NEW GAMES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
( 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 )
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Donuts
(Table 2/2/2) *NO P/U* 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 nasta donuts on your initial meld. After your initial meld, you must wait one turn to meld any other cards. Your first nasta must be any donut, before making other
nastas.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DEAD
MAN (Table 2/2/1) *NO PU* Initial meld must
contain 8's OR A's each hand. rest is played
as NTC.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VANDETTA
(Table 2/2/2)*NO PU* Your FIRST meld must have
4, 8, and QUEENS all at once and discard nothing
else. Second meld bust be 6, 10, and ACES all
at once and discard nothing else. DO NOT DO THIS
ALL IN ONE TURN. After you have all your cards
melded then you make canasta and go out
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GUNS
& ROSES (Table 2/2/1)*NPU* 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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RAINBOW
(Tables 2/2/1) *NPU* 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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MAKE H (HAPPY ANGEL) (Tables 2/2/1) *NPU* 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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CABIN FEVER (Tables 2/2/1)*NPU* 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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LOVE AND MARRIAGE (Tables 2/2/2)*NPU* 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CROSS YOUR T's (Tables 2/2/1)*NPU* 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)...NO TOUCHING THE PILE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A
Top
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 then you play reg NTC
AK-47
(Table 2/2/1)*NO PU* Your initial meld must contain a
PAIR of these cards A's, K's, 4's 7's. (Ex: A-K, A-4,
A-7, K-4, K-7, etc) (You Can Use
Wilds) NO OTHER CARDS can be melded with your
INITIAL MELD. On your NEXT TURN you can canasta and go out.
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.
ACE/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!!
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 to be able to go out. You can make as many canastas as you wish but you must have Queens and Aces melded in order to go out. You may NOT touch the pile.
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).
B
Top
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 be able to go out. You can make canastas at any time, you just need jacks and kings melded to be able to go out. Rest is regular
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.)
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.
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)*PU* You must have 3 in a row (vertically, horizontally or diagonally) before you make any canasta's. Example: 4, 5, 6 or 4, 8, Q, ETC. If you make a Canasta before you have your 3 in a row you will be
DQ'd. No canasta's until you have your 3 in a row. Also when u get your BINGO please type in room 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. 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).
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 4/2/2)* 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 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.
C
Top
CABIN FEVER (Tables
2/2/1)*NPU* 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.
CHEATERS DOUBLES (Tables 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.
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.
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.
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.
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 (Tables 2/2/1)*NPU* 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)...NO TOUCHING THE
PILE
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.
D
Top
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 P/U. You must have 5's and
10's melded before going out . the rest is played as
NTC.
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.
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.
E
Top
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. 3:20 PM
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.
F
Top
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.
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.
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.
G
Top
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.
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)*NPU* 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
H
Top
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.
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!
I
Top
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).
J
Top
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.
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.
K
Top
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.
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.
L
Top
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.
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 (Tables 2/2/2)*NPU* 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
M
Top
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) (Tables 2/2/1)
*NPU* 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.
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.
N
Top
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.
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 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.
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.
O
Top
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)*P/U OR NO
P/U* 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.
P
Top
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.
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.
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.
POT LUCK
(Table 2/2/1 or 2/2/2)*PU or NPU* 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.
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.
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.
Q
Top
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).
R
Top
RAINBOW
(Tables 2/2/1) *NPU* 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
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.
S
Top
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.
SCORPIO (Tables 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.
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 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.
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.
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.
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.
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 P/U* 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.
T
Top
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.
TIC TAC TOE NPU (Tables 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.
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.
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 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.
U
Top
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.
V
Top
VANDETTA (Table 2/2/2)*NO PU* Your FIRST meld must
have 4, 8, and QUEENS all at once and discard nothing
else. Second meld bust be 6, 10, and ACES all at
once and discard nothing else. DO NOT DO THIS ALL
IN ONE TURN. After you have all your cards melded
then you make canasta and go out
W
Top
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.
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.
X
Top
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.
Y
Top
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.
Z
Top
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.
MISC
Top
2500
POINT CUT (Table 2/2/1 UNRATED)*PU* The person that
reaches 2500 points is declared the winner.
10-4 GOOD BUDDY (Table 2/2/1)*PU* /
*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.
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.
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 )
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.
Top