special rules & functions
Most card ranks in a canasta deck are regular cards. However, the following ranks have special rules and functions:
Threes
- Place face-up in the space for your team’s melds and immediately replace in the player’s hand with another card from the stockpile.
- It is permissible but not advisable for a player to retain 3s in her hand.
Some tables penalize players who forget to replace, or choose to hold onto a 3, by not allowing that player to replace it at a later point (they are “stuck” holding it for the remainder of the hand). How the 3 is scored at the end of the hand varies depending on the table imposing the rule.
Some tables enforce rules that require a player to announce or display 3s until they can be exposed and replaced.
Sevens
- Wild cards cannot be used in a meld of 7s.
- Failing to complete a 7s Canasta incurs a penalty of -2,500 points.
- Completing a 7s Canasta is worth +2,500 points.
- Holding more than two 7s at the end of a round incurs a Dirty Penalty of -1,500 points.
Aces
Wild cards can sometimes be used in a meld of aces.
- A player is allowed to make a mixed meld of aces as part of her team’s Initial Meld only.
- Unless it is part of a player’s Initial Meld, wild cards are not allowed to be used in a meld of aces.
- If a player starts a Pure Aces Meld but fails to complete it, she will incur a penalty of -2,500 points.
- If a player starts a Pure Aces Meld and completes a Pure Aces Canasta, put a red ace on top of the Canasta and it is worth +2,500 points!
- Holding more than two aces at the end of a round incurs a Dirty Penalty of -1,500 points.
Wild Cards
In addition to being used with Natural Cards to mix melds, a player may also choose to meld her wild cards together, thereby attempting a Wild Card Canasta.
- If a player starts a wild card meld but fails to complete a Wild Card Canasta, she will incur a penalty of -2,000 points.
- If a player starts a wild card meld and completes a Wild Card Canasta, it is worth +2,000 to 3,000 points depending on the specific mix of wild cards used (see scoring).
- If a player starts a wild card meld, her team is not allowed to add wild cards to any other melds until their Wild Card Canasta is completed.
set up and play
Before the game begins, set your teams, and choose the first dealer. If you play with the same group often, pick cards to decide the teams – it’s a great way to keep things friendly! Usually the host deals first, but if you’re in a neutral spot, let the cards pick the dealer as well.
fixing the deck
The player to the dealer’s right cuts the deck, holding onto the top of the cut and passing the bottom of the cut to the dealer. This player then counts out eight cards from the bottom of this stack of cards (the bottom of the top). Those eight cards are placed face-down on one side of the card tray. A ninth card is placed (also face down) perpendicular to the eight cards. This ninth card is called the Turning Card, and it sticks out of the card tray. The remainder of the cut cards is placed on top of the Turning Card (this pile of cards, together with the leftover cards from the deal, is called the stockpile). This procedure is called Fixing the Deck.
the deal
The bottom of the cut is given to the dealer. Thirteen cards are dealt to each player face down, starting to the dealer’s left and continuing clockwise. It is customary for the dealer to do this on the tablespace directly in front of her and then distribute the packets clockwise to best conceal another player’s cards.
The dealer rotates clockwise in subsequent rounds.
Some tables award 100 points for a perfect cut! If the player who Fixes the Deck passes the dealer exactly 52 cards, her perfect cut earns 100 points (added to Base Score)
play your turn in canasta
The player to the dealer’s left begins and the turn to play passes clockwise around the table.
On each turn a player must:
- Start the turn by drawing a card from the stockpile or picking up the Discard Pile.
- Complete the turn by discarding one card, face-up, into the Discard Pile.
Additional, optional actions during a turn:
A player may choose to meld cards or “Go Out” (end the round), but these actions are subject to additional rules and at the discretion of the player.
Section II — Play Your Turnthrees
Threes are unique in Canasta and are not melded like other cards. When a player draws a 3, they place it face-up on the table to their right and immediately draw another card from the stockpile.
Scoring for Threes:
3s are scored by color. Red 3s are counted together using the 100/300/500/1,000 schedule, and black 3s follow the same schedule. A team with four red threes and one black three may earn +1,100 points, -1,100 points, or 0 points depending on the number of canastas that team closes.
- One 3: 100 points
- Two 3s: 300 points
- Three 3s: 500 points
- Four 3s: 1,000 points
Special Rules for Scoring Threes:
I'm often asked "So, it's good to have 3s?" You tell me...
- The total value of a team’s 3s is negative if a team has no canastas by the end of the round.
- The total value of a team’s 3s is zero if they have one canasta.
- The total value of a team’s 3s is positive if they have at least two canastas.
Ending the Round with a Three: If a 3 is drawn as the last card from the stockpile, the round ends immediately. The 3 is placed face-up on the table, and no further actions, such as melding or discarding, are allowed. This is because the 3 cannot be replaced as it was the last card in the stockpile, and therefore that player’s turn technically never began.
Section II — Play Your Turnstarting your turn
After a player has exposed and replaced any 3s in her hand, she begins her turn by drawing a card from the stockpile, bringing her hand total to 14 cards. If a 3 is drawn, it is immediately exposed and replaced with another card from the stockpile.
On subsequent turns, a player starts her turn by:
- Drawing one card from the stockpile, or
- Picking up the entire discard pile (referred to as “Picking the Pack”), which is subject to specific conditions discussed below.
Picking the Pack
Picking the Pack means taking all cards from the discard pile. To do this, a player must satisfy all three conditions:
- Team’s Meld Status: Her team has already Melded, or she holds an Initial Meld in her hand without needing any cards or points from the discard pile.
- Matching Pair: She has a pair of Natural Cards in her hand that matches the top card of the discard pile at the start of her turn.
- Valid Meld: These 3 cards (pair from her hand + matching top discard) must either (a) be added to an existing meld for her team (without resulting in a meld of more than seven cards), or (b) be used to create a new meld for her team (assuming that rank is not dead).
Steps After Picking the Pack: The three-card meld must be laid down before adding the rest of the discard pile to her hand. She then has the option to open new melds or add to existing ones before discarding and ending her turn.
Some tables require that if a player Picks the Pack on an Ace while making her team's Initial Meld, the Aces must be melded Pure (Special!).
ending your turn
Every turn must end with a discard. Specific rules apply:
- 3s: Never discarded.
- Wild cards: Not discarded unless the player has no other option. A player is not allowed to meld and leave herself with only wild cards to discard. If a wild card is discarded, an opponent may challenge this discard, requiring the player to expose her hand.
- Aces and 7s: Cannot be discarded when the discard pile is empty (referred to as an Empty Tray).
Some tables do not allow discarding dead cards into an Empty Tray.
Announcing Remaining Cards: When a player ends her turn with three or fewer cards in her hand, she must announce this count to the table. This often signals that the round may be nearing its end.
Section II — Play Your Turnthe opening meld (aka “going down”)
To begin melding, one player on a team must make an Opening Meld. Players often refer to this as “opening” or “going down.” There are three possible ways to accomplish this:
- An Initial Meld
- A Splash
- A Special Hand
An Initial Meld
To open with an Initial Meld, a player must satisfy all three:
-
Minimum Count Requirement:
- Total value of the cards laid down must meet the Minimum Count.
- Multiple melds laid down simultaneously may combine to meet this requirement.
- The Minimum Count is based on that team’s cumulative score.
- The scorekeeper announces each team’s Minimum Count at the start of each round.
Cumulative Score Minimum Count to Open Less than 3,000 125 points 3,000 to 4,995 155 points 5,000 to 8,495 180 points -
Clean Triple:
- A meld of at least three matching Natural Cards.
- No wilds allowed in the Initial Meld's clean triple (but can be added later). Additionally, wilds cannot be added to a meld of 7s or Pure Aces opened to satisfy Clean Triple.
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At least one card in hand:
- After discarding, the player must have at least one card in her hand.
- This is independent of entitlement to Bonus Cards.
- Some refer to this as “one to throw and one to go.”
Some tables allow a player to be left with no cards after discarding if entitled to Bonus Cards.
Pick the Pack and Open
- A player may Pick the Pack while Opening (in lieu of picking a card from the stockpile) if holding a matching pair that can meld with the top card of the discard pile.
- The Minimum Count + Clean Triple must be met without using the Pack.
- The pair used to Pick the Pack can be part of the melds meeting the Initial Meld Requirement or a separate pair of another rank.
Open in Error
- If a player exposes an Initial Meld without meeting all three requirements, she should quickly pick up her cards.
- If not corrected within the same turn, she must discard to end the turn.
- Penatly: Minimum Count increases by 10 points (e.g., 125 points to 135 points).
A Splash
If a player has a Natural Canasta in her hand, this is called a Splash, and it satisfies all the requirements of an Initial Meld.
A player may not declare a Splash using six cards from her hand and the seventh card from the discard pile.
Some tables will consider seven mixed Wild Cards a Splash thereby overriding the Minimum Count. My table does not allow this! However, seven 2s (only 140 points) is always considered a Splash (this happens to be the very first Splash I got!).
A Special Hand
A player may collect a Special Hand as the first and only Meld for her team by laying down her entire hand, thereby ending play for that hand. The fourteen cards must meet a specific sequence (see Chapter IV: special hands). The fourteenth card that completes the special sequence must be drawn from the stockpile on that player’s turn.
Section II — Play Your Turnbonus cards
- The first player to Open, if she did not Pick the Pack, takes 4 Bonus Cards from the stockpile after discarding and before the next player draws a card.
- Second player to Open takes 3 Bonus Cards (unless Picking the Pack).
- Bonus Cards are not awarded beyond the Turning Card.
- If a player picks up any 3s on the bonus draw, she waits to expose and replace the 3s on her next turn.
Some tables play that when a 3 is picked up as a Bonus Card, the player must either announce it or turn it around in her hand for other players to see until it can be exposed and replaced on her next turn. I struggle to understand the purpose of this rule!
An older version of the game used Talons instead of Bonus Cards. One pack of four cards and another pack of three cards, known as talons, were made when the deck was fixed at the start of the hand. These packs were placed slightly under and on opposite ends of the card tray. The first player to open would take the pack of four cards and the second player to open would take the pack of three. Players would get their talon regardless of whether they picked the pack to open or opened after turning. No one plays with talons anymore, but players often refer to bonus cards as talons, so it’s worth mentioning the origin of the term.
end of play
When play ends, the score for each team is calculated by the scorekeeper. Play for the round may end in three ways:
- A player declares a Special Hand.
- The stockpile is depleted:
- If the stockpile is depleted before anyone Goes Out, play can continue if the next player is willing to take the previous player’s discard (Pick the Pack).
- Play ends as soon as someone needs or wishes to draw from the stockpile, either to start their turn or to replace a 3, and the hand is scored.
- A player Goes Out and earns a 100-point bonus for her team.
- The team must have completed at least two Canastas.
- The player must meld all cards in her hand except a final discard, which is placed face down in the discard pile to indicate the hand is over.
- The team must have no incomplete Special Canastas (7s, Pure Aces, or Wild Cards).
Asking for Permission to Go Out
Rules: A player may ask her partner’s permission to Go Out. This is optional, not required. If a player opts to ask for permission, the following rules apply:
- The player must ask before melding any cards on that turn.
- The partner can answer "Yes" or "No" only.
- If the partner answers “Yes” the player must Go Out.
- If the partner answers “No” the player is not allowed to Go Out on that turn and must keep at least one card in her hand after discarding.
- A player can ask permission to Go Out only once per round.
Strategy: The partner’s answer should be based on whether she has a Dirty or Clean hand. If the partner answers “No,” a later discard of a non-7, non-Ace signals "I'm clean now." (You may not ask Partner a second time in this round.) Consider whether going out dirty might still be the optimal play if it delivers substantial penalties to the opposing team (e.g., opponents have all the 3s and no closed canasta).
special canastas
Special Canastas – 7s, Pure Aces and Wild Cards – offer significant rewards (2,000–3,000 points) but come with steep penalties if not completed (minus 2,000–2,500 points). Due to the high stakes associated with Special Canastas, strategic play is crucial.
sevens (7s) canasta
Rules: 7s must not be melded with wild cards. Completing a 7s Canasta earns 2,500 points; failing to do so results in a 2,500-point penalty. Teams cannot Go Out with an incomplete 7s Canasta. Any player holding three or more 7s at the end of the round incurs a 1,500-point Dirty Penalty.
Strategy: Hold at least two 7s defensively. If you have more than two, discard the excess to signal your partner. Only attempt a 7s Canasta if confident your team has seven 7s. It’s better to incur a penalty “in your hand” (1,500-point Dirty Penalty) than “on the table” (2,500-point penalty for an incomplete 7s Canasta).
pure aces canasta
Rules: Aces must be melded pure (without wild cards) unless included in a team’s Initial Meld. Completing a Pure Aces Canasta earns 2,500 points; failing to do so results in a 2,500-point penalty. Teams cannot Go Out with an incomplete Pure Aces Canasta. Any player holding three or more aces at the end of the round incurs a 1,500-point Dirty Penalty.
Strategy: Treat aces like 7s if they are not mixed in the Initial Melds. Open with mixed aces if you can meet your Initial Meld requirement to avoid holding them defensively. Only attempt Pure Aces if you are confident your team has seven aces. Again, a penalty “in your hand” (1,500-point Dirty Penalty) is preferable to one “on the table” (2,500-point penalty for an incomplete Pure Aces Canasta).
wild card canasta
Rules: Wild cards can be melded together. If it’s part of an Initial Meld, only the Minimum Count is necessary (do not also need a clean triple). A Wild Card Canasta can earn between 2,000 and 3,000 points depending on the specific mix of wild cards used (see scoring: canastas). An incomplete Wild Card Canasta results in a 2,000-point penalty.
Strategy: Attempt a Wild Card Canasta with five or more wilds, especially when the whereabouts of the remaining wilds are uncertain. Opening a Wild Card Canasta with four wilds is riskier, particularly early in the hand. I tend to open a Wild Card Canasta with four wilds closer to the end of the hand when I have greater visibility on where the wilds may (or may not) be. At the start of the hand, I will generally want five (or even six) before I’ll open a Wild Card Canasta. Unlike your strategy with 7s and Pure Aces, there is almost always an element of risk when opening a Wild Card Canasta – unless of course, you get a Splash of 2s!
special hands
Overview:
- Special Hands are unique combinations of fourteen cards that allow a player to Open and end play simultaneously by exposing her entire hand after drawing a card from the stockpile.
- Special Hands cannot be completed by taking a card from the discard pile.
- Dead cards are permitted in Special Hands.
- This is the only scenario where a player starts her turn and does not end it with a discard.
- Key Rule: Since a Special Hand serves as the team’s Opening, a player cannot expose a Special Hand if her partner has already completed an Initial Meld for the team.
Some tables allow a partner one turn to pick for a Special Hand after the team has opened. This is known as Courtesy.
The number of Special Hands, their values, and rules about whether wilds are allowed vary significantly from table-to-table. For example, a NYC club allows seven Special Hands worth 3,500 points each, while a Westchester club allows 12 Special Hands worth between 2,000 and 8,500 points.
scoring for special hands
If play ends with a Special Hand, that team's Base Score is determined by the value of the Special Hand.
- No deductions or penalties for cards left in the partner's hand.
- No credit for threes.
- The opposing team calculates their score as usual (unless playing Wipeout).
commonly accepted special hands
garbage (aka “a straight”)
- A Garbage Hand includes one card of every rank (suit is irrelevant). This is also known as a Straight.
- Key considerations:
- Requires a joker (only 4 are available of 108 cards).
- Requires a 3; decide early if attempting this hand and hold onto a 3.
- Points: Worth 3,000 points (can vary by table).
pairs
- Pairs Hand consists of seven distinct pairs (four-of-a-kind is not counted as two pairs).
-
Types:
- Pairs No Wilds: Seven distinct pairs excluding 3s, 2s, and jokers; aces and 7s are allowed but not required. Worth 2,500 points.
- Pairs with Wilds: Seven distinct pairs including matching wild cards (e.g., 2/2 or joker/joker); must include pairs of aces and 7s. Worth 2,000 points.
Some tables allow Palm Beach Pairs/Miami Pairs, which requires pairs of 2s, jokers, 7s, and aces
pungs & kongs
- Pungs and Kongs Hand is inspired by Mah Jongg, with “Pung” meaning three-of-a-kind, and “Kong” meaning four-of-a-kind. This hand includes two Pungs and two Kongs.
- Points: Typically, worth 2,000 points (up to 3,000 points depending on the table).
Wild Cards: Whether wilds are allowed is up to the table, but traditionally they are not allowed to preserve the specialness of the hand.
zip code
- Zip Code Hand consists of two pairs, two three-of-a-kinds, and one four-of-a-kind.
- Points: Worth 2,500 points.
Wild Cards: Whether wilds are allowed is a table rule; keeping wilds out is recommended to preserve the specialness of the hand.
No Wilds: Keep Special Hands Special!
scoring
At the end of each hand, teams report two scores: Base and Count. The scorekeeper tracks each team’s Base Score and Count, calculates cumulative scores, and announces the Minimum Count needed to open (Initial Meld) for the next hand:
| Cumulative Score | Minimum Count to Open |
|---|---|
| Less than 3,000 | 125 points |
| 3,000 to 4,995 | 155 points |
| 5,000 to 8,495 | 180 points |
base score
A team’s Base Score consists of:
- The value of its 3s (see chart below)
- Points for Canastas
- A Going Out Bonus of 100 points (if applicable)
- Deduction for any penalties
If your table plays with a bonus for a perfect cut, 100 points are added here too.
If a team has a Special Hand, then its Base Score is the value of the Special Hand.
value of 3s
| Red 3s | Points | Black 3s | Points |
|---|---|---|---|
| One red 3 | 100 points | One black 3 | 100 points |
| Two red 3s | 300 points | Two black 3s | 300 points |
| Three red 3s | 500 points | Three black 3s | 500 points |
| Four red 3s | 1,000 points | Four black 3s | 1,000 points |
Additional rules regarding 3s:
- No Canastas: Value of 3s is negative
- One Canasta: Value of 3s is ZERO
- Two or more Canastas: Value of 3s is positive
- Special Hand: 3s are not counted
canastas
- Mixed: 300 points (black card on top)
- Pure: 500 points (red card on top)
- 7s or Pure Aces: 2,500 points
- Wild Cards:
- All 2s: 3,000 points (red 2 on top)
- Four jokers and three 2s: 2,500 points (joker on top)
- Mixed Wilds: 2,000 points (black 2 on top)
penalties
- Incomplete 7s Canasta: -2,500 points
- Incomplete Pure Aces Canasta: -2,500 points
- Incomplete Wild Card Canasta: -2,000 points
- Dirty Penalties:
- Three or more 7s in a player's hand: -1,500 points
- Three or more Aces in a player's hand: -1,500 points
- Double Dirty (both): -3,000 points
bonus for going out
100 points are awarded to the team of the player who melds all her cards.
- The team must have at least two Canastas.
- The player discards face down to indicate hand is over. There must be a discard.
special hands
When a team achieves a Special Hand, its Base Score is determined by the value of that Special Hand (see below). The team does not count the value of their 3s or any card count. The partner’s hand is disregarded entirely, even if it contains dirty penalties. The opponent’s team scores as usual when the hand ends.
- Garbage: 3,000 points
- Pairs (no wilds): 2,500 points
- Pairs (with wilds): 2,000 points
- Pungs and Kongs: 2,000 points
- Zip Code: 2,500 points
Some tables play Wipeout: If a team achieves a Special Hand, the opponent’s score is “wiped out” for that round. No points are awarded and any penalties are ignored.
count
When a team closes at least one Canasta, its Count is the total value of all melded cards (including those in the Canastas) minus the value of cards left in hand. If a team fails to close a Canasta, its count is negative for the value of all cards.
When a team achieves a Special Hand, its Count is zero.
When calculating a team’s Count, it is customary (and easiest) to count card values in each player’s hand and remove an equal value from that team’s Melds leaving only a positive Count on the table.
playing for money
To play for money, convert the point spread into whole dollars and apply a multiplier.
Example:
| winning team | losing team |
|---|---|
| points: 8,730 | points: 5,380 |
| specials: none | specials: zip code; wild card canasta |
multiplier: 2 (agreed before the game)
- point difference: 8,730 – 5,380 = 3,350
- round to nearest 1,000: 3,000
- divide by 1,000: 3
- multiply by 2: $6
- (optional) adjust for specials: $6 – $2 = $4
Amount owed: $4 from the losing team to the winning team.
Alternatively, decide on a set amount per game (e.g., $10). Usually, a set amount (e.g., $1) is paid for Specials (both Special Canastas and Special Hands).
For more strategies and tips on mastering Canasta, be sure to visit our splash blog for articles, insights, and advice to help you Up Your Game. You can also exlore our table rules checklist for a handy guide to keep your games running smoothly, as well as other quick-play resources. Don't forget to visit our shop to check out our canasta traveler sets and accessories. Stay connected with Chick Magnets to make the most of your Canasta play!
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