canasta
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What is canasta?
Canasta is a card game in the rummy family that was created in Buenos Aires, Argentina, and Montevideo, Uruguay, in the 1940s. It gained popularity in the United States and Great Britain beginning in the 1950s. The goal of canasta is to score points by melding cards of the same rank and making canastas, which are melds of seven or more cards.
Each side earns points for melded cards and bonuses for natural canastas (500 points), mixed canastas (300 points), going out (100 points, or 200 if concealed), and each declared red 3 (100 points, or 200 each if a side declares all four). Points are subtracted for cards still held. The first side to reach 5,000 points wins.
Variations of canasta include samba and bolivia. Canasta can also be played by two players with rule modifications.
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How many players and cards are needed to play canasta?
Canasta is typically played by four players in two partnerships, using a 108-card pack, which includes two standard 52-card packs and four jokers. Eleven cards are dealt to each player. The aim is to score points by creating melds, especially canastas, which are melds of seven or more cards of the same rank. Jokers and 2s are wild and can represent any card other than a 3.
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What is the main goal in a game of canasta?
The primary goal in canasta is to accumulate points through melds, especially canastas. A meld consists of three or more cards of the same rank, while a canasta is a meld of seven or more cards. Points are scored based on the cards melded, with bonuses for natural canastas, mixed canastas, going out first, and declaring red 3s. The first side to reach 5,000 points wins.
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How do players form a canasta during the game?
In canasta, players form a canasta by creating melds, which are three or more cards of the same rank. A new meld requires at least two natural cards and can include wild cards, but no more than three. Once a meld is made, players can add more cards of the same rank or wild cards to it. A canasta is achieved when a meld contains seven or more cards.
When a canasta is formed entirely of natural cards, itâs known as a red canasta; otherwise, it is a black canasta.
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What is the role of wild cards in canasta?
In canasta, wild cards are crucial for creating melds (sets of cards of the same rank). When making a new meld, a player needs at least three cards of the same rank, with a maximum of three wild cards permitted in the meld. Once a meld is made, either partner can extend it by adding more cards of the same rank or wild cards. A meld becomes a canasta when it contains seven or more cards.
Discarding a wild card freezes the deck if it is not already frozen. Melds cannot contain more than two wild cards when playing the samba variant; however, the bolivia variant allows wild cards to be used in sequences. Some canasta variants allow wild-card canastas, which can score 1,000 points.
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How is scoring calculated in canasta and how does a game end?
In canasta, points are scored by melding cards, with bonus points awarded for each natural canasta (500 points), mixed canasta (300 points), and going out (100 points, or 200 if concealed). Declaring red 3s gives 100 points, or 200 each if one side declares all four. Points are subtracted for cards left in hand. The meld values of cards are: red 3, 100 points; joker, 50 points; ace or 2, 20 points; king, queen, jack, 10, 9, or 8, 10 points; 7, 6, 5, or 4, 5 points; and black 3, 5 points.
A player can go out by melding or discarding their last card, provided their partnership has made at least one canasta. The game ends when one side reaches 5,000 points.
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canasta, card game of the rummy family, developed in Buenos Aires, Arg., and Montevideo, Uruguay, in the 1940s and popular in the United States and Great Britain from the 1950s on. The name canasta, from the Spanish word for âbasket,â probably derives from the tray placed in the centre of the table to hold undealt cards and discards. Variations include samba and bolivia.
The object of the game is to score points by making as many melds as possible, especially canastas. A meld is three or more cards of the same rank, regardless of suit. A canasta is a meld of seven or more cards. Melds can be increased by the addition of natural cards of the same rank or of wild cards (jokers and 2s). Melds made by both partners are kept together in front of one of them. The first side to reach 5,000 points wins. The meld values of cards are: red 3, 100 points; joker, 50 points; ace or 2, 20 points; king, queen, jack, 10, 9, or 8, 10 points; 7, 6, 5, or 4, 5 points; and black 3, 5 points.
Basic rules
The deal
The most popular form of the game is played by four players in two partnerships, with partners facing each other across a table. A 108-card pack is used, comprising two standard 52-card packs plus four jokers. Jokers and 2s are wild and may be played as any card other than a 3. Eleven cards are dealt to each player; the undealt portion of the pack is placed on the table as the stock; and the top card of the stock is turned up to start the discard pile, or deck. If the initial upcard is a joker, a 2, or a red 3 (3 of hearts or diamonds), it is rotated 90 degrees, and another card is turned faceup on top of it. Anyone dealt a red 3 must, on the first turn, lay it faceup and replace it from the stock. These are bonus scoring cards and play no active role in playing the hand. Each player in turn (clockwise) draws a card from the stock or picks up the deck, may meld, and ends the turn by discarding one card faceup on the deck.
Drawing cards
The top card of stock may be drawn and added to oneâs hand, melded, or thrown faceup on the discard pile. Alternatively, the whole deck (not just part) may be picked up, provided that the upcard is immediately melded. Unless the deck is âfrozenâ (contains a wild card or a red 3), the upcard may be used to start a new meld by combining it with two cards of the same rank (or one card and a wild card) from a playerâs hand, or it may be added (âlayed offâ) to a meld of that rank belonging to the partnershipâs previous melds. However, the deck is frozen to a partnership until one of the partners has made an initial meld, and it is frozen to both partnerships whenever the discard pile is headed by a wild card or when it contains a wild card or a red 3 turned at the start of play. In this event the upcard may be used only to start a new meld with a natural pair of the same rank from the playerâs handâunless the player already has a meld of that rank, in which case that player can take the deck and add the top card to the existing meld. If the upcard is a black 3, the discard pile cannot be taken unless it can be melded to âgo outâ (player is left with no cards, with or without discarding). Discarding a black 3 therefore stops the next player from taking the pile. If a player draws a red 3 from stock, it is immediately melded, and the player draws another card. No replacement draw is made, however, for taking a red 3 that was turned at the start of play. Subsequent decks will not include a red 3, as they may not be discarded.
Melding
A new meld is made by laying three or more cards of the same rank faceup on the table; at least two of these must be natural cards and not more than three wild cards. The first meld made by either side must consist of cards whose combined values reach a minimum requirement, either alone or in conjunction with one or more other melds made at the same time. The minimum requirement depends on the partnershipâs current score, as follows: below zero score, 15; 0â1,499, 50; 1,500â2,999, 90; 3,000 or more, 120. The minimum requirement is therefore 50 points at start of play. Red 3s do not count toward the minimum.
Once a meld has been made, either partner may extend it by adding one or more cards of the same rank or wild cards. When it contains seven or more cards, it becomes a canasta and is squared up into a pile with a red card on top if it entirely consists of natural cards; otherwise, a black card is placed on top. Subsequently adding a wild card to a red canasta makes it a black canasta, and its top card is changed accordingly.
A player may create and extend any number of melds on one turn but cannot shift a wild card from one meld to another, run more than one meld of a given rank, add to a meld belonging to the other partners, or play (meld or discard) the last card from in hand unless legally entitled to go out.
Discarding
A playerâs turn ends by placing one card from in hand faceup on top of the discard pile. This may be any card except a red 3. Discarding a black 3 prevents the left-hand opponent from immediately taking the deck. Discarding a wild card freezes the deck if it is not already frozen. (This state is indicated by making the red 3 project sideways from the deck.) A player may not discard his last card if the partnership has not melded a canasta; in this case the discard is skipped.

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