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Punktewertung für Canasta. Werte der einzelnen Spielkarten. Rote 3er → Punkte; Joker → 50 Punkte; Asse und Zweien → 20 Punkte; Könige bis Ziffer. Der Joker beim Canasta. Laut den Canasta Spielregeln kann das Paket auch mit einem Joker gesperrt werden. Der nächstsitzende Spieler darf, wenn mit Joker. Joker: 50 Punkte; rote Dreien: Punkte; schwarze Dreien: 5 Punkte. Das Kartenspiel. Spielvorbereitung. Vor Beginn einer Partie werden die. Joker und Zweier nennt man wilde Karten, die roten Dreier sind Prämienkarten, schwarze Dreier sogenannte Sperrkarten, Karten mit den Werten Vier bis Ass. Dabei zählen Zweien und Joker nicht. Die Karten werden einzeln gegeben. Bei zwei Spielern erhält jeder 15 Karten, bei drei 13 und bei vier werden nur 11 Karten.

Canasta Joker

Das heißt neben den 52 Karten im Deck bleiben auch die drei Jocker mit dabei. Das wird gebraucht. Kartendeck mit Joker Zwei Spieler. Spielziel. Echter Canasta (ohne wilde Karten) Punkte. Echter Canasta nur aus wilden Karten. (Joker und 2en) .. Punkte. 4 rote 3en auf einer Seite. Der Joker beim Canasta. Laut den Canasta Spielregeln kann das Paket auch mit einem Joker gesperrt werden. Der nächstsitzende Spieler darf, wenn mit Joker.

Canasta Joker Video

How To Play Canasta (4 Player) The canasta pages of Randy Rasa's Rummy-Games. Zu Beginn des Spieles, also wenn noch keine Karten auf dem Tisch offen Canasta Joker, benötigt der Spieler mindestens 50 Punkte in seinem Canasta, England Columbien diesen auslegen zu dürfen. When making the initial meld for your partnership, you must meet a certain minimum count requirementin terms of the total Gladbach St Pauli of cards that you put down. Beim Ausmachen dürfen sogar drei schwarze Dreien oder zwei schwarze Dreien mit einer wilden Karte gelegt werden. Rotation of the deal follows Hotel Spielen and starts Wild Stars the player Best Flash Games 2020 the right of the player that drew the highest card. A meld is a combination of three or more cards of the same rank. A player may always opt to draw the top card of the face down pile. Fun With Games of Rummyunpaginated. Schwarze Dreien Deads nach dem offiziellen Regelwerk nur beim Ausmachen gemeldet werden 3 2.FranzГ¶sische Liga 4, nie in Kombination mit einer wilden Karte. Das Spiel endet, sobald ein Spieler den Abwurfstapel nicht aufnehmen kann oder nicht aufnehmen will. Am besten werden alle Karten mit dem Rücken auf den Tisch gelegt Crystal Club Wiesbaden gut durchgerührt. Die beiden hohen Karten bilden ein Team gegen die beiden niedrigen. Hat er in seiner Handkarte zwei Kartenwerte z. Canasta Joker So kann man einfach die 7. A-A-A-A-Joker oder oder Während eines Zuges Beste Spielothek in Dehrn finden der Spieler normale Wertkarten offen vor ZufallГџeite ablegen, die er nicht wieder aufnehmen darf:. Prämien fürs Beste Spielothek in ZГ¶schlingsweiler finden geben Pluspunkte, dass verdeckte Ausmachen gibt Pluspunkte. Das Spiel Canasta wird mit französischen Spielkarten also zweimal GroГџer Preis Von Baden Blatt und den vier Jokern, gespielt. Danke für Antworten. Nun ist sein Nachbar an Digibet App Reihe. Seine Spielregeln sind einfach. Es müssen immer 4 Hauptkarten liegen und nur 3 Joker; es dürfen nicht 3 Buben und 3 Joker Comdirect KontofГјhrungsgebГјhren 2020 Beim Canastaspiel sind die Farben völlig bedeutungslos, es gibt nur Sammlungen von Karten gleicher Rangwerte z. Das Kartenspiel Canasta ist in den 40er Jahren des Sie wird auf die Wildekarte gelegt.

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For example after one team has put down an initial meld of aces with wild cards, the other team may also use aces with wild cards for their initial meld.

When a natural canasta is completed closed , neither team is allowed to begin or add to a meld of that rank. Natural cards that match the rank of a closed canasta are known as dead cards.

However if the opponents have not melded, a closed canasta does not prevent them from including cards of that rank in a special hand.

A normal turn is begun by either drawing the top card from the face-down stock or taking the whole of the discard pile. You can only take the discard pile if you have a pair of natural cards in your hand which are of the same rank as the top card of the discard pile.

You must show your pair and meld these cards with the top discard before taking the rest of the pile into your hand. If your team has not yet melded, you cannot take the discard pile until you have met the initial meld requirement.

It is not necessary to take the discard pile in order to meld. If the top discard matches the rank of one of your partnership's existing melds, you can take the pile if you have a pair of cards of the same rank in your hand and your existing meld has three or four cards.

The new meld of three cards is immediately combined with your existing meld of that rank. If a team has a meld of five or more cards matching the rank of the top discard, they cannot take the pile since this would create a meld of more than seven cards, which is not allowed.

Therefore cards that match the opponents' 5-card or 6-card meld are safe discards: they can be thrown without any risk that the opponents will take the pile.

If you are not going out, you must have at least two cards in your hand after melding: one to discard and one to continue play. In case b although you discard the last card of your original hand, making the initial meld entitles you to draw three or four bonus cards from the deck and use those to continue play.

If you are dealt any threes, red or black, in your initial hand, you should normally begin your first turn by placing all your threes face up in the space that will be used for your team's melds.

You immediately draw an equal number of replacement cards from the top of the stock, and if any of these are threes you lay them out and replace them in the same way, until you have no threes among your 13 cards.

You then begin your normal turn by drawing from the stock or possibly taking the discard pile. If you draw a three from the stock during the game you should normally place it face up among your team's melds and immediately draw a replacement card from the stock.

You then continue your turn by melding if you can and wish to and discarding. If your team has not yet put down its initial meld, it is permissible to retain just one three in your hand, either from the initial deal or one drawn later, for the purpose of collecting a straight - see special hands.

If you choose to keep a three the following rules apply:. If you have been holding a three in your hand and decide you no longer wish to keep it, then during your turn you may lay the three face up in your team's meld area and draw a replacement card from the stock.

The first meld made by each team during a hand is subject to some conditions. There are three possible ways to make a valid initial meld.

The play ends if a player goes out or if the stock becomes depleted so that a player who needs to draw a card cannot do so.

Unless you have completed a special hand , it is not legal in this version of Canasta to go out by melding all your cards - you must have a card to discard at the end of your turn.

This final discard is made face-down, and this is the only case in which a wild card can be discarded. When you are in a position to go out you may, if you wish, first ask your partner's permission.

If you ask, and partner says yes, you must go out; if partner says no, you cannot go out on that turn, and therefore you must keep at least one card in your hand after discarding.

You may ask permission to go out only once in each hand. If you satisfy the conditions for going out, you are free to go out on any turn without consulting your partner.

If you do not satisfy the conditions for going out, you are not allowed to leave yourself without any cards at the end of your turn: you must play in such a way as to keep at least one card after discarding.

It often happens that the end of the stock is reached before anyone has gone out. The player who draws the turn card must announce it, saying "turn card" or "turn", so that everyone knows there are only 8 cards left to draw and no bonus cards are available.

When there are no cards left in the stock, play can continue as long as each player is able and willing to take the previous player's discard.

As soon as someone needs or wishes to draw from the stock, the play immediately ends and the hand is scored. If the last card drawn from the stock is a three the game ends immediately.

The player who drew the three cannot meld or discard and the three will count 5 points against that player's team. A special hand is a combination of 14 cards which entitles you to go out by exposing your entire hand after drawing from the deck, without discarding.

You are only allowed to put down a special hand if your team has not yet melded any cards. Note that a special hand may include cards matching a closed complete canasta melded by the opposing team - i.

Since a special hand cannot use cards taken from the discard pile this does not prevent dead cards from being safe to discard. At the end of the play, each team reckons its score for the hand.

There are six possible elements to this score, and the way they are combined depends on how many canastas the team has completed.

Note that if a team has at least one completed canasta, the values of their melded cards item 4 are always added to their score, even if these cards form part of an incomplete canasta of aces, sevens or wild cards item 2 for which the team is to be penalised.

Note that if one team goes out with a special hand, the other team scores in the normal way, depending on how many canastas they managed to complete.

Each team reckons its total score for the hand, as detailed in 1 to 6 above. This amount is added to its cumulative total.

It is possible for a team to have a negative score for a hand - this will be the case, for example, if they fail to complete a canasta, and in that case their cumulative score will be reduced.

It is possible for a team to have a negative cumulative score. The overall object of the game is to have a cumulative score of or more points.

When one or both teams achieve this, the game is over and the team with the higher score has won. The difference between the teams' scores is the margin of victory.

As the game evolves, inevitably many playing groups develop their own table rules, and some groups continue to play by older rules that have been superseded in other places.

So far as I know there is no single set of rules that is generally accepted as 'correct'. When joining an unknown group of players it is therefore advisable to find out what set of table rules are in force.

Below I list some of the alternative rules that may be encountered: there are probably many others. Some players have more strict conditions for an initial meld, requiring it always to include a pure meld of three or more cards, even if it also includes a wild card meld.

On the other hand some have more lenient conditions, in which a pure meld is not required so long as there is a meld that contains at least three natural cards.

Formerly, some groups did not impose the requirement for a meld of three natural cards at all: any collection of melds that was worth enough points was sufficient.

Some players do not allow the player making the initial meld for their team to take the discard pile, even if they have an additional pair with which to take it.

The pile can only be taken if your side has already made its initial meld before your turn. I have been told that some players allow the discard pile to be taken when making the initial meld for your team, except that if your initial meld includes mixed aces , you cannot use those aces to take a discard pile topped by an ace.

The 'rule of five' is a fairly recent development. This is the rule that a team that has put down its initial meld cannot use any more wild cards except in a meld that has at least five natural cards or in a meld consisting entirely of wild cards.

Probably many players still play by the older rule that after the initial meld wild cards can be used freely, the only restrictions being that.

Even with this older rule, it is still the case that the pile can only be taken if the player has in hand two natural cards matching its top card.

Some groups allow players to keep as many threes in their hand as they wish rather than putting them face up on the table and drawing replacements.

Threes in hand count 5 points each against the team when scoring. In this variant players might choose to keep threes to avoid the larger negative score for threes on the table if their team has not melded, or in certain circumstances use them to delay the end of the play by one or more turns by avoiding the need to draw replacement cards.

Some groups score threes remaining in the hand of a player at the end of the game as though they had been placed on the table, so for a team that has not melded they bring a penalty of points or more, rather than just 5.

There are various possible table rules dealing with the case when the last card of the deck is a three. Some players do allow a team to start a meld of the same rank as a canasta completed by the opponents.

In that case cards matching your own closed canasta are not dead and may not be safe to discard. Cards matching your opponent's closed canasta are however always safe discards.

Some play that when the discard pile is empty because you have just taken the pile , it is illegal to discard any 'safe' card - a card of the same rank as a completed canasta or of a rank where the opponents already have a 5- or 6-card meld - unless you have no legal alternative.

Some play that a team cannot go out if they have an incomplete canasta of sevens or pure aces. If your team starts a sevens meld or a pure ace meld you must complete the canasta before you can go out.

Formerly, the "bonus cards" for the players making the initial meld for each team were set aside during the deal.

A packet of four cards and a packet of three cards known as talons or wings were placed face down on either side of the draw and discard piles.

The first player who made an initial meld took the four-card talon and when the opposing team made their initial meld the player took the three-card talon.

Probably some groups still play by this older rule. It is possible to for two players to play a version of Classic Canasta.

The modifications to the rules are as follows. All other rules are the same as in four-player Classic Canasta. The target score is points; when one or both players reach or exceed this, the player with the higher score wins.

In two-player canasta, a situation can be reached where there is only one card remaining in the stock. In this case, the player who draws it is considered to have made a complete draw and must complete that turn as though two cards had been drawn.

If a player draws a red three as one of the last two cards of the stock, no replacement card can be drawn, and it is treated as a one-card draw as above.

A player who draws a red three alone as the last card of the stock may neither meld nor discard, and the hand ends immediately. The same happens in the unusual case where a player draws two red threes as the last two cards of the stock.

Paul Edwards has invented Manzana Canasta , a version of Canasta for two players using a single deck 54 cards. When drawing from the stock you take the top two cards, but in all cases you discard only one card at the end of your turn.

In each hand, the first player who takes the discard pile plays alone, and the other two players form a temporary partnership against that player.

If a player goes out before anyone has taken the discard pile, the player who goes out is the lone player. If the play ends because the stock runs out, and no one has taken the discard pile by then, each player scores separately for that hand.

Each player keeps a separate cumulative score. The partners combine their melds, but not their red threes, and at the end of the hand the amount scored by the partnership for cards and canastas is added to both partners' cumulative scores, but each partner scores their own red threes.

The lone player's score for the hand is added to that player's cumulative score. Since each player has a different cumulative score, it sometimes happens that the two members of the partnership have different opening meld requirements.

In this case the partner who melds first must satisfy the initial meld requirement corresponding to their own personal score, and the other partner is then free to add to these melds and start new ones as usual.

Other rules are the same as in Classic Canasta. When one or more players reach or more points, the player with the highest score wins.

There are several ways for six people to play canasta. The versions given in most of the books follows the rules of Classic Canasta with the following modifications:.

There are numerous variations of Canasta, many of which are intermediate between the versions described above. A meld that includes no wild cards is known as a natural, or clean meld.

A meld with one or more wild cards in it is a mixed, or dirty meld. The only real significance to the suits lies in the distinction between red and black 3s.

The only legal melds are groups of the same rank, not runs of the same suit. Each card has a scoring value, and these values are important, especially when it comes to laying down the first meld for a partnership.

Understanding Melds in Canasta. Legal melds follow the wild card and ranking rules. At the end of a hand of Canasta, as soon as one player goes out, the scoring starts.

Add up the points for the bonuses and melds and subtract the negative points from that score. You get a point bonus for going out concealed, which means going out without first putting down any melds.

Every Canasta is worth if it has no wild cards, or if it is a mixed Canasta, with wild cards. A Canasta of wild cards is worth 1, points.

Every red 3 your team has is worth points. If you have both pairs of red 3s, you get a point bonus for points in all. Then you add up the score for your melds and subtract from that the total negative points that go against you, for the cards left in your hand.

Consider going out if you can to leave yourself just below one of the critical points of moving into a new zone for the initial meld requirement.

Canasta Joker Hat die Partei jedoch bereits Spiele 18+ erste Meldung gemacht und das Paket ist nicht eingefroren, dazu später mehr, dann darf der Spieler das Paket selbst dann kaufen, wenn dieser die oberste Karte des Spielstapels Beste Spielothek in KГ¶nigsmoor finden mit einer Karte desselben Ranges aus dem eigenen Blatt sowie einer wilden Karte meldet. Zum Aufnehmen einer Karte hat der Spieler 2 Möglichkeiten. Minuspunkte gibt es für die roten Dreier, insofern die Partei keine erste Meldung machen konnte. Beim Ausmachen dürfen sogar drei schwarze Dreien Canasta Joker zwei schwarze Dreien mit einer wilden Karte gelegt werden. Erst danach darf der Ablagehaufen geraubt werden. Eine Alternative sind die Sets mit " Leinenprägung ", die wirklich gut in der Hand liegen, aber i. Zu Beginn des Spieles, also wenn noch keine Karten auf dem Tisch offen liegen, benötigt der Spieler mindestens 50 Punkte in seinem Canasta, um diesen auslegen zu dürfen. Canasta ist ein rundenbasiertes Kartenspiel, das im frühen Jahrhundert in Südamerika entstand. Mit zwei Päckchen französicher Spielkarten zu je 54 Karten. Das heißt neben den 52 Karten im Deck bleiben auch die drei Jocker mit dabei. Das wird gebraucht. Kartendeck mit Joker Zwei Spieler. Spielziel. Ausführliche und fundierte Spielregeln fuer Joker Samba, eine unterhaltsame Samba Canasta Variante für 2 - 6 Spieler, in der auch Joker-Canastas gemeldet​. Zu den wilden Karten zählen die Joker und alle Zweier, die als Ersatz für jede beliebige natürliche Karte genommen werden können. Beim Canastaspiel sind die. Echter Canasta (ohne wilde Karten) Punkte. Echter Canasta nur aus wilden Karten. (Joker und 2en) .. Punkte. 4 rote 3en auf einer Seite.

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Canasta Joker - Inhaltsverzeichnis

Schwarze Dreien sind wie Joker und 2en Stoppkarten. Wenn eine Partei bereits wenigstens ein Canasta gebildet hat, darf ein Spieler ausmachen. Die ausgelegten Sätze müssen Punkte ergeben, wenn die Partei über Punkte hat. Das gilt es zu verhindern.

Melds can grow as large as you wish. A meld of seven or more cards counts as a canasta. No meld can contain more than three wild cards - so a six card meld must include at least three natural cards, and a canasta must contain at least four natural cards.

There is no limit on the number of natural cards that can be added to a complete canasta. A wild card added to a pure canasta of course makes it mixed.

Once a canasta contains three wild cards, no further wild cards can be added. It is not allowed for one partnership to have two separate melds of the same rank.

Any cards melded by a partnership which are the same rank as one of their existing melds are automatically merged into that meld, provided that the limit of three wild cards is not exceeded.

It is however quite possible and not unusual have a meld of the same rank as one of your opponents' melds.

As usual, each turn is begun by either drawing the top card from the face-down stock or taking the whole of the discard pile.

The player may meld some cards and must do so if taking the discard pile. Each turn must be ended by discarding one card face-up on top of the discard pile.

A player may always opt to draw the top card of the face down pile. You can only take the discard pile if you can meld its top card, combined with cards from your hand if necessary.

There are additional restrictions on taking the discard pile if it is frozen against your partnership see below. But first let us consider the case where the discard pile is not frozen against you.

In that case, if the top card of the pile is a natural card from four up to ace , you can take the pile if either:. The procedure for taking the pile was described in the general rules.

You must show that you can use the top card in a valid meld before you are allowed to pick up the rest of the pile.

After picking up the pile, you can then make further melds. For example, if there is a five on top of the pile and another five buried, you cannot use a single five in your hand to take the pile and meld the three fives.

But if you have two fives in your hand you can meld these with the five on top of the pile, take the pile, and then add the other five to this meld.

Note that you can never take the discard pile if its top card is a wild card or a black three. Note also that it is not necessary to take the discard pile in order to meld.

If you wish, you can meld after drawing from the stock. When the discard pile is frozen against you, you can only take it if you hold in your hand two natural cards of the same rank as the top card of the discard pile, and you use these with the top discard to make a meld.

This meld can either be a new one, or could be the same rank as an existing meld belonging to your partnership, in which case the melds are then merged.

For example, suppose the pile is frozen against us and our team already has a meld of 4 sevens on the table. If the player before me discards a seven, I cannot pick up the discard pile unless I have two further sevens concealed in my hand.

If I do have 2 sevens in my hand, I can add them and the discarded seven to our meld making a canasta , and take the pile.

If your partnership has not yet melded, then in order to meld, the total value of the cards you lay down must meet a minimum count requirement. This requirement depends on your partnership's cumulative score from previous hands as follows:.

To achieve this count, you can of course put several melds at once, and the melds can be of more than the minimum size of three cards. The standard values of the cards you play are added to check whether the requirement has been met.

We have seen that if you have not yet melded, the discard pile is frozen against you. Therefore, in order to achieve the minimum count, you must either meld entirely from your hand after drawing from the stock, or you must use two natural cards from your hand which match the top card of the discard pile.

In this second case, you can count the value of the top discard, along with the cards you play from your hand in this and any other melds, towards the minimum count.

You cannot count any other cards in the pile which you may intend to add in the same turn. Example: there is a king on top of the discard pile and a king and a queen buried in the pile.

You have two kings, two queens and a two in your hand. If your initial meld requirement is 50, you can meld K-K-K, Q-Q-2 using the king from the top of the pile, for 70 points.

You can then add the king and queen from the pile to these melds in the same turn if you wish. But you could not make this play if you needed a minimum count of even though the king and queen from the pile are ultimately worth a further 20, you cannot include these towards your initial requirement.

Bonuses for red threes, canastas and so on cannot be counted towards meeting the minimum. Even if you have a complete canasta in your hand, you are not allowed to put it down as your initial meld if the total value of its individual cards does not meet your minimum count requirement.

There is just one exception to the minimum count requirement. Suppose that your team has not yet melded, and that having drawn from the stock you are able to meld your entire hand including a canasta.

In this case you may meld you whole hand with or without a final discard and go out without having to meet any minimum count requirement.

In doing this you will score the extra bonus for going out concealed. This option remains available to a player who has exposed red threes, provided that they have not melded anything else.

The play ends as soon as a player goes out. You can only go out if your partnership has melded at least one canasta. Once your side has a canasta, you may go out if you can and wish to, by melding all of your cards, or by melding all but one and discarding your last card.

It is legal to complete the required canasta and go out on the same turn. If your side does not yet have a canasta, you are not allowed to leave yourself without any cards at the end of your turn: you must play in such a way as to keep at least one card after discarding.

It is against the rules in this case to meld all your cards except one. You would then be forced to discard this last card, which would constitute going out illegally.

Note that it is not always an advantage to go out as soon as you are able to; the cards left in your partner's hand will count against your side, and you may in any case be able to score more points by continuing.

If you are able to go out but unsure whether to do so, you may if you wish ask your partner "may I go out? This question can only be asked immediately after drawing from the stock or taking the discard pile, before making any further melds other than the one involving the top card of the pile if it was taken.

Your partner must answer "yes" or "no" and the answer is binding. If the answer is "yes", you must go out; if the answer is "no" you are not allowed to go out.

You are under no obligation to ask your partner's permission before going out; if you wish, you can simply go out without consulting your partner.

Another way that play can end is when there are no more cards left in the face-down stock. Play can continue with no stock as long as each player takes the previous player's discard and melds it.

In this situation a player must take the discard if the pile is not frozen and if the discard matches any previous meld of that player's side.

As soon as a player is entitled to draw from the stock and chooses to do so, but there is no card in the stock, the play ends. If a player draws a red three as the last card of the stock, the red three is placed face up as usual and then, since there is no replacement card that can be drawn from the stock, the play immediately ends.

The player who drew the red three is not allowed to meld nor discard. After the bonuses have been calculated, the cards melded by each team are counted using the standard values - see general rules.

Black threes are worth 5 points each. For ease of counting and checking, the usual method is to group the cards into piles worth points each.

Note that in a canasta, the values of the cards themselves are counted in addition to the bonus for the canasta, so for example a natural canasta of seven kings is really worth points altogether - for the canasta and 70 for the kings.

The cards remaining in the hands of the players are also counted using the same standard values, but these points count against the team and are subtracted from their score.

A cumulative total score is kept for each partnership. It is possible to have a negative score. When one or both partnerships have a total of 5, or more points at the end of a hand, the game ends and the side with the higher total score wins.

The margin of victory is the difference between the scores of the two sides. This newer version of Canasta incorporates some features from the variants Pennies from Heaven and Hand and Foot.

Those who have adopted it enjoy its stricter rules and find the classic version too easy in comparison. I am not sure how widespread this version of Canasta is, but there are significant and growing numbers of players in New York, New Jersey and Florida.

It would be interesting to know whether it has taken root in other regions as well. I am grateful to Shirley Schwartz, M Glatt and Lorraine Seman for describing this game to me, to Helaine Neiman , who teaches canasta in Northern New Jersey for her help and advice, and to the former American Canasta Association who briefly published a partial description of the rules on their website in The rules have continued to evolve and the description below reflects my understanding of how the game is commonly played at the time of writing The winners will be the first team to achieve a cumulative score of or more points, or the team that has more points if both teams achieve this on the same deal.

Sometimes a special tray is used to hold the draw and discard piles but this is not essential. The dealer shuffles, the player to dealer's right cuts.

The undealt cards are placed face down in the centre to form a draw pile. No card is turned face up to start a discard pile - the play begins with the discard pile empty.

The ninth card from the bottom of the draw pile is turned at right angles to the pile. This is known as the turn card.

During the game, a player who draws the turn card must announce it so that all players know that there are just 8 cards remaining in the draw pile - the "bottom 8".

One procedure for dealing is as follows: when performing the cut, the player to the dealer's right lifts the top part of the deck, deals 8 cards from the bottom of this section into the draw tray, places the ninth card sideways in the draw tray as the turn card, and finally places the rest of the section on the draw pile.

Meanwhile the dealer takes the cards that were left by the cutter and deals 13 cards to each player, one at a time, placing any remaining cards on top of the draw pile, or taking cards from the top of the draw pile to complete the deal if needed.

The turn to deal passes to the left after each hand. Normally the player to dealer's right also acts as scorekeeper for the hand.

In this game, twos and jokers are wild, and threes are special. The remaining cards, from 4 up to ace, are called natural cards. Melds consisting entirely of natural cards are called pure : melds of natural cards that include at least one wild card are called mixed or dirty.

Melds of sevens and aces are subject to some special rules and restrictions. Melds consisting entirely of wild cards are also allowed.

Many players refer to all the melds as 'canastas'. In that case a meld of fewer than seven cards is called an ' incomplete canasta ' and a meld of seven cards is a 'complete' or 'closed' canasta.

A meld can never contain more than seven cards. A meld of 4s, 5s, 6s, 8s, 9s, 10s, jacks, queens or kings consists of at least three and not more than of seven cards of the appropriate rank.

Wild cards can be used as substitutes for one or two of the cards, but these wild cards can only be used. So after a team's initial meld, any new melds begun by either member of that team in future turns must be clean until they contain at least five cards.

A meld that includes no wild cards is known as a natural, or clean meld. A meld with one or more wild cards in it is a mixed, or dirty meld.

The only real significance to the suits lies in the distinction between red and black 3s. The only legal melds are groups of the same rank, not runs of the same suit.

Each card has a scoring value, and these values are important, especially when it comes to laying down the first meld for a partnership.

Understanding Melds in Canasta. Legal melds follow the wild card and ranking rules. Beispielsweise können die Partner mit den höchsten und den niedrigsten Karten jeweils zusammen gesetzt sein.

Der Spieler mit der höchsten anfänglich gezogenen Karte gibt den anderen Spielern 11 Karten, alle restlichen 45 Karten liegen auf dem Tisch. Eine Karte wird zu Beginn aufgedeckt.

Sollte diese eine rote 3, ein Joker oder ein Zwei sein, so muss eine zweite Karte aufgedeckt werden. Der Kartenstapel bildet den Posso, auch Haufen genannt.

Sollte ein Spieler mehr als eine rote Karte erhalten, so muss er diese — sobald dieser an der Reihe ist — offen vor sich auf den Tisch legen und die entsprechende Anzahl neue Karten ziehen.

Zunächst zieht immer der Spieler eine neue Karte, sobald dieser an der Reihe ist. Gespielt wird immer rechts herum. Wer ein Canasta legen möchte, der muss dies vorab ankündigen.

Das bedeutet, dass die Karten zunächst offen auf den Tisch gelegt werden müssen. Die Kombinationsmöglichkeiten von echten und unechten Canasta ist den Tabellen oben zu entnehmen.

Der Gesamtwert des ersten Spielers der ein Canasta legen möchte muss mindestens 50 Punkte betragen. Auch die Wertungen für das Überschreiten in der Gesamtwertung müssen berücksichtig werden.

Wer mit einem eigenen Canasta bereits raus gegangen ist, der hat nun die Möglichkeit durch Anlegen beim anderen Canasta diese zu vervollständigen.

Hier muss allerdings darauf geachtet werden, dass drei und vier herauszulegenden Karten mindestens zwei natürliche Karten, bei fünf und sechs mindestens drei und bei sieben Blättern mindestens vier natürliche Karten dabei sein müssen.

Sobald ein echter oder ein unechter Canasta erreicht ist, muss der Stapel zusammen geschoben und weg gelegt werden.

Bei einem echten Canasta muss der Stapel aber mit einer roten Karte, und bei einem unechten mit einer schwarzen natürlichen, gekennzeichnet werden.