Gameweave

Canasta

Canasta is a rummy-style card game for 2 to 4 players. Everyone races to 5,000 points by melding sets of same-rank cards and completing Canastas — melds of seven or more cards.
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4 players — a partnership game: two fixed teams of partners sitting across the table.
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Team 1 — Player 1 and Player 3
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Team 2 — Player 2 and Player 4
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Partners share their melds: anything one partner lays on the table can be extended by the other.
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2 or 3 players — every player for themselves. Each player is their own "team": you keep your own melds and are scored on your own hand.
Wherever these rules say "your team", read it as "you and your partner" in the four-player game, or simply "you" in the two- and three-player games.

Players & setup at a glance

2 players
3 players
4 players
Teams
2 individuals
3 individuals
2 partnerships
Cards dealt each
15
13
11
Cards drawn per turn
2 (discard 1)
1
1
Canastas needed for the go-out bonus
2
1
1
Play to
5,000
5,000
5,000
Everything else — the deck, wild cards, melding, taking the discard pile, red/ black 3s, Canasta bonuses and scoring — is the same for every player count.

The deck

Canasta uses 108 cards: two standard 52-card decks shuffled together plus four Jokers.
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Wild cards — Jokers and all 2s.
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Natural cards — every other rank (Aces through 4s, plus the 3s).

Card point values

Card
Points
Joker
50
Ace, 2
20
King … 8
10
7 … 4, black 3
5
Red 3 (bonus card)
100

Objective

Score the most points across a series of hands and be the first team (a partnership with four players, or a single player otherwise) to reach 5,000. A hand ends when one player "goes out" (empties their hand) or the stock pile runs out.

Setup

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Each player is dealt 11 cards with four players, 13 with three players, or 15 with two players.
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The rest form the face-down stock.
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One card is turned face-up to start the discard pile.
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Any red 3s dealt to a player are placed face-up in front of their team for a bonus and replaced with a fresh card from the stock.

A turn

Each turn has three parts:
1.
Draw — take the top card of the stock, or pick up the entire discard pile (see below). In the two-player game you draw the top two cards of the stock (you still discard only one).
2.
Meld (optional) — lay down or extend melds, add wild cards, or place a red 3.
3.
Discard — end your turn by placing one card on the discard pile. Emptying your hand this way (or by melding your last card) is "going out".

Melding

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A meld is three or more cards of the same rank (you cannot meld runs).
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A meld may include wild cards, but must keep at least two natural cards and never more than three wild cards.
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Partners build on the same melds — there is one meld per rank per team.
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Laying off adds matching cards from your hand to a meld your team already has on the table.

Red 3s and black 3s

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Red 3s are bonus cards worth 100 points each (all four are worth 800). Place them face-up as soon as you draw them and take a replacement card.
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Black 3s are "stop" cards: after a black 3 is discarded, the next player cannot take the discard pile. They are not melded in normal play.

Taking the discard pile

Instead of drawing from the stock you may pick up the whole discard pile if the top card is a natural card and you can immediately use it — that is, you hold two matching natural cards, or your team already has a meld of that rank. The top card is not a black 3 (stop card).

Canastas

A Canasta is a meld of seven or more cards.
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Natural (red) Canasta — seven naturals, no wilds: 500-point bonus.
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Mixed (black) Canasta — contains a wild: 300-point bonus.
Your team must complete at least one Canasta (in the two-player game, two Canastas) before going out earns the 100-point go-out bonus.

Scoring a hand

When the hand ends, each team totals:
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+ the face value of every card it has melded,
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+ Canasta bonuses (500 / 300),
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+ red 3 bonuses (100 each, 800 for all four),
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+ 100 for going out (only if the team met its Canasta requirement — one Canasta, or two in the two-player game),
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− the face value of all cards left in the hands of everyone on the team (just your own hand when playing individually).
Deal again until a team reaches 5,000 points.

How this implementation differs from tournament Canasta

This boardlang version keeps the flavour and scoring of Canasta while simplifying a few of the fiddlier rules so the game stays approachable and always has a legal move:
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Taking the pile always requires two matching naturals (or an existing meld) and moves the whole pile into your hand; the "must immediately meld the top card" and separate frozen/unfrozen pickup conditions are folded into this single rule.
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Going out is allowed by emptying your hand at any time; the 100-point go-out bonus is only awarded if your team has met its Canasta requirement (one Canasta, or two in the two-player game). The official two-player rule that you cannot go out at all without two Canastas is relaxed to this bonus gate, and there is no "may I go out?" partner request.
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The initial-meld minimum-point requirement (which scales with your score) is not enforced.
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Melding lays down every natural of the chosen rank at once, and wild cards are added to an existing team meld one at a time.