How to play Canasta

Ten minutes to learn, a lifetime of arguing about the pile. Here's the game, the way the club plays it.

The setup

Canasta uses a double deck — 108 cards (two standard decks plus four jokers). Depending on your table you're dealt 15 cards (heads-up), 13 (three players), or 11 (four players). One card is turned up to start the discard pile. First side to 5,000 points wins the match.

Your turn, in three beats

1. Draw from the stock (one or two cards, per your house rule) — or take the whole discard pile if you have the claim. 2. Meld if you like: sets of three or more cards of one rank. 3. Discard one card to end your turn.

Melds and canastas

A meld needs at least 3 cards of one rank, at least two of them natural, with at most three wilds (2s and jokers). Grow a meld to seven cards and it's a canasta — worth a 300-point bonus, or 500 if it's all natural. You need a canasta (or two, under draw-two rules) before you can go out.

Your side's first meld of each hand has a minimum value that rises with your score: 50 points, then 90 once you pass 1,500, then 120 past 3,000. Winning gets harder. That's the point.

The pile — where games are won

Taking it

Hold a natural pair matching the top card and the pile is yours — the whole thing, straight into your hand. (Club house rule: no forced meld, no opening-minimum gate.) Once your side has melded and the pile isn't frozen, matching one of your melds or one natural plus a wild also works.

Freezing it

Discard a wild card and the pile freezes — from then on, only a natural pair unlocks it. Freeze it when an opponent is circling a big pile. Freeze it out of spite. Both are traditional.

Blocking it

A black 3 on top blocks the pile for the next player only. The passive-aggressive option.

The threes

Red 3s are bonus cards — laid aside automatically the moment you get one, worth 100 each (800 for all four)… but they count against you if your side never melds. Black 3s block the pile and can only be melded when going out, in a set of three or four, no wilds.

Going out & scoring

Meld everything (with or without a final discard) once your side has the required canastas, and the hand ends. Everyone else's leftover cards count against them.

Cards & bonusesPoints
Joker50
Aces and 2s20
8 through King10
4 through 7, black 3s5
Red 3 (each / all four)100 / 800
Mixed canasta300
Natural canasta500
Going out100

House rules the club honors

Draw one or draw two — chosen at every new game. Draw two pairs with needing two canastas to go out; draw one needs just one. And as above: a natural pair always takes the pile, no meld required. If your family plays it differently, tell us your rule — the club adds house rules people actually use.

Practice on Vera — freeStart a table