Canasta - US American Canasta - Melding Rules

Melding Rules

  • Melds that do not include sevens or aces work as in "classic" canasta, except that such melds can include at most two wild cards rather than three.
  • Melds of more than seven cards are strictly forbidden, as are duplicate melds of the same rank by the same team. This has a few strategic implications; for example, it is impossible to pick up the pile on the strength of a pair of (say) jacks in your hand if your team already has a meld of five jacks, natural or otherwise.
  • One common exception, is to allow melds of 8 or more cards when going out. Skilled players will play a wild card on an existing canasta for the win.
  • Sequences (such as those that define Samba, described below) are not legal melds and play no role in the normal play of American Canasta. The closest thing to a sequence that is normally allowed is one of the Special Hands, described below.
  • Melds of sevens cannot include wild cards. A canasta of sevens is worth 2,500 points rather than the usual 500. However, if the hand ends without your team completing this canasta, your team loses 2,500 points. Retaining three or more sevens in your hand is nearly as bad, carrying a penalty of 1,500.
  • Aces are treated the same way as sevens, with one exception. If your team's initial meld includes aces, wild cards may be added at that time; if this is done, the aces are treated like any other meld rather than being treated in the special way sevens are. Otherwise, all the same rules, including the potential penalties, apply to aces as to sevens.
  • Melds consisting entirely of wild cards are legal, much like in the aforementioned Bolivia variant. A canasta consisting of wild cards is worth 3,000 points if it consists entirely of twos, 2,500 points if it contains all four jokers, or 2,000 points for any other combination. However, failing to complete a canasta once such a meld is made carries a 2,000 point penalty.
  • It is legal to meld certain special hands as your team's first and only meld. These are hands of exactly 14 cards which you can conceivably have after drawing your card for the turn. If a team plays a special hand, the play ends immediately; the team scores only the points for the special hand (there are no penalties for the cards in the other partner's hand). This is also the only time a player is allowed to not discard a card; even when going out, a player must otherwise have something to discard. There is considerable variation in what special hands are allowed and how they are scored. Among the most commonly accepted special hands are the following (these are the ones that were legal in the tournament version):
    • Straight - one card of every rank, including a three (the reason you are allowed to retain threes in your hand), plus a joker. This is worth 3,000.
    • Pairs - seven pairs, which either do not include wild cards (worth 2,500), or include twos, sevens and aces (all three must be present - this combination is worth 2,000).
    • Garbage - Two sets of four of a kind and two sets of three of a kind, which do not include any wild cards or threes. For example, 4-4-4-4-7-7-7-9-9-9-9-J-J-J would be considered a Garbage hand. This is worth 2,000.

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