Canasta Rules: How to Play Canasta, Step by Step
Quick answer
Canasta is a rummy game for four players in two partnerships, played with two decks and four jokers. Each player gets 11 cards. On your turn you draw, lay down melds of three or more cards of the same rank, and discard. Twos and jokers are wild. Seven cards of one rank make a canasta, worth 500 without wild cards or 300 with them. When your side has a canasta you may go out. The first side to 5,000 points wins.
Two players? Same rules, but deal 15 cards each, draw two cards and discard one, and you need two canastas to go out.
What you need
- Two standard 52-card decks plus four jokers: 108 cards in all, shuffled together.
- Four players in two partnerships. Partners sit opposite each other. Canasta also works well for two players.
- Paper and pencil, or our canasta score sheet. Scores run into the thousands.
The goal
You and your partner work together to lay down melds, groups of cards of the same rank, and to grow them into canastas of seven cards. Canastas are worth big bonuses. Every card you meld scores its points; every card stuck in your hand when someone goes out counts against you. Hands add up, and the first side to 5,000 points wins.
Card values
Each card has a point value. It counts for you when it is melded and against you when it is left in your hand.
| Card | Points |
|---|---|
| Joker | 50 |
| Ace, Two | 20 |
| King, Queen, Jack, 10, 9, 8 | 10 |
| 7, 6, 5, 4 | 5 |
| Black three | 5 |
| Red three | 100 bonus |
Wild cards
The four jokers and the eight twos are wild. A wild card can stand in for any rank in a meld. There are two limits:
- Every meld needs at least two natural cards (not wild). You can't meld three jokers on their own.
- A meld may hold no more than three wild cards, however long it gets.
Red threes
Red threes are bonus cards. You never keep them in your hand and never meld them.
- If you are dealt a red three, lay it face up in front of you on your first turn and draw a card from the stock to replace it.
- If you draw a red three from the stock, lay it down at once and draw again.
- Each red three is worth 100 points. If your side has all four, they are worth 800.
- If your side has made no meld at all when the hand ends, your red threes count minus instead.
Black threes
Black threes are stop cards. When you discard a black three, the next player can't take the discard pile; they must draw from the stock. You can only meld black threes in the turn you go out: three or four of them, with no wild cards. A black three left in your hand counts 5 points against you.
The deal and the first upcard
- The dealer deals 11 cards to each player, one at a time.
- The rest of the cards go face down as the stock. The top card is turned face up next to it to start the discard pile. That card is the upcard.
- If the upcard is a wild card or a red three, turn another card on top of it. The pile is now frozen (see the frozen pile). Keep turning until a different card shows.
- The player to the dealer's left goes first, and play moves clockwise.
Your turn
- Draw: take the top card of the stock, or take the whole discard pile if you are allowed to (see taking the discard pile).
- Meld (if you want): lay down new melds or add cards to your side's melds.
- Discard one card face up on the discard pile.
You may add cards to your partner's melds, but never to the other side's melds.
Melds
A meld is three or more cards of the same rank, such as three 8s or five Queens. Suits don't matter, and there are no runs in canasta.
- Your side may have only one meld of each rank. If your partner has melded Kings, add your Kings to that meld.
- The other side may have its own meld of the same rank.
- Melds stay on the table for the rest of the hand and keep growing.
The first meld: minimum points
The first time your side lays down cards in a hand, the cards must add up to a minimum count. You may lay down more than one meld at once to reach it. The minimum depends on your side's score at the start of the hand:
| Your side's score | First meld needs |
|---|---|
| Below zero | 15 |
| 0 to 1,495 | 50 |
| 1,500 to 2,995 | 90 |
| 3,000 or more | 120 |
- Only card points count. Red threes and canasta bonuses don't.
- If you take the discard pile for your first meld, the top card counts toward the minimum, but the rest of the pile doesn't.
- After your side's first meld, either partner may meld any amount.
Try it: is this enough for a first meld?
Pick your side's score, then tap cards to build a first meld. You can make more than one meld at once; their points add up.
Your hand: Eight of clubs, Eight of hearts, King of diamonds, King of hearts, King of spades, Ace of spades, Two of clubs, Joker.
Minimums: score below zero 15, 0 to 1,495 50, 1,500 to 2,995 90, 3,000 or more 120. Your score now: 0.
In that hand, the three Kings are only 30 points. Add the two or the joker to reach 50. At 3,000 points you need 120: the Kings with the joker and the 8s with the two get you there. The lone ace can't be used, because a meld needs two natural cards.
Taking the discard pile
Taking the discard pile is the big move in canasta: you get every card in it. You may take it only if you can meld its top card at once, and then you take the rest of the pile into your hand.
When the pile is not frozen, you may take it if:
- you have two natural cards of the same rank as the top card, or
- you have one natural card and one wild card to meld with it, or
- the top card can be added to a meld your side already has.
You can never take the pile while a wild card or a black three is on top.
The frozen pile
A frozen pile can be taken only with a natural pair from your hand that matches the top card. Wild cards don't help, and adding to an existing meld doesn't count. The pile is frozen:
- when it holds a wild card: discarding a two or a joker freezes it. The card is placed sideways so everyone can see it;
- when the first upcard was a wild card or a red three;
- for your side, until your side has made its first meld.
Once someone takes the pile, the new pile starts unfrozen.
Canastas
A meld of seven or more cards is a canasta. Square it up into a pile with a card on top to show what kind it is:
- Natural canasta (also called clean or red): no wild cards. Worth 500 points, with a red card on top.
- Mixed canasta (also called dirty or black): has one to three wild cards. Worth 300 points, with a black card on top.
You can keep adding cards to a canasta. Adding a wild card to a natural canasta turns it into a mixed one.
Going out
You go out when you get rid of the last card in your hand, by melding it or discarding it. That ends the hand.
- Your side needs at least one canasta first (two in the two-player game). You may finish it in the same turn.
- Going out scores a bonus of 100 points.
- Going out concealed, melding your whole hand in one turn including a canasta, when you had melded nothing before, scores 100 extra (200 in all).
- Before you go out you may ask your partner, “May I go out?” If you ask, you must do what they say.
On this site: your partner is the computer, and it always says yes. So there is no point asking: if you can go out, go out.
When the stock runs out
If someone draws the last card of the stock and it is a red three, they lay it down and the hand ends at once, with no meld and no discard. Otherwise play goes on with no stock: each player must take the discard if it fits one of their side's melds and the pile isn't frozen. The hand ends as soon as a player can't, or doesn't, take the discard. Nobody gets the going-out bonus.
Canasta scoring rules
At the end of each hand, each side adds up its score in two parts: bonuses, then cards.
| What | Points |
|---|---|
| Natural canasta (no wild cards) | 500 |
| Mixed canasta (with wild cards) | 300 |
| Each red three | 100 |
| All four red threes | 800 |
| Going out | 100 |
| Going out concealed (extra) | 100 |
| Cards in your melds | plus their value |
| Cards left in your hands | minus their value |
| Red threes when your side has no meld | minus |
Scoring a hand, step by step
Your side went out. You have a natural canasta of seven Kings, a mixed canasta of Queens (five Queens, a two and a joker), three Aces and two red threes. The other side has a mixed canasta of 7s (five 7s and two twos), three 9s and one red three, and still holds a joker, an ace, a King and a 6.
| Your side | Points |
|---|---|
| 1 natural canasta × 500 | 500 |
| 1 mixed canasta × 300 | 300 |
| 2 red threes | 200 |
| Going out | 100 |
| Cards melded | 250 |
| Hand total | 1,350 |
| The other side | Points |
|---|---|
| 1 mixed canasta × 300 | 300 |
| 1 red three | 100 |
| Cards melded | 95 |
| Cards left in hand | −85 |
| Hand total | 410 |
Your cards melded: seven Kings (70), the Queen canasta (120) and three Aces (60), 250 in all. The other side's leftover joker, ace, King and 6 cost them 85.
And if a side has red threes but made no meld? Two red threes would then score −200.
Keep score with our canasta score sheet: print it, or use the online scorekeeper that adds it all up for you. Every scoring rule with a hand calculator: canasta scoring rules, with a calculator.
Winning the game
Keep a running total for each side. When a side reaches 5,000 points at the end of a hand, the game is over and the side with the higher total wins. Scores can go below zero, and the minimum for your first meld goes up as your score climbs.
Canasta for 2 players
Two-player canasta uses the same rules with three changes:
- Deal 15 cards to each player.
- When you draw from the stock, take 2 cards, but still discard only one.
- You need 2 canastas to go out.
Everything else, from the minimum first meld to scoring and playing to 5,000, stays the same. A real two-player deal, turn by turn: 2 player canasta rules.
The rules in our game: Classic Canasta as written above, for four players with a computer partner or two players head to head. The game counts every hand for you and explains each point. Want a canasta game with a hand and a foot? See the Hand and Foot rules. Prefer something quicker for two? Try gin rummy.
If you like Canasta, try
Hand and Foot
2–6 players · 90 min · Learn in a game or two
Canasta’s big-family cousin: play your hand, then pick up your foot.
Phase 10 rules
2–6 players · 60 min · Easy to learn
Rules, the list of all 10 phases and free score sheets.
Gin Rummy
2 players · 20 min · Easy to learn
Build runs and sets, then knock when your leftovers are low.
Questions people ask
How many cards do you deal in canasta?
With four players in two partnerships, deal 11 cards to each player. In the two-player game, deal 15 cards each. Three players get 13 cards each. Canasta uses two decks plus four jokers, 108 cards in all.
Can you pick up the discard pile with a wild card?
Only when the pile is not frozen. Then you may take it with one natural card matching the top card plus one wild card. When the pile is frozen you need two natural cards of the top card’s rank, so wild cards don’t help. And nobody can take the pile while a wild card or a black three is on top.
What is a frozen pile in canasta?
A frozen discard pile can only be taken with a natural pair that matches the top card. The pile is frozen when it contains a wild card (someone discarded a two or a joker, or one was the first upcard) or a red three upcard. It is also frozen against a side that has not made its first meld yet. Once someone takes the pile, the new pile starts unfrozen.
How do you score canasta?
At the end of each hand, each side adds up bonuses (natural canasta 500, mixed canasta 300, red threes 100 each or 800 for all four, going out 100, concealed going out 100 extra), then adds the points of all its melded cards and subtracts the points of the cards left in its hands. The first side to 5,000 wins.
How many points do you need to go down in canasta?
It depends on your side’s score at the start of the hand: 15 if your score is below zero, 50 from 0 to 1,495, 90 from 1,500 to 2,995 and 120 from 3,000 up. Only card points count; bonuses for red threes and canastas don’t.
How many wild cards can be in a canasta meld?
No more than three, and every meld needs at least two natural cards. So a canasta of seven cards has at least four natural cards.
What do you do with black threes in canasta?
Black threes are stop cards. When you discard one, the next player cannot take the discard pile. You can only meld black threes when you go out, three or four of them together with no wild cards. Left in your hand, each counts 5 points against you.
Do you need a canasta to go out?
Yes. In the four-player game your side needs at least one canasta before you can go out. In two-player canasta you need two canastas.
What happens if you have red threes and no melds?
Your red threes count against you. Each one is worth 100 points, but if your side made no meld at all in that hand, they are minus 100 each (minus 800 for all four).
What is the difference between canasta and Hand and Foot?
Hand and Foot is a family game built on canasta. Each player gets a second pile of cards, the foot, to play after the hand, it uses more decks, and the minimum meld goes up by round instead of by score. See our Hand and Foot rules for the details.