SILLY ANGEL'S TOURNEY RULES

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NEW GAMES

 

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SIMON SAYS SEX NTC (Tables 2/2/1) *NPU*1st player to draw every hand names the card that must be melded with initial meld.You can draw before you name the card. If a player forgets to name a card on their first turn of the hand, then their opponent can name the card on their turn.Before you meld any cards the meld card must be called. If a player melds with no meld card being called then its a DQ. You must also have sex (both 6's AND 9's) melded before you make any canastas.Please note that you are NOT allowed to call 6s or 9s to meld, if you call 6s or 9s as your meld it is a DQ Players are not allowed to pick up the discard deck at all but you may go out at any time

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SIMON SAYS MELD NOW NTC (Tables 2/2/1) *NPU* 1st player to draw every hand names the card that must be melded with initial meld but ONLY if they can meld right then, if they cannot meld, the option of the meld goes to next player. Before you meld any cards, the meld card must be called. You can draw before you name the card. If a player melds with no meld card being called then it's a DQ. Players are not allowed to pick up the discard deck at all but you may go out at any time

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DOLLY PARTON (Tables 2/2/2) *NPU* You may meld and canasta anything you like. before going out you must have a canasta in both 9's and 5's 

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WICKED 5's (Tables 2/2/1) *NPU* Yourinitial meld must be 5's each hand, you may meld other cards with the 5's. if you get a red in 5's is is auto win, game play stops and game is cancelled. 


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SWEET SIXTEEN NPU 2/2/1 You may meld anything you want but you need to have 6's and 10's melded before making any canastas.

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THIRTEEN (Tables 2/2/2) *NPU* You can meld anything anytime. You must have kings melded BEFORE any canastas. Your first 2 canastas need to total 13. You may make 1st and 2nd canasta in same turn but you do not have to. Allocations are face value for 4-10. J=11, Q=12, K=13 and A=1,2 or 3 and to be used with 10,J,Q to make 13 (10 + A,J + A, Q + A) This means that you need to canasta 4's + 9's or 5 + 8, 7 + 6, or 10, J or Q + A. KINGS in canasta is already 13. 

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POOL NT (Tables 2/2/2) *NPU* You can only meld 4-9 and Aces and wilds can be used. It is just like a game of pool (or billards). You must have all melded before GOING OUT. You may canasta at anytime EXCEPT you cannot canasta 8s!!! Only time you can canasta 8s is if you canasta everything else (4,5,6,7,9,A) is canastaed first

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A's and K's NTC (Table 2/2/1)*NO PU* If you sit red you must include kings on first meld whole game. If you sit blue you must include Aces first meld whole game. The rest is played as NTC.

AK-47  (Table 2/2/1)*NO PU* Your initial meld must be any combination (2 OR MORE) of the A K 4 7 only, on the next turn you may add additional cards and canasta 

ACES NO TOUCH CUTTY (Table 2/2/1)*NO PU* Players must meld with Ace's in their initial meld of each hand, you may go out at any time.



ACES/CUT (Table 2/2/1)*PU* Ace's must be with your first meld.



ACES/REG (Table 2/2/2)*PU* Ace's must be with your first meld.

ACES NPU NO OUT (Table 2/2/2)*NO PU* Aces must be in your first meld. They can be melded with other cards. No going out or touching the pile!

ALL ROYALS (Table 2/2/2)*NO PU* You can meld anything, but you need J, Q, K's melded on the table before you can make any canastas. You can ONLY canasta J, Q, and K's. No other canasta's allowed.

ALL OVER THE PLACE (Table 2/2/2)*NO PU* Alternate every hand start with NO ROYALTY next hand MT. TOP.~~ Rules= NO ROYALTY -  You can NOT meld or canasta J, Q or ,K.~~~ MT Top You can only meld and/or canasta 8's-A's. 

ANGEL SAYS (Table 2/2/1)*NO PU* The player that starts the game will look at his/her cards before they draw and pick a card that has to be melded 1st with initial meld. At the start of hand 2 the other player will pick the card that has to be melded in initial meld and so on. The rest is played as NTC.

ANGELS FOOTBALL (Table 2/2/1)*NO PU* You can meld anything, but you can only make canastas of 4s, 6s, and 7s. 

ANGELS NIGHT OUT  (Table 2/2/1)*NO PU* In this game it takes Queens and Aces being melded BEFORE you go out. You can make as many canastas as you wish but you must have Queens and Aces melded BEFORE you go out.

ANGELS SPELLING LESSON (Table 2/2/2)*PU* Spell JAK by making canastas in JACKS, ACES AND KINGS. In that order and you win automatically. The rest is played as regular canasta.

AT THE TIME (Table 2/2/2)*PU* This game is simple all you do is in your initial meld & your first canasta use the time that the TD puts as start time of the game. So if the start time is 4:36, then your initial meld must include a 4 OR 3 OR 6 and your first canasta must be a 4 OR 3 OR 6. HOST PLEASE POST THE TIME EACH HAND (THE ORIGINAL START TIME).

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BEACH BABES (Table 2/2/2)*NO PU* This is a combined tourney of Ladies 1st & Sex on the Beach. Queens must be included in your first meld & 6s & 9s must be melded BEFORE you can make any canastas. You may freeze the pile. You cannot pick up the pile.

BACHELOR PARTY (Table 2/2/2)*PU* Like the name implies, this game requires something of a manly meld. So it takes Jacks and Kings being melded to the table BEFORE you go out. You can make canastas at any time, you just need jacks and kings melded to the table BEFORE you go out. Rest is regular.

BATTLESHIP NTC (Table 2/2/1)*NO PU* You can meld and canasta everything the battleships are 4, 5, 8, 10 and ACES. If you got them all canasta during the whole game you got auto win also when you get a red aces if you make a black aces you not able to make a auto win only by making all ships then if non get all ships game stops ad 5000 points. YOU DO NOT NEED ALL SHIPS ON TABLE BEFORE YOU CAN CANASTA.

Back to Back NTC (NOT FOR DOUBLES) (Tables Set 2/2/1) *NO PU*. 1st Hand: 4's and 5's Must be in the INITIAL MELD. 2nd Hand: 6's and 7's Must be in the INITIAL MELD. 3rd Hand: 8s and 9's Must be in the INITIAL MELD. 4th Hand: 10's and J's Must be in the INITIAL MELD. 5th Hand: Q's and K's Must be in the INITIAL MELD. 6th Hand: Aces and 4's Must be in the INITIAL MELD. You may use wilds and jokers and any other cards in the initial meld. 

BACKWARDS L NTC (Tables 2/2/1) *NO PU* You may only meld 6, 10, Jacks, Queens, Kings, and Aces creating a backward L. All other cards are discards only.No canastas can be made until the backward L Is complete. Once it is complete you may make as many canastas as you wish before going out. 

BAD BOY FOURS (Table 2/2/1)*NO PU* First hand you cannot meld or canasta 4s. 2nd hand you can not meld 4s 5s. 3rd hand you can not meld 4s 5s 6s and so on.  (It is up to the table host to post what they are not to have each round.) 

BAD BOY KINGS (Table 2/2/1)*NO PU* First hand you cannot meld or canasta kings. 2nd hand kings and queens. 3rd hand kings queens jacks and so on.  (It is up to the table host to post what they are not to have each round.) 

BARE BONES ~~(TABLE 2/2/1) *PU*  You may only meld A's to the table. You may use wilds. They Must be melded 1st.  BEFORE YOU CAN PICKUP THE PILE OR MAKE CANASTAS. You may go out at any time.

 

BEACH BABES (Table 2/2/2)*PU* This is a combined tourney of Ladies 1st & Sex on the Beach. Queens must be included in your first meld & 6s & 9s must be melded BEFORE you can make any canastas. Rest is regular. 

BEAR CANASTA (Table 2/2/2)* PU* You MUST meld everything in your hand as soon as you are able (you do NOT have to use wilds). You CANNOT discard anything that you have melded or have a canasta in. You will be given one warning for not melding your cards after that you will be DQ'd. YOU MAY NOT pick up THE PILE ON THAT DISCARD AFTER YOUR WARNING. You can NOT freeze the pile (a black 3 does not freeze the pile). Kibitz must be ON for this game.

BEAT THAT ( TABLE 2/2/2) *P/U*  If your opponent canastas 4s, you can only canasta 5s or higher. Melding anything is fine, you can both have the same cards melded, but each canastas must be at least ONE BETTER than the last one. When Aces have been put to a canasta no more canastas can be made by either player. you may pick up the pile and go out any time. please type on table when you make your canastas.

 BIG BAD WOLF (Table 2/2/2)*PU* No one can meld until someone has taken the pile thus becoming the BIG BAD WOLF. The wolf is the only one who can pick up the pile during that hand but can only make red canasta's. The other player can make red or black but cannot touch the pile.



BINGO  (Table 2/2/2 ) *N/PU*You must have 3 in a row (vertical or horizontal) melded before you may canasta. Valid bingo combos are 4-5-6, 7-8-9, 8-9-10, J-Q-K, Q-K-A, 4-8-Q, 5-9-K, 6-10-A. If you make a canasta before you have bingo you will DQ. Also when u get your BINGO please type on table for td and opp to see "BINGO".

BILLIARDS (Table 2/2/2)*PU* You can meld anything at any time, but you must have all 4 corners (4, 6, J, A) before picking up the pile or go out. If either player gets a red canasta in 8's or 9's then it is an automatic win. Game is cancelled.

BLACK HOLE (Table 2/2/2)*PU* You cannot use black 3's until you are going out and then you have to meld them. Black 3's can NEVER be discarded. So hold on to those black 3's. NO RED CANASTAS. Only black canastas in this game.

BLACK JACK (Table 2/2/2)*PU* BLACKJACK EQUALS 21. Your canasta's must equal 21. If you put up Aces as your first canasta, any additional canastas you put up MUST equal 21. Anything other than 21 and you lose. You must have 21 or BLACKJACK to go out. NO MORE...NO LESS! In Las Vegas if you go over 21 you "BUST". Same thing here. If your canastas total OVER 21, you LOSE and the game is called. HINTS: ACES score as 1(one) OR 11(eleven) in BLACKJACK.

BLACK WIDOW (Table 2/2/2)*PU* You can only make black canastas and you may only discard black cards. If you make a red canasta or throw a red discard (INCLUDING RED 2'S) you will be DQ'd. JOKERS are neutral. HINT: Meld all your red cards and save your black ones for discards.

BLEEDING HEARTS (Table 2/2/1)*PU* You can not take the discard pile if a heart is thrown, everything else is regular cutty. As a courtesy please state in game room what suit you are picking up (this is to make sure its not a heart).

Blow up the Admins (Table 2/2/1)*NO PU* You can meld and canasta everything the ADMINS are 10 = Dolphin, Jacks = Pita, Queen = Angel, King = Mickey, Aces = Seren and a RED Canasta in 9's = Granny . If you get them all canasta during the whole game you get auto win. also when you get a Red Canasta in 9's before you get a black canasta in 9's it will be an auto win. If all ADMINS are not blown up beofre the score of 5000 or more the game ends with the winner getting the highest score. You do not need all ADMINS on the table before you canasta

BOOK ENDS (Table 2/2/2)*PU* You have to meld 4's and Ace's FIRST (do not canasta them!) LIKE BOOKENDS! You CAN'T meld or canasta any other cards until you have 4's and Ace's melded first. You may meld your 4's and Ace's separately or you may meld them at the same time BUT no other cards may be melded until your next turn. ONCE YOU HAVE MELDED 4'S AND A'S YOU MAY CANASTA THEM AND GO OUT IF YOU WISH.

BOWLING FOR CANASTAS (Table 2/2/2)*PU* This is regular canasta with 1 special rule. You must have EITHER a canasta in 7’s and an open meld in 10’s, or an open meld in 7’s and a canasta in 10’s to go out. You cannot canasta both 7’s and 10’s, you may only canasta one or the other. HINT: Open meld does not mean initial meld, it simply means you must have that set melded on your board without it being a canasta. You may meld at any time, but remember unless you have the 7-10 split you cannot go out!

BRING IT PARTNER (Table 2/2/2)* NO PU* At the beginning of the game the host will say what the table is to canasta in order to go out. (The whole table). If either team gets a red canasta in that card it is an automatic win. Here's the catch you need TWO canasta's and the red canasta must be the 2nd one.

Broken Halo (Table set 2/2/2) This game you can only meld 4,5,7,Q,K. All these cards need to be melded on table BEFORE any canasta can be made.
(This game is in Memory of Broken_Halo (Michael))

BROKEN MIRROR (Table 2/2/2)*PU* You cant meld what your opponent has already melded on the table NOR can you make a canasta of it. For example: if your opp has aces you may not meld them, but once they have made a canasta of them you may meld them at that time.

BUNJI JUMP (Table 2/2/1)*NO PU* This game is a combination of Mountain Top (8, 9, 10, J, Q, K, A ONLY) and Ocean Floor (3, 4, 5, 6, 7, A ONLY). You can meld black 3's when going out only in Ocean Floor. In alternating hands starting with MOUNTAIN TOP first, host of the table should type at the start of each hand whether the hand is MOUNTAIN TOP or OCEAN FLOOR. PLEASE REFER TO TOURNEY RULES PAGE FOR EXTENDED RULES ON EACH GAME.

BUSCH NTC (Table 2/2/1)*NO PU* Must have 9's and 7's melded before you can go out. You can make as many canastas as you want, you just can't go out unless you have 9's and 7's melded.

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CABIN FEVER (Table 2/2/1)*NO PU* All face cards ( J Q K ) must stay in the CABIN (Your Hand) until you can go out, they may be melded and or canasta as you go out only. If you meld or canasta face cards and are not able to go out you will be Dqed. You may discard face cards.

CANASTA LEADS (Table 2/2/1)*NO PU* You must meld with a Canasta as your initial meld every hand. That means, you need to make a Canasta from your hand to the board along with your other meld. 

CARNIVAL RIDE (Table 2/2/1) This Game Alternate each hand. 
1st. CORNER POCKETS *NO PU* 2/2/1 ~ 2nd  BILLIARDS 2/2/2*PU*

Refer to game rules page for game rules.
TABLE HOST TO POST WHAT GAME THEY ARE ON !!

***Notes for TD***
TD TO CHOOSE ANY 2 GAMES
please make the changes above to match you games
**(If table setting are 2/2/1  and 2/2/2  be careful to make sure table)**
**(set is 2/2/1 so both games can be played)**

CHEATERS DOUBLES (Table 4/2/2 or 4/2/1) This game can be played with any format of "doubles" game. It is one of the games where the partners can be room mates, significant others, family members or any other combination of people who might reside in the same house. In this game the partners may cheat in any form that they can (ims, phone, talking in anyway or manner). The time limits for slow play will be watched very closely in these games so as not to slow down the game. So please plan your strategies and keep games moving.

CHECKERBOARD (Table 2/2/2)*PU* Your canasta's go up just like a Checkerboard. They alternate red first then black or black first then red. Keep them in a checkerboard pattern.

CHERRY SEVEN UP (Table 2/2/2) *NPU* 7's must be included in initial meld. All your canastas must be 7 or higher to go out. Red canasta in 7's IS AN AUTO WIN. PLAY STOPS AND GAME IS CANCELLED. 



CHOAS (Table 2/2/1)*PU and NO PU* Games change by round not by hand, Round 1 is MOUNTAIN TOP: (one nasta out, *NO PU*) Round 2 is OCEAN FLOOR: (one nasta out, *NO PU*) Round 3 is RED ROSE: (one red nasta out, *NO PU*) Round 4 is ONE RED NASTA: (one Red Nasta Out, *PU*) PLEASE REFER TO TOURNEY RULES PAGE FOR EXTENDED RULES ON EACH GAME.

CINDERELLA (Table 2/2/1)*NO PU* You need to meld A K Q to Canasta & then black3's to go out.

CLEAN TABLE (Table 2/2/2)*PU* You may not meld any cards to the table. Everything must go straight from your hand into a canasta. You may pick up the pile if top card goes to canasta area. No cards at all on the table. Rest is regular.

CLEANING HOUSE (Table 2/2/2)*NO PU* Game is played as ntc, you can meld anything << BUT !! >> You need a clean canasta  (RED) and a dirty canasta. (Black) to go out.



CODE RED (Table 2/2/1)*PU*No freezing the pile and you can only pick the pile up if you have a red canasta already. You can go out anytime and make as many black canastas as you want.

COME HOME 8s (Table 2/2/1)*NO PU* You must include 8s in your first meld each hand. 8s may also go straight to a canasta. If you make a red canasta in 8s, you automatically win and game is cancelled. You cannot pick up the pile.

COPY CAT ANGELS (Table 2/21)*NO PU* Your first meld must be whatever your opponent melds first. Example: Opponent melds Ks in first meld, you must also meld Ks in your first meld. If opponent melds As and 4s, then you must also meld As and 4s in your first meld. PLEASE TYPE YOUR 1ST MELD IN THE ROOM. 

CORNER POCKETS (Table 2/2/1)*NO PU* You may meld anything in your initial meld, but you can NOT make any canastas until you have melded all 4 corners (4's, 6's, J's and A's). If you get a RED CANASTA in 8's (sinking the 8 ball) it is an automatic win, you do NOT have to have the corners to sink the 8 ball!



CRAZY EIGHT'S (Table 2/2/2)*PU* You can not pick up the pile if an 8 is thrown. All 8's are treated as black 3's and just like black 3's the 8's can not be melded until you are going out and then they must be the last cards you lay down. You can go out with or without a discard.

CROSSWALK (Table 2/2/2)*NO PU* You may only meld 4s 7s 8s 9s 10s and Q's in this game. All other cards are discards only. Once you have all your Cross cards melded you may canasta and go out.

CROSS YOUR T's (Table 2/2/1)*NO PU* FIRST cards to HIT the table must be 4, 8, Q's and all MUST HIT TABLE AT SAME TIME...NEXT cards to HIT the table must be 7, 9, 10's and all MUST HIT TABLE AT SAME TIME...(you can use wilds and can do all on the same turn) After you have made these 2 melds, you can now make canasta's out of them...All other cards are DISCARDS ONLY (3, 5, 6, J, K, A).



CUPID'S ARROW (Table 2/2/1)*PU* Aces must be with your first meld of each hand. A red canasta in aces is an arrow through cupids heart, which is an automatic win. If you get a red canasta IN ACES STOP ALL PLAY, NOTIFY THE TD. If you discard you lose the auto win and must complete the game.



CURSED PYRAMID (Table 2/2/2)*NO PU* This game is a combination of MUMMYS CURSE  (7,8,9,A,10,6 ONLY) and TRIANGLE (A,10,6,9,8,7 ONLY). Alternating hands starting with mummys curse first. PLEASE POST THE GAME AT THE BEGINNING OF EACH ROUND.



CURSE OF THE RED 3'S (Table 2/2/2 UNRATED)*NO PU* Game is No/No (no picking up the pile and no going out) but the TD subtracts, from your final score, 100 points for each red 3 (800 points if you get all 4 red 3's in one hand) you draw during the game. Whoever has the most points after the 3's are subtracted will advance to the next round.



CUTTY (Table 2/2/1)*PU* You may pick up the pile and you need one canasta to go out.


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DALE EARNHART CUTTY (Table 2/2/1)*PU* Kings must be in your initial meld. You may pick up the pile to meld only if Kings are melded at the same time.



DAMNATION (Table 2/2/1)*PU* 1ST HAND initial meld must include 4's, 2ND HAND must include 5's, 3RD HAND must include 6's etc. You may pick up the pile as long as the meld card is included in the initial meld. **ONLY A RED CANASTA IN THE STEP/MELD CARD IS AN AUTO WIN. If you get a step/meld card red canasta STOP ALL PLAY, NOTIFY THE TD. If you discard you lose the auto win and must complete the game. HOST PLEASE POST EACH STEP NUMBER

DEAD MANS HAND (Table 2/2/1)*NO PU* Initial meld must contain  8's and  A's  of each hand. rest is played as NTC. 



DIAMONDS (Table 2/2/2)*NO PU* In this game you may only meld 4's 5's 7's 10's Q's and K's. All other cards are discard only. You may not make any canasta's until your melds are complete. You may meld in any order. Once you have all your melds you may canasta and go out.

DIME STORE (Table 2/2/1)*NO PU* You must have 5's and 10's melded before going out . The rest is played as NTC.

DONUTS (Table 2/2/2)*NO PU* Donuts are 6, 8, 9, 10, and Q! Your initial meld must consist of one or more donuts ONLY! You may use wilds and may canasta donuts on your initial meld BUT no other cards can be melded. After initial meld, you may meld other cards. Your first canasta must be any donut then you may have other canastas.



DON'T GET SET (Table 2/2/2)*PU* You must meld directly to a canasta. When you pick up the discard pile, it also must go directly to a canasta without touching your board. You can only meld on your board when you are ready to go out, and only after all possible canastas have been made. Once you meld all your non-canasta cards on your board, you must go out on that turn.

DOLLY PARTON (Tables 2/2/2) *NPU* You may meld and canasta anything you like. before going out you must have a canasta in both 9's and 5's 

DOUBLE DRAGON (Table 2/2/2)*PU* In this game if you make a red canasta you must make another red to go out. If you make a black you must make another black to go out if you make a red and a black you must have another red and another black to go out. So for every color canasta you must have another like it. Example:(R,R,B,B...R,B,B,R...R,R,B,B...R,R,R,R...B,B,B,B).

DOWN UNDER (Table 2/2/1)*NO PU* You can only meld 5, 6, 9, 10, K, A's. All other cards are discards only. You can canasta an go out at anytime. all melds not required to canasta or go out



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EVIL CANASTA (Table 2/2/2)*PU* You must have either 6's or 9's melded to make a canasta. You must have both 6's and 9's melded BEFORE you can go out.

EVIL DECISIONS NTC (TABLE 2/2/1)*NO PU* You need to have either 6's or 9's in your initial meld.  After that the rest is played as NTC.

EVIL NO NO (Table 2/2/2)*NO PU*/*PU* No going out. If you get 3 red 3's, you may then pick up the pile, but if you get the 4th red 3, it goes back to regular NONO. You can no longer pick-up the pile.



EVIL NTC (Table 2/2/1)*NO PU* You can not make any canastas until you have melded both 6s and 9s! 

EVIL RED 3'S NTC  (Table 2/2/1)*NO PU*/*PU* If you get 3 red 3's, you may then pick up the pile, but if you get the 4th red 3, it goes back to regular NTC. You can no longer pick-up the pile. 



EVIL ROLLER COASTER (Table 2/2/1)*NO PU/PU* These hands are up and down. They alternate between NONO (No touching the pile and No going out) and NTC (1 Nasta Out, No Touching Pile) First hand is NONO. Second hand is NTC. Third hand NONO, and so forth...If you get 3 red 3's, you may then pick up the pile, but if you get the 4th red 3, it goes back to regular NONO or NTC. IT IS NOT THE TD'S JOB TO ANNOUNCE EACH HAND.



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FOUR ON THE FLOOR (Table 2/2/1)*NO PU* You can meld anything at any time but you CAN NOT make any canastas until FOUR 4's OR MORE have been melded on the table first. You may use wilds (ex: 4444, 4442, 4422). YOU *DO NOT* NEED TO MELD THE FOUR 4'S ALL AT ONCE. Please post 4on at the table when you have four on the floor.

FIFTY/NINETY (Table 2/2/2)*PU* You can NOT use any wilds on the 50 or 90 meld but you can on the 120 meld. If a wild is used on the 50 or 90 meld you will be DQ'ed.

( FORMALLY  4 OR MORE )

FINALE  FOUR (Table 2/2/2)*NO PU* In this tourney all melds must be 4 cards or more, including wilds. Melding 3 of a kind alone is a DQ. Cards may go straight to a canasta if you want.  (IN HONOR OF FINALE DAVID)



FIND THE RED 3'S (Table 2/2/2)*PU* You can make canastas at any time but you may not go out until all red 3's are on board. In the discard pile does not count as being on board.



FIREBALL NO TOUCH CUTTY (Table 2/2/1)*NO PU* If either player gets a red canasta of any sort they get an automatic win and game will be cancelled. If you get a red canasta STOP ALL PLAY, NOTIFY THE TD. If you discard you lose the auto win and must complete the game.

FLIP FLOP (Table 2/2/1)*NO PU*  1st hand 4's and Aces in initial meld. 2nd hand 5's and Kings in initial meld. 3rd hand 6's and Queens in initial meld. 4th hand 7's and Jacks in initial meld. 5th hand 8's and 10's in initial meld. 6th hand players must meld 9's with NO WILDS, in initial meld. You can NOT pick up the pile at all. If more then 6 hands are needed you go back and start from the beginning, you can meld other cards with the specified meld cards to make meld. *Note remember hand number 6, you CANNOT use wilds for your initial meld, WITH the 9’s, you can however meld wilds with other cards, eg, 999,AA2 442,just no wilds with your 9’s. Host please put in room what the meld cards are for each hand.



FIRST NASTA (Table 2/2/2)*PU* Your first play must be a canasta right from your hand. At no time can any cards hit the meld board before you have your first canasta. After you have made your first canasta you may meld whatever you want on the meld table. Pile is up for grabs AFTER you make your first canasta.

FIVE AND DIME (Table 2/2/2)*PU* You can meld at any time, BUT you can not make any canastas until you have 5s and 10s melded to the table. If your 5s and 10s hit at the same time a canasta goes up you will be DQed. No canastas of 5s and 10s straight from the hand. They MUST be visible on the table and no canastas until 5s and 10s are melded. 



FROSTBITE (Table 2/2/2)*PU* The first person who melds is the only one that may freeze the pile (and will type FROSTBITE when you meld), you BOTH may pick up the pile and go out anytime.


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GENTLEMEN FIRST (Table 2/2/2)*PU* In this game, Kings are required to meld. You must have kings in your initial meld each hand. You may use wilds in your meld and you may meld other cards in the same turn, but you MUST meld kings in your first meld every hand.

GIN (Table 2/2/2)*PU* You may not meld unless you are going out. However, you may make canastas straight from your hand. To pick up the pile, you must be able to make a canasta using the top card of the discard pile immediately.

GOLLYWHOPPERS Tables Set 2-2-2 RATED/PRIVATE *NO PU Big or Little You may meld anything, anytime. If your 1st canasta is between 4 and 8 (little boobs), ALL your other canastas must also be between 4 and 8. If your 1st canasta is between 10 and A (big boobs), ALL your other canastas must also be between 10 and A. You must stay inside your bra size. 9s are neutral and MAYNOT be melded or canasta’d, they are discards only


GORDON CUTTY (Table 2/2/1)*PU* Must have 2's and 4's melded before you go out. You do not have to meld them together & you can make as many nastas as you want, you just can't go out unless you have 2's melded with 4's.



GRAND SLAM DUNK (Table 2/2/1)*PU* You cannot meld anything in this one until you can go out. You cannot pick up the pile unless you can go out. This means if you pick up the pile you must play everything in your hand and in the pile and go out that turn.


GUNS & ROSES (Table 2/2/1)*NO PU* In this game you may only meld 4's 8's 9's 10's J's and Q's. All other cards are discard only. You may NOT make any canasta's until your melds are complete. If you make all your melds and canasta and you have the 4 red threes ( the roses ) you get auto win and game is stopped. STOP ALL PLAY, NOTIFY THE TD. If you discard you lose the auto win and must complete the game.

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HARDCORE (Table 2/2/2)*PU* You must meld everything directly to a canasta. nothing can be melded to the board. Everything must go to a canasta. YOU CANNOT USE WILDS TO FREEZE THE PILE.

HAIL TO THE KING NT (Table 2/2/2)*NO PU* You must meld KINGS with a joker in your initial meld. They have to hit table first but can be melded with other cards. You may not canasta the Kings straight from your hand, they must be visible on the table first. Rest is played like NTC.

HEAVENLY ANGELS (Table 2/2/2)*PU* The teaser = YOU NEED 1 red and 1 black  canasta to go out. The pleaser = you cannot pick the pile up if a seven is top card on discard pile, BUT you can meld or canasta 7's.

HORSESHOE  (Table 2/2/1)*NO PU* You have to meld only 7, 10, J, Q, K, A,  All others cards are discard only. After you have them ALL melded you can then canasta and go out. 


HEARTS (Table 2/2/2)*PU* You may not take the discard pile if a heart is thrown. As a courtesy please state in game room what suit you are picking up (this is to make sure its not a heart), otherwise it is played like regular canasta.



HIDE THE WILDS (Table 2/2/2)*PU* No wilds may hit the meld board EVER! They have to go right to a canasta and you may not freeze the pile!


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IN ORDER CANASTA  (Table 2/2/2)*PU* All your canasta's must be in order from smallest to largest or largest to smallest (EXAMPLE if you make a canasta in 4's your next must be 5 or higher. If you canasta Aces your next must be K or lower).

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JACK THE JOKER (Table 2/2/2)*PU* You must meld jacks with a joker, you may also meld 2's but you have to have a joker with the jacks, they have to be in your initial meld, they can be melded with other cards or when you pick up pile. When your using your wilds and joker, be very careful to make sure the joker is put on your jacks and not another suit. You may not canasta the jacks straight from your hand, they must be melded to the table first, so that your opponent and TD can verify that you've put a joker with the jacks. Game is played regular canasta.

JACK THE JOKER NT (Table 2/2/2 )*NO PU* You must meld jacks with a joker in your initial meld. They have to hit table first but can be melded with other cards. You may not canasta the jacks straight from your hand, they must be visible on the table first.

JACKS OR BETTER (Table 2/2/2)*PU* You must meld the start of each hand with "Jacks or Better" J,Q,K or A. NOTHING ELSE IN INITIAL MELD. Failure to meld Jacks or better with your first meld will result in being DQ'd. You can only pick-up the pile if you are melding jacks or better. Once you have jacks or better melded then you may pickup at anytime.



JACKS AND JOKERS (Table 2/2/2)*PU* You must have a Joker AND Jacks in your initial meld. You do not have to meld the Joker with Jacks, just at the same time you meld Jacks (ex. JJJ, 66Joker) If nothing is melded and you want to pick up pile you may, as long as a Joker AND your Jacks hit the table at same time.

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KA SPINNING (Table 2/2/1)*NO PU* In the 1st hand, Players must meld with Kings in their initial meld. In the 2nd hand, Players must meld with Aces in their initial meld. You keep alternating between Kings & Aces til the game is over. Players are not allowed to pick up the discard pile at all but you may go out at any time. Host please put in room what card you are on.

KING ME  (Table 2/2/2)*NO PU* You may meld anything at anytime, but you must have a meld in kings seen on the table in order to canasta. Once you have a meld of kings you can canasta at anything you want. You must have a canasta in kings in order to go out. If you get a red canasta in kings, then its an automatic win. If you choose to continue playing and lose then the your forfeit the auto win. ( THE KINGS MAY BE ANY CARD) ****BE SURE YOU CHANGE THEM IN YOUR SCROLLS****

KITE NTC (Table 2/2/1)*NO PU* You may ONLY meld 5s, 7s, 8s, Jacks and Queens all other cards are discards. Once you meld your Kite then you can make canastas. No kite no canastas. Wild cards can be used to make melds or canastas. 



K-9 (Table 2/2/1)*NO PU* You must have "K's and "9"'s melded BEFORE you can go out. You can make as many nastas as you want, you just can't go out unless you have "K's and "9"'s melded on table BEFORE going out.  



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L IS FOR LOVE (table 2/2/1) *NO PU* You must make an L by melding only 7,8,9,10,A. All other cards are discards only. You may use wilds.
You must meld the L before making nastas. No touching pile


LADIES FIRST (Table 2/2/2)*PU* Queens must be included in your initial melds. You can use wilds and you can pick up the pile as long Queens are included in your meld.

LADY IN RED (Table 2/2/2)*PU* This tourney is played like regular nasta except you may only meld Queens STRAIGHT from your hand into a RED canasta. They may never be melded onto the table. You may pick up the pile, if there isn't a queen on top. If you pick up the pile with a Queen on top, you will be DQ'd.

LETTER C NTC  (Table 2/2/1)*NO PU* 4s, 5s, 6s, 8s, 10S, Queens, & Aces are the only cards allowed to be melded. All other cards are discards. Once you meld the 4s, 5s, 6s, 8s, 10S, Queens, & Aces then you can make canasta(s). No canastas until the C is melded. Wild cards can be used to make melds or canastas. 



LIL E CUTTY (Table 2/2/1)*PU* Must have 8's melded before you can go out. Red canasta in 8's is an automatic win. If you get a red canasta STOP ALL PLAY, NOTIFY THE TD. If you discard you lose the auto win and must complete the game.



LIL RED RIDING HOOD (Table 2/2/2)*NO PU* First we go over the mountains, Initial meld must be 6, 8, A (and wilds if necessary) ALL AT ONCE AND NOTHING ELSE. Then we go through the woods, now meld 7, 10, 9 separately and in this order (and wilds if necessary). Once all melds are done you may canasta and go out. Watch out if you get all red 3's the Big Bad Wolf eats you and you DQ. You can only canasta 6, 7, 8, 9, 10, A the rest are discards.



LOSERS (Table 2/2/2 UNRATED)*PU* You play to lose. The person with the lowest score wins. Anything goes in this tourney just try to do your worst. The first one to -5000 wins. (HINT: most don't meld or take the pile but you can if you want)



LOSERS CHOICE (Table 2/2/1)*PU* or *NO PU* The inviter chooses first hand then next hand the player with the lowest score gets to pick the game. Tables are made 2/2/1 in case a cut game is chosen and if a game requires 2 canastas then u need 2 canasta or you will be DQ'd.

LOVE AND MARRIAGE (Table 2/2/2)*NO PU* In this game you can meld and canasta anything you want. Game is played like REG NT but if you are the first person to canasta both KINGS and QUEENS you automatically win. If u want the win you MUST STOP ALL PLAY, if you DISCARD you LOSE the WIN NO TOUCHING THE PILE!

LUCKY 6'S (Table 2/2/1)*NO PU* You can meld what you want when you want. BUT your FIRST canasta MUST be in 6's. When you have made your canasta in 6's you can go out or you can make more canasta's in what you want. You can use wilds with your 6's. NO 6'S NO CASNASTA'S!

The 6's Can Be Any Card  4 - A 

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MAIDENS FIRST NT (Table 2/2/2)*NO PU* You must meld QUEENS with a JOKER in your initial meld. They have to hit table first but can be melded with other cards. You may not canasta the Queens straight from your hand, they must be visible on the table first. Rest is played like NTC.

MADNESS (Table 2/2/2 or 2/2/1 depending on game)*PU* / *NO PU* Games change by round not by hand, Round 1 is CUTTY: (one nasta out, *PU*) Round 2 is REGULAR: (two nasta's out, *PU*) Round 3 is NONO: (no out, *NO PU*) Round 4 is NTC: (one nasta, *NO PU*).

MAKE AN ANGEL (Table 2/2/1)*NO PU* First we build her body. Your initial meld must consist of 7, 8, 9, 10 and nothing else. Then we give her wings Q's and 4's All other cards are discarded. You may only canasta after her body is built but cannot go out until you have completed your angel (7, 8, 9, 10, Q, 4).

MAKE H (HAPPY ANGEL) (Table 2/2/2)*NO PU* In this tourney, you MUST make an H using 4s, 5s, 6s, 9s, Qs, Ks, and As. You MUST meld ONLY 3 cards in each meld, BUT you may use 2s. NO JOKERS ALLOWED until your H is made. You may meld in any order. All other cards are discards only. Do NOT make any canastas until your H is made. 2 canastas to go out

MARK MARTIN CUTTY (Table 2/2/1)*PU* Must have 6's melded before you can go out. Red canasta in 6's is an automatic win. Game is cancelled or you may choose to play it out for the points, your choice, but if you play it out and lose, you lose game. If you want the win you MUST STOP ALL PLAY, NOTIFY TD.



MEDIEVAL CASTLE (Table 2/2/2)*PU* You may make as MANY nastas (black or red) as you want. BUT you can NOT go out unless you have canastas in BOTH ***KINGS & QUEENS***.



MERRY GO ROUND (Table 2/2/1)*PU or NO PU* First hand is NTC. Second hand is td's choice. Third hand is NTC. And so on. The td will have a list of games that could be played during that tourney on their rules page. Remember the game decided upon by the TD will be played throughout the tourney.

MICKEY MOUSE GAME (Table 2/2/1)*NO PU*  1ST HAND: 69 NTC. (6's or 9's in initial meld, *NO PU*)  2ND HAND: ACES NTC. (Aces in initial meld, *NO PU*) 3RD HAND: 4'S NTC. (4's in initial meld, *NO PU*) 4TH HAND: NTC. (1 nasta out, *NO PU*) If you need more than 4 hands, simply start at top again and continue this process.

MIDDLE GROUND NPU (Table 2/2/2)*NO PU* You can only meld and canasta 4, 5, 8, 9, Q, K. All other cards are discards only. You may go out at any time. all melds not required to canasta or go out



MONOPOLY (Table 2/2/2)*PU* You must meld everything to be able to go out 4's through A's other than that regular play.



MOUNTAIN TOP (Table 2/2/1)*NO PU* You can only meld and canasta 8, 9, 10, J, Q, K and A's. All cards 3 - 7 are discards.



MUMMYS CURSE (Table 2/2/2)*NO PU* Initial meld must have 7, 8, 9 (and wilds if necessary) ALL AT ONCE AND NOTHING ELSE. Then meld Aces's wait a sec then 10's, wait a sec then 6's (Can be done in the same turn as 7, 8, 9 meld but doesn't have to be). They MUST BE MELDED IN THIS ORDER. Now you may canasta wait a sec, canasta again wait a sec. YOU CANNOT CANASTA ANYTHING UNTIL YOU FINISH ALL YOUR MELDS. You can only canasta 7, 8, 9, A, 10, 6 the rest are discards.



MUSICAL CHAIRS NTC (Table 2/2/1 UNRATED)*NO PU* In this game after each hand you and your opponent change seats. Who will end up in the winning seat..?? Will it be you..??

MYSTERIO (Table 2/2/1)*NO PU* You need 6, 9, or A in your initial meld. If you make a red canasta in 6, 9, or Aces it is an automatic win.  



MYSTERY FIREBALL (Table 2/2/1)*NO PU* You must have top card of discard pile melded before going out. IF EITHER PLAYER GETS A RED CANASTA IN THE TOP CARD they get an automatic win and game will be cancelled. YOU MUST STOP ALL PLAY, NOTIFY THE TD. If you discard you lose the auto win and must complete the game. If the top card is a black three then it is regular NTC that hand. The inviter will type top card in the room each hand.



MYSTERY NTC (Table 2/2/1)*NO PU* You must have top card of discard pile melded before going out. If the top card is a black three then it is regular NTC that hand. The inviter will type top card in the room each hand.



MYSTICAL NIGHTMARES (Table 2/2/1)*PU or NO PU* Every "HAND" is a different game ACCORDING to top card showing in discard pile!! A&6 = CUTTY ... 7&Q = NTC ... 3&K = NONO ... 4&9 = NO ACES/NO OUT ... 5&10 = RED ROSE ... 8&J= CRAZY 8's Host please post each as it is not td's responsibility.

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NASTA THAT (Table 2/2/1)*NO PU* Before you start each hand, the person that draws first will tell thier opponent what they must canasta before they can go out. You can meld and make canastas at anytime, but to go out you must canasta what your opponent has picked for that hand. Be very careful, if you draw before telling your opponent what they need, you will be DQed.



NATURAL ACES (Table 2/2/2)*PU* You must meld aces naturally *NO WILDS* in initial of meld each hand. You can meld other cards as long as their are no wilds with the aces.



NATURAL MELD (Table 2/2/1)*PU* You can not use wilds in your initial meld on the board. Other than that played as regular cutty.

 

NAUGHTY NASTA (Table 2/2/2)*NO PU*  You Must have Aces Kings Queens and Jacks all melded to the table to make a canasta , you can meld anything at any time but cannot nasta till A K Q and J's are melded, you must have 6's and 9's melded to go out


NO ACES NO OUT (Table 2/2/2)*PU* Must have at least 1 card in your hand at all times. HITTING "No Discards" IS ALLOWED. You can pick up the pile at anytime (other than when an ace is thrown). You cannot meld or canasta ACES ever.



NO FREEZE CUTTY (Table 2/2/1)*PU* You can not use wild cards to freeze the discard pile, but black 3's are ok.

NO OUT NO FREEZE (Tables 2/2/2 ) *NPU* In this tourney you can't go out and you can't freeze the pile at any time. If you go out or freeze the pile you will be DQ'ed



NO FREEZE REGULAR (Table 2/2/2)*PU* You can not use wild cards to freeze the discard pile, but black 3's are ok.

NO MEN ALLOWED (Table 2/2/2)*NO PU* You can not meld or canasta Jacks or Kings. Jokers can NOT be seen on the table. They must go straight to your canastas. You can not freeze the pile.



NO/NO (Table 2/2/2)*NO PU* No going out. Always keep one card in your hand. Using the NO DISCARD option is allowed.



NO TOUCH CUTTY (Table 2/2/1)*NO PU* You can not touch the discard pile, you need ONE canasta to go out.



NO TOUCH CUTTY MAYHEM (Table 2/2/1)*NO PU* The first hand you must have 5's with initial meld. Second hand you must have 6's or 9's melded before you go out. Third hand must contain A's with the initial meld . Forth hand is normal NTC. After 4th hand you start rotation over again.



NO TOUCH HI-LOW (Table 2/2/2)*NO PU* If you are the first person to draw a card, and the top card is black, you may only meld or canasta anything between 4's and 8's. If the top card is red, then you can only meld or canasta anything between 9's and K's. The other player MUST meld or canasta the opposite. Aces CANNOT be melded by either player.



NO TOUCH REGULAR (Table 2/2/2)*NO PU* You can not touch the discard pile, you need 2 canasta's to go out.



NO OUT REG (Table 2/2/2)*PU* You can not go out the entire game. Using the NO DISCARD option is allowed.



NO/NO-SUICIDE (Table 2/2/2)*NO PU* No going out. If you get all the red 3's you are DQed.



NO ROYALTY (Table 2/2/1)*NO PU* You need ONE canasta to go out, you can not meld or canasta KINGS, QUEENS or JACKS.

NO EVIL NTC (Tables 2/2/1)*NO PU* You can never meld or canasta 6's or 9's. They are to be used for discards only. You can not pick up the pile, but can go out at anytime.

NTC ROYAL FLUSH (Table 2/2/1)*NO PU* 1st hand you must have Aces in your initial meld. 2nd hand you must have Kings in your initial meld. 3rd hand you must have Queens in your initial meld. 4th hand you must have Jacks in your initial meld. 5th hand you must have 10s in your initial meld. Start over with Aces with 6th hand, then Kings, Queens etc.

NUTTY (Table 2/2/1) *NO P/U* 1st Hand Evil Decisions, = 2nd Hand A's NTC, = 3rd Hand NTC, = 4th Hand 6 Pack, = 5th No Royalty,  then start over again (see game rules page for extended rules for each game) IT IS UP TO THE TABLE HOST TO POST WHAT GAME WE ARE ON    

NUTZ AND BOLTZ (Table 2/2/2)*PU* All Canasta's must be odd or even depending on your first canasta and each subsequent canasta must be higher than the last. You can meld anything but may only canasta odd or even. Aces can be melded or canasta's but only when going out. Both players may canasta the same sequence.

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OCEAN FLOOR (Table 2/2/1)*NO PU* In this game you can only meld and canasta 4, 5, 6, 7 and Aces. You may also meld black 3's if you go out. All cards 8 through to kings are discards only.

ODD BALL (Table 2/2/1)*NO PU* You can meld anything you want but you can only canasta odd numbers which are (5, 7, 9, J, K, A).



ODD'S 'N' EVEN'S (Table 2/2/2)*PU* Red seats make Odd Canastas (5, 7, 9, J, K) Blue seats make Even Canastas (4, 6, 8, 10, Q.) Aces go to the first person to meld them. You may meld anything but only canasta your seat color.

OH MY 7S (Table 2/2/2)*PU* This game is played like regular canasta with one exception. If you get a red canasta in sevens, you win automatically.

ONE LINE AT A TIME PLEASE (Table 2/2/1)*NO PU* On a 50 meld you can only meld and canasta 4-6's. On a 90 meld you can only meld and canasta 7-10's. On a 120 meld you can only meld and canasta J-A's.

ONE SHOT TO MANY (TABLE 2/2/1 OR 2/2/2)*PU OR NO PU* 1st hand is K, J must be in initial meld. 2nd hand is A, Q must be in initial meld. then alternates.


ONE BETTER (Table 2/2/2 or 2/2/1)*PU* TD will decide weather setting is 1 out or 2. If a canasta is made then the next canasta must be at least 1 better. So if 4's are canastaed next canasta must be 5 or better. If Aces are canastaed no further canastas can be made.



ONE RED CANASTA (Table 2/2/1)*PU* This game you need at least one red canasta to go out. You can make as many black canastas as you wish but cannot go out without one red canasta. 

 

OUTER LIMITS NTC   (Table 2/2/2)*NO PU* You may only meld 3,4,5,6 and J,Q,K,A. You do NOT need all your melds to make canastas. You may never meld or canasta 7, 8, 9, or 10 - they are discards ONLY. If you meld or canasta them, you dq. all melds not required to canasta or go out

 

OVER / UNDER (Tables 2/2/1) * NPU*  Over/Under. 9 is your hold card and CANNOT BE melded EVER ONLY USED FOR DISCARDS. The first person to meld determines what ONLY they can meld. If it is OVER 9's then opponent can only meld UNDER 9's. Who ever melds first has the choice of over/under the opponent must meld the opposite. Black 3's can only be melded by person melding under. Please post at the table what your meld is.

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PHASE 10 NTC (Table 2/2/1)*NO PU* First meld must have 4s in your initial meld. You MUST meld 4s before you advance to 5s. If you don't get 4s then you don't advance to 5s next hand. The next hand you stay on that number until you get it. You play 4, 5, 6, 7, 8, 9, 10, then start over at 4.

PILE WARS (Table 2/2/2)*PU* No pick up with a twist when the discard pile reaches 25 cards or more the pile can be picked up.

PICNIC TABLE (Table 2/2/1)*NO PU* 4s, 6s, 8s, 9s, Queens & Aces are the only cards allowed to be melded. All other cards are discards Once you meld the 4s, 6s, 8s, 9s, Queens & Aces then you can make canasta(s). No canastas until the Picnic Table is melded. Wild cards can be used to make melds or canastas. 

PLAY TO WIN (Table 2/2/1)*NO PU* In this game SCORE dosn't matter. You have to make as many canasta's each hand as you can, and at the end of each hand the TD will keep score of how many canasta's you have. THE MOST CANASTA'S TOTAL AFTER 2 HANDS WINS THE GAME. This is played as only a 2 hander.

PLUS SIGN NTC (Table 2/2/1)*NO PU*  5s, 8s, 9s, 10s, & Kings are the only cards allowed to be melded. All other cards are discards. Once you meld the 5s, 8s, 9s, 10s, & Kings then you can make canasta(s). No canastas until the PLUS SIGN is melded. Wild cards can be used to make melds or canastas. 

POPSICLE (Table 2/2/2)*PU* YOU CAN NOT touch the pile unless it is frozen. A wild or a 2 freezes the pile, a black 3 does not. A red 3 at the beginning of a game freezes the pile. So the idea in this game is to keep throwing away all your discards because no one can pick up the pile until it is frozen. Once someone freezes it, you may then pick up the pile as in regular canasta.


POOL NT (Tables 2/2/2) *NPU* You can only meld 4-9 and Aces and wilds can be used. It is just like a game of pool (or billards). You must have all melded before GOING OUT. You may canasta at anytime EXCEPT you cannot canasta 8s!!! Only time you can canasta 8s is if you canasta everything else (4,5,6,7,9,A) is canastaed first

POSTAGE STAMP (Table 2/2/1)*NO PU* You may meld anything at anytime but you must get 4 in a corner before making any canastas. You can meld 5s, 6s, 9s, and 10s or 7s, 8s, Jacks and Queens or 9s, 10s, Kings and Aces. Once you meld your postage stamp then you can make canastas. No canastas until the postage stamp is melded. Wild cards can be used to make melds or canastas.



POT LUCK (Table 2/2/1 or 2/2/2)*PU or NO PU* You will not know what game you are playing until you are at the table. The inviter will then pick a number 1-7 and the TD will then tell you what game is assigned to that number. The 7 games will be selected by td running tourney and can be found under rules.

PROGRESSIVE NASTA (Table 2/2/1)*PU* In 1st Round you cannot go out. In 2nd Round 1 canasta to go out. In 3rd Round 2 canastas to go out. In 4th Round 3 canastas to go out. In 5th Round 4 canastas to go out. In 6th Round 5 canastas to go out. In 7th or higher rounds anything goes.

PUPPY PILE (Table 2/2/2)*PU* You can meld and canasta anything you want, but must have K's and 9's canasted to go out. You can pick up the pile anytime.

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2 HAND D/E GAME ONLY!

QUICKSAND (Table 2/2/1 UNRATED)*PU* IF you get a red 3 you can't make any canasta's, and therefore you can't go out, all you can do is meld. (This game is only to be played as a 2 hander).

QUEENS (TABLE 2/2/1) *NO P/U*  You need QUEENS MELDED TO GO OUT.
If either player gets a red canasta in QUEENS they get an automatic win and game is cancelled
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If you get a red canasta STOP ALL PLAY IMMEDIATELY AND NOTIFY THE TD If you discard cards OR play on you lose the auto win and must complete the game

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RAINBOW (Table 2/2/1)*NO PU* You can ONLY meld the 4-5-6-7-Q-K-A'S 
(THE RAINBOW), 3-8-9-10 AND J'S are DISCARDS only. NO CANASTAS TILL THE RAINBOW IS MADE!! If either player makes a RED canasta in 6's or in Aces (the POT OF GOLD at the end of the rainbow) that player wins the game!!! All play must stop!! NO TOUCHING THE PILE. If u get a red in 6 or aces u must have your rainbow melded first to play it.


READY SET GO (Table 2/2/1)*PU* Cutty with a 20 minute timer. Only 5 min. on MIA's. You have 30 seconds to pick a card when it is your turn. SLOW PLAY GETS GET 1 WARNING, SECOND TIME IS A DQ.



RED ANGEL (Table 2/2/1)*PU* Your first canasta MUST BE RED. You can make as many black canasta's after that but not before.



RED/BLACK (Table 2/2/2)*PU* In this game you need one red and one black canasta before going out. You cannot make any other canastas until you have at least one red and one black. Order of canastas made do not matter. After the initial red and black you can make any amount of red or black canastas as you wish.


RED OCEAN (Table 2/2/1)*NO PU* In this game you can only meld and canasta 4, 5, 6, 7 and Aces. If you get a red canasta in any of those you automatically win. All play must stop and wait for td to say GG, if you continue to play you forfeit the auto win. You may also meld black 3's if you go out. All cards from 8 through to Kings are discards only.

RED ROCKER (Table 2/2/1)*PU* This game is played as regular cutty singles BUT you can only go out if you have ONLY ONE red 3. If you get none, 2, 3 or all 4 of the red 3's you can not go out. (HINT: As soon as you only have only one red 3 you want to go out because if you draw another red 3 you can't go out).



RED ROSE (Table 2/2/1)*NO PU* Must have 1 RED canasta to go out. You may make as many blacks as you like. Placing wilds on a Red canasta WILL turn it black, and you WILL NOT be able to go out.

REGULAR NASTA (Table 2/2/2)*PU* You need two canastas to go out.



ROLLER COASTER (Table 2/2/1)*NO PU* This game alternates between NONO (No touching the pile and No going out) and NTC (1 Nasta Out, No Touching Pile) First hand is NONO. It is NOT THE TD's Job to announce each hand, read rules carefully and post hands yourself if you like.

ROTATION (Table 2/2/1 UNRATED) All 6 players are at the table during the game. After each hand you stand and another team member sits and plays the next hand. Keep the same player rotation and remember your teams color seat. If the team member playing goes MIA, the next team player must sit and rotation continues until that person returns. THERE ARE NO MIA'S IN THIS GAME.




ROYAL COURT (Table 2/2/2)*PU* The first canasta has to be either King's or Queen's. The first player to canasta Kings/Queens forces the other player to canasta the opposite. You can't make a canasta in both King's and Queen's.

ROYAL ROULETTE (Table 2/2/1)*NO PU* 1st hand your 1st canasta must be ACES. 2nd hand your 1st canasta must be KINGS. 3rd hand your 1st canasta must be QUEENS. 4th hand your 1st canasta must be JACKS. 5th hand you start over with ACES. You can meld anything you want, but no other canasta's until you make the 1st required canasta

ROYALS RULE (Table 2/2/2)*NO PU* 1st HAND KING ME 2ND QUEEN ME 3RD JACK ME 4TH ACE ME 5TH START OVER IF YOU GET A RED IN THE HAND YOUR ON AUTO WIN. EX. (KING ME: RED KINGS AUTO WIN) AND SO ON. NO OUTS TILL YOU NASTA THE ROYALTY



RUFF ROUNDS (Table 2/2/1 or 2/2/2)*PU* Round one is BLACK HOLE. Round two is ONE RED. Round three is BROKEN MIRROR. Round 4 is TWISTED. Round 5 is SUICIDE, Any rounds after that is REGULAR CANASTA.



RULER OF THE COURT (Table 2/2/2)*PU* Kings must be included in your initial meld. Queens are discard only. Jacks freeze the pile and can be melded/canasta'd. You can pick up the pile as long as kings are in your meld.

 

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SEVENS (Table 2/2/1)*PU* 7's must be melded before you can take pile. Otherwise it is played like regular cutty.



SEVEN UP (Table 2/2/2)*PU* 7's must be included in initial meld. All your canastas must be 7 or higher to go out. Red canasta in 7's overrides this rule. You may canasta lower than 7's but you can't go out. You may meld anything.

SEXY ACES (Table 2/2/1)*NO PU* You must have aces in initial meld, and must meld 6s and 9s before making any canastas and going out.

SEXY ROYALS (Table 2/2/1)*PU* You must have two of either 6's, 9's, Q's or K's in your meld before you can make any canastas or PICK UP THE PILE. After you have melded 2 of the 4, then and only then you can pick up the pile, make canasta's and go out. If you get a red in any two of the four, you automatically win. 

SEXY X (Table 2/2/2)*NO PU* You may only meld the 4's 6's 9's jacks and aces forming an X. You must have the X before you can canasta,  and cannot go out until you have canasta's in both the 6's and 9's.

SCORPIO (Table 2/2/2)*NO PU* Your initial meld must include 10, J, or A. You can canasta at anytime but you need all 3 (10, J, and A) melded before going out.

SHADY ROYALTY (Table 2/2/1)*NO PU* Game is played as No Royalty (1 canasta out, cannot meld J, Q, or K) with a twist. You may meld anything you want, but cannot make any canastas until you have 1 SET (ONLY ONE) 3 black royalty cards or 2 Black royalty cards (J, Q or K) melded with a black 2 or a Joker, which are considered color neutral. All red royalty is discard only. You may not canasta any of your royalty melds.

SHOPPING TRIP NT (TABLES 2/2/2) Queens (women) must be in initial meld, wilds and other cards ok. Women need money so you must meld 5's and 10's to canasta. The first person to finish their shopping trip wins the game (5000 pts).

SHRINKING VIOLETS NT (Table 2/2/2)*NO PU* First hand you cannot meld or canasta 4's. Second hand 4's or 5's. Third hand 4's, 5's or 6's and so on until there is a winner. Aces are neutral and may be melded and canasta'd. Black 3s must be discarded they can not be melded to go out.


SILLY 666's (Table 2/2/1)*PU* No touching the pile if a 6 is thrown, no freezing the pile. You must have 6's melded before going out. Everything else is played like cutty.

SILLY ACES NTC (Tables Set 2/2/1)*NO PU* You can NOT go out until you have Aces melded. Aces do not have to be in your initial meld, but you MUST have Aces melded to go out.



SILLY DECISIONS (Table 2/2/1)*NO PU* BEFORE clicking start, both players choose what their opponents meld card will be and type it at the table for the TD to see. If you click start before picking cards, the table will be remade. The card your opponent picks for you must be included in your initial meld thru the entire game. Once melded, you may canasta, and go out at any time.

SIMON SAYS NTC (Table 2/2/1)*NO PU* 1st player to draw every hand names the card that must be melded with initial meld. You can draw before you name the card. If a player forgets to name a card on their first turn of the hand, then their opponent can name the card on their turn. Before you meld any cards the meld card must be called. If a player melds with no meld card being called then its a DQ. Players are not allowed to pick up the discard deck at all but you may go out at any time. 

SIMON SAYS SEX NTC (Tables 2/2/1) *NPU*1st player to draw every hand names the card that must be melded with initial meld.You can draw before you name the card. If a player forgets to name a card on their first turn of the hand, then their opponent can name the card on their turn.Before you meld any cards the meld card must be called. If a player melds with no meld card being called then its a DQ. You must also have sex (both 6's AND 9's) melded before you make any canastas.Please note that you are NOT allowed to call 6s or 9s to meld, if you call 6s or 9s as your meld it is a DQ Players are not allowed to pick up the discard deck at all but you may go out at any time


SIMON SAYS MELD NOW NTC (Tables 2/2/1) *NPU* 1st player to draw every hand names the card that must be melded with initial meld but ONLY if they can meld right then, if they cannot meld, the option of the meld goes to next player. Before you meld any cards, the meld card must be called. You can draw before you name the card. If a player melds with no meld card being called then it's a DQ. Players are not allowed to pick up the discard deck at all but you may go out at any time




SILLY  RED 3'S (Table 2/2/1)*NO PU* This game is NTC (no touching the discard pile) with a twist. If you get all 4 of the red 3's - you are dq'd - game is cancelled & you lose.

SNAKE PIT (Tables 2/2/1)*NO PU* The only cards to be melded are 3, 4, 5, 6, 7, 8, 9, 10 All other cards are discarded. You may go out using black 3's. You can go out at anytime.



SORRY (Table 2/2/2)*PU* You CANNOT pick up the pile unless your score says you are losing. YOU MUST ANNOUNCE YOUR SCORE BEFORE YOU TAKE THE PILE. First hand both players may pick up the pile. Tied score means both players may pick up pile. Picking up the pile while in the lead is an auto DQ.

SOS (Table 2/2/1)*NO PU* SOS stands for six or seven, so in this game 6s OR 7s are required in your first meld and you need to have a canasta in 6s OR 7s to go out.



SPIRAL STAIRCASE (Table 2/2/1)*PU* 1ST HAND initial meld must include A's, 2ND HAND must include K's, 3RD HAND must include Q's etc. You may take the pile as long as meld card is included in the initial meld. Host please post at the start of each round what is to be melded. IT IS NOT THE TDS RESPONSIBILITY TO DO SO.



STAIRWAY TO HEAVEN (Table 2/2/1)*PU* If you have to meld 15 or 50 you only need 1 canasta to go out. 90 meld is 2 canasta's to go out, 120 meld is 3 canasta's to go out.



STARS (Table 2/2/2)*NO PU* You may only meld 4, 6, 7, 8, Q, A. All other cards are discards only. Once you get a meld of each of these cards then you can canasta. No canastas until the Star is melded.



STEPS (Table 2/2/1)*NO PU* First hand initial meld must include 4's. Second hand must include 5's. Third hand must include 6's etc. Table host please post at the start of each round what is to be melded. IT IS NOT THE TDS RESPONSIBILITY TO DO SO.

STEPS OF FIRE (Table 2/2/1)*NO PU* A combination of steps and fireball NTC. The game alternates each hand beginning with Steps then Fireball NTC etc.

STF (Tables 2/2/2)*PU* You can meld and canasta at anytime. You need 2 canastas to go out. BUT you can only pick up the pile when a number that starts with an S, T, or F (  4, 5, 6, 7, 10  ) is thrown.

STRAWBERRY SHORTCAKE (Table 2/2/2)*NPU* First we meld the shortcake A 10 6 all at once. Then we add the strawberries 5, 9, K (can be melded seperately and in any order) once you have them melded you meld your 8 for the whipped cream on top. Once you have your strawberry shortcake made, you can canasta and go out. You must have all your melds before making canastas. No picking up the pile. ALL OTHER CARDS ARE DISCARDS.



SUBZERO (Table 2/2/1)*PU* Using wild cards in this game is outlawed until the draw pile reaches 20 or less. You may not use wilds for anything at all (no freezing the deck, no making black canasta, and no melding) once draw pile falls 20 or below, wild cards may be used as usual.



SUICIDE (Table 2/2/2)*PU* Regular canasta. BUT if you get all 4 red 3's, you are DQed.

SUPER 10's (Table 2/2/1)*NO PU* 10's must be initial meld but with a twist. If you get a red canasta in 10's you get an auto win. If you make a black canasta in 10's you keep playing and can not go out. You can go out at any time as long as you don't make a black canasta in 10's.



SUITS OF CONFUSION (Table 2/2/2/)*PU* In this game EACH HAND is a dif. SUIT. The suit for each hand is treated like a BLACK 3. You can NOT touch the pile if that SUIT is thrown, Please announce top card when taking the pile, otherwise it is played like regular canasta. 1st Hand=HEARTS, 2nd Hand=DIAMONDS, 3rd Hand=CLUBS, 4th Hand=SPADES, then repeats. HOST please post the SUIT for each hand.

SWEETHEARTS (Table 2/2/2)*NO PU* You need both kings and queens in your first meld, and a canasta in one of them before going out. You may canasta other cards, but need Kings or Queens canasta'd to go out. You cannot pick up the pile.

SWEET SIXTEEN NPU 2/2/1 You may meld anything you want but you need to have 6's and 10's melded before making any canastas.

 

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TAX TIME NTC (Table 2/2/1)*NO PU* 1st hand create your debt. No melding no canastas and no going out. 2nd hand NO/NO. Rest of game NTC.

TEN CAN NTC (Table 2/2/1)*NO PU* 10s must be in your first meld each hand. You can have other cards and wilds as well. But 10s must be melded first. 

THE JOKERS ON YOU (Table 2/2/2)*PU* Jokers can NEVER hit the meld table at anytime. You may discard or canasta the jokers. If a joker hits the meld table you will DQ. The rest is regular canasta.

THE SNACK (Tables 2/2/1 )*NO PU* In this game you can only meld 4s, 8s, 10s, Js,Qs and Ks. All other cards are discards only. When you have all your melds you can start making your canastas. A red canasta in 10s is an auto win. Never touch the pile!

THIRTEEN (Tables 2/2/2) *NPU* You can meld anything anytime. You must have kings melded BEFORE any canastas. Your first 2 canastas need to total 13. You may make 1st and 2nd canasta in same turn but you do not have to. Allocations are face value for 4-10. J=11, Q=12, K=13 and A=1,2 or 3 and to be used with 10,J,Q to make 13 (10 + A,J + A, Q + A) This means that you need to canasta 4's + 9's or 5 + 8, 7 + 6, or 10, J or Q + A. KINGS in canasta is already 13. 

TIC TAC TOE NPU (Table 2/2/2)*NO PU* If you get three canastas in a row you win automatically. Like: 456 - 567 - 678 - 789 - 8910 - 910J - 10JQ - JQK - QKA. They have to be in ascending order so it doesn’t count if you do AKQ. You cannot pick up pile.



TIN SOLDIERS (Table 2/2/2)*PU* Your initial meld must contain A, K, OR J's. You must have ALL (A,K,J) melded on the board (do not canasta) before you can make any canastas. You may meld anything else but DO NOT CANASTA until you have your (A,K,J) melded. After that you may canasta anything. You must have a canasta in A, K or J to go out.

  TOLL BOOTH NTC (Table 2/2/1)*NO PU* Each player starts at the first toll 4's. To get through that toll you must have 4's in your intial meld. You can't meld if you don't pay the toll. So you stay at 4's the next hand until you pay toll, even if your opponent gets to go through the toll. You & your opponent don't have to be at the same toll. Ex: You can be at 5's while your opponent can be at 6's. Be sure to post what toll your on at the beginning of each hand. You may go out anytime. 



TOP DAWG (Table 2/2/1)*PU* If the top card that is flipped over is black, you need one canasta to go out. If the top card is red, you need three canastas to go out. everything else is played normal. HOST PLEASE POST COLOR AND C'S NEEDED AT BEGINNING OF EACH HAND AS IT IS NOT THE TDS JOB.

TRIANGLE (Table 2/2/2)*NO PU* Initial meld must have ACES, 10's, 6's (and wilds if necessary) ALL AT ONCE AND NOTHING ELSE. Next meld 9's wait a sec then 8's, wait a sec then 7's (Can be melded in same turn as A, 10, 6 meld but doesn't have to be). They MUST BE MELDED IN THIS ORDER, . Now you may canasta wait a sec, canasta again wait a sec. YOU CANNOT CANASTA ANYTHING UNTIL YOU FINISH ALL YOUR MELDS. You can only canasta 7, 8, 9, A, 10, 6 the rest are discards.

TRICKY TWOS (Table 2/2/2)*PU* In this tourney, the only thing that can freeze the pile are 2's NOT JOKERS. You cannot meld with 2's, BUT you can meld with Jokers only. 2's can be melded when going straight to a canasta and not touching the table. To go out you cannot meld with a 2 to the table. Should you meld a 2 to the table at anytime you will be DQ'ed.



TRIOS (Table 2/2/2)*PU* Your initial meld may only be in a sets of three at a time. You may not meld anything more or less than 3 cards at a time. You may meld what you wish but it must be 3 cards at a time. For Example: You can meld 3 8s and 2 aces with a wild. You must wait till your next turn to add to this meld.



TWISTED (Table 2/2/2)*PU* You cannot use wilds in your initial meld, but you can use wilds to go straight to a canasta. AFTER INITIAL MELD YOU MAY DO AS YOU LIKE.

TWISTED DIME STORE (Table 2/2/1)*NO P/U. NOT FOR DUBS. You must have 5's and 10's in initial meld and a canasta in 5's or 10's to go out. the rest is played as NTC



TWISTED NTC (Table 2/2/1)*NO PU* If there is a RED 3 in the pile, both players may pick up the pile for that hand only. Otherwise game is played like NTC. ***HOST PLEASE POST "RED 3" WHEN THERE IS A RED 3 IN THE PILE.***



TWO RED CANASTA'S (Table 2/2/2)*PU* You need 2 red canastas to go out. You can make as many black canastas as you like.

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UP YOUR SLEEVE (Table 2/2/2)*PU* Initial meld must contain A's. If unable to meld A's you can't meld any cards and you must meld that same card in the next hand. Once you meld A's you advance to K, Q's etc. You can't advance to the next meld until you complete the current meld. Your opp may be on a different meld than you. Each initial meld MUST CONTAIN the correct meld card. You may pick up the pile as long as you have the correct card melded or included in the meld.



UPWARDS MYSTERY NTC
(Table 2/2/1)*NO PU* In this game the up card at the beginning of the hand determines what card you need in your initial meld as well as what your first canasta must be. If a black 3 is the up card game is played as NTC.

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VANDETTA (Table 2/2/2)*NO PU* Your FIRST meld must have 4, 8, and QUEENS all at once and nothing else. Second meld must be 6, 10, and ACES all at once and nothing else. You can not canasta until your next turn. DO NOT DO THIS ALL IN ONE TURN. After you have all your cards melded then you make canasta and go out. ALL OTHER CARDS ARE DISCARDS.

 

V NT  (Table 2/2/2)*NO PU* In this tourney, you may ONLY meld 4s, 5s, 10s, Qs and Ks. All other cards are discards only. You may meld in any order, and you may use wilds. You may NOT make any canastas until your V is complete.

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WATER FALL (Table 2/2/1)*NO PU* In this game you can only meld and canasta 6, 8, J, Q, K, A. Once you have a meld in each of those you may then canasta and go out.


WERE GOING DOWN (Table 2/2/1)*NO PU* The first hand your initial meld must include Aces, 2nd hand Kings, 3rd hand Queens, and so on. All the way down. 

WHERES WILDO NPU (Tables 2/2/2)*NO PU* All cards melded must hit the table as a natural set. Any meld you make must be a natural set of three or more with no wilds. After you have your natural melds, you can then add wilds to melds or to make canastas. No pairs with any wilds or you will be DQ'd. You cannot pick up pile.  

WICKED 5's (Tables 2/2/1) *NPU* Yourinitial meld must be 5's each hand, you may meld other cards with the 5's. if you get a red in 5's is is auto win, game play stops and game is cancelled. 

WILDS BILLARDS (Table 2/2/1)*NO PU* You may meld anything in your initial meld and canasta at any time. You have to meld all 4 corners (4's, 6's, J's and A's) before you go out

WOODEN SOLDIERS (Table 2/2/2)*NO PU* Your initial meld must contain A, K., OR J's. You must have ALL (A,K,J) melded on the board (do not canasta) before you can make any canastas. You may meld anything else but DO NOT CANASTA until you have your (A,K,J) melded. After that you may canasta anything. You must have a canasta in A, K or J to go out.



WORKING ANGEL (Table 2/2/2)*PU* You can only canasta 5, 6, 7, 8, 9. You may meld or discard the remaining cards.

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X MARKS THE SPOT (Table 2/2/1)*NO PU* 4, 6, 9, J, A are the only cards allowed to be melded. All other cards are discards only. Once you get a meld of each of the 4, 6, 9, J, A then you can canasta. No canastas until the X is melded.



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YAHTZEE (Table 2/2/2)*PU* You MUST meld 5 OF A KIND without using wild cards in your initial meld. You can meld other cards at the same time, but no wild cards (example: 555 JJJJJ AAA) . Please type in at the table what your 5 OF A KIND is (example: Y5, Y10 etc).  You must wait until your NEXT TURN to meld wild cards. You may pick up the pile, 2 canasta's to go out.

YES/NO (Table 2/2/1)*PU and NPU* First hand is CUTTY (One canasta out, pile is up for grabs). Second hand is NTC (One canasta out, no touching the pile.) HANDS ALTERNATE BETWEEN CUTTY & NTC. It is not TD's Job to announce each hand.

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ZZZZZ's (Table 2/2/1)*NO PU* 3, 6, 7, 8, 10, J, A are the only cards allowed to be melded. All other cards are discards only. Once you get a meld of each of the 6, 7, 8, 10, J, A you may go out BUT ONLY USING THE BLACK 3's. You can meld and canasta anytime but you may only go out with black 3's melded. Wilds with 3's is allowed.

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48 MINUTES  (Table 2/2/2) *NPU* You must have 4s and 8s melded before going out. You can meld or make canastas as you wish, just DO NOT go out until you have melded 4s and 8s PLEASE POST "48" WHEN YOU HAVE THEM MELDED. You have 45 MINUTES to play

 

2500 POINT CUT (Table 2/2/1 UNRATED)*PU* The person that reaches 2500 points is declared the winner.

2 WISE MEN (Table 2/2/1)*NO PU* You must have J and K in initial meld. You must have either J or K canasta'd before going out. Rest played as ntc

 


10-4 GOOD BUDDY  (Table 2/2/1)*PU*  OR  *NPU*   You must have either 10's OR 4's in your first meld each hand. You may meld other cards and it is legal for 10's or 4’s to go straight to a canasta. Before going out you must have a canasta in either 10's OR 4's. Rest is regular.

120 NASTA (Table 2/2/2)*PU* Every hand must be 120 meld or more.

4 ON DA MOUNTAIN TABLES 4/2/1 1ST HAND IS 4 ON DA FLOOR. You can meld anything at any time but you CAN NOT make any canasta's untilFOUR 4's OR MORE have been melded on the table first. You may use wilds (ex: 4444, 4442, 4422). YOU *DO NOT* NEED TO MELD THE FOUR 4'S ALL AT ONCE. Please post 4on at the table when you have four on the floor. 2ND HAND IS MOUNTAIN TOP. You can only meld and canasta 8, 9, 10, J, Q, K and A's. All cards 3 - 7 are discards JUST KEEP ALTERNATING BETWEEN THE 2 GAMES

411 (Table 2/2/2)*PU* Your initial meld must contain both 4's and A's and nothing else. You may not make them into a canasta. You may not pick the pile, canasta or go out until your next turn.

 57 CHEVY (Table 2/2/1)*NO PU* You must have both 5s and 7s in your initial meld of each hand. You can use wilds and other cards as well. But both 5s and 7s must be melded first. Once they are melded the rest is played as NTC.

6 PACK (Table 2/2/1)*NO PU* Your initial meld of each hand must contain 6 packs only. A 6 pack is 6 cards in a group (example:777777 or 777772 or 777722 or 777222) You may meld more then one 6 pack in your first meld of each hand, but only 6-packs. After you meld your 6-pack, you must wait until your next turn before you can meld or canasta any more cards.

7 BRIDES FOR 7 BROTHERS (Tables 2/2/2)*PU* You must canasta both jacks and queens before you may go out. You may meld and canasta anything you like but can not go out until you have a canasta in both jacks and queens. Rest if regular. 

79 ROYALS (Table 2/2/1)*NO PU* 7, 9, Q, or K must be in your initial meld. You may have other cards or wilds as well. After they have been melded, the game is played as NTC. You need to have all 7, 9 Q, K melded before you can go out.



911 (Table 2/2/2)*NO PU* 9s and Aces have to hit the table first. They must be melded at the same time and you can use wilds and other cards with that. After that you can go out anytime you want.



HITMAN (Table 2/2/2) One player is picked in advance by the td to be the HITMAN. Only the td and 1 other td not playing will know who the HITMAN is. If the HITMAN is eliminated from the tourney the player who beats them will receive 500 bux. If the HITMAN wins the tourney they will receive the 500 bux. This can be played with any game. (TD'S PLZ REMEMBER TO PUT "HITMAN" IN FRONT OF GAME CHOSEN).



INVITERS CHOICE (Table 2/2/1 OR 2/2/2 DEPENDING ON GAME)*PU or NPU* Inviter chooses game to be played. The td will have a list of games available to choose from on their rules page.



SWISS TOURNEY In a swiss tourney, you do not have to play in all rounds. But you get bux for every win. If you don't want to play in all rounds, please take yourself out of tourney as td may not see your request. This also insures that you get out of the tourney.



TAG TEAM (Table 2/2/1 UNRATED) All 4 players are at the table during the game. After each hand you stand and your P sits and plays the next hand, You continue trading places after every hand. If the team member playing goes MIA, the partner must sit in until that person returns. THERE ARE NO MIA'S IN THIS GAME.




2X2 (UNRATED) Each team is made up of 2 people each playing a different singles game. The scores from each player on the team is added together, and the highest total team score determines the winner of the round. If your partner goes MIA you must play both games until they return. THERE ARE NO MIA'S IN THIS GAME. THERE WILL BE 2 TDS ADDING THE FINAL SCORES. EACH TEAM IS ALSO ENCOURAGED TO KEEP SCORES AS WELL.



3X3 (UNRATED) Each team is made up of 3 people each playing a different singles game. The scores from each player on the team is added together, and the highest total team score determines the winner of the round. If your partners goes MIA another member must play both/all games until they return. THERE ARE NO MIA'S IN THIS GAME. THERE WILL BE 2 TDS ADDING THE FINAL SCORES. EACH TEAM IS ALSO ENCOURAGED TO KEEP SCORES AS WELL.

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