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Specials Only

1 - B
C - F
G - L
M - R
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Doubles Rules

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M - R
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Singles Rules

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HSH Crazy Game Rules

Doubles Rules

Last Updated: July 20, 2011

C - F Singles

We are always striving to make our rules more understandable, so please check back here often for updated rules.

Cabin Fever - Winner

CABIN FEVER: 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'd as you go out only. If you meld or canasta face cards and are not able to go out...you must FF. You may discard face cards. ~*~Tables set 2/2~*~

 

Canasta Leads - Winner

CANASTA LEADS:This special tourney has 1 SPECIAL RULE... You MUST MELD with a CANASTA as your INITIAL MELD, each hand! That means you need to make a canasta from your hand to the table - you can meld other cards with your initial meld. ~*~Tables set 2/2~*~

 

Canasta Ruler - Winner

CANASTA RULER: FIRST team to MAKE a CANASTA either BLACK or RED, sets the OTHER team's CANASTA COLOR. If the first team's canasta is black, then the other teams' may be red or vice versa. Every round, the first team to make a canasta sets the color. ~*~Tables set 2/2~*~

 

Card Up - Winner

CARD UP: At the BEGINNING of each HAND, the TOP CARD on the DISCARD pile will determine HOW MANY CANASTAS BOTH players/teams NEED to GO OUT. If the TOP CARD is RED, you will need ONE (1) CANASTA to GO OUT. If the TOP CARD is BLACK, you will NEED THREE (3) CANASTAS to GO OUT. ~*~Tables set 2/2~*~

 

Clean Table - Winner

CLEAN TABLE: In the tourney, you may NOT MELD any CARDS to the TABLE. EVERYTHING MUST GO DIRECTLY to a CANASTA. You may PICK up the PILE if TOP CARD goes to CANASTA area. NO CARDS AT ALL on the TABLE, except in the CANASTA AREA. You may TAKE the PILE. ~*~ TABLES SET 2/2 ~*~

 

Clubs are Wild - Winner

CLUBS are WILD: All clubs are like Black 3s. If there is a club on top of the pile, you cannot pick it up!. You cannot pu the pile on a club EVER! The trick is to toss all your junk cards and then the black 3s and then toss the CLUBS as wilds. Keep your 2s and Jokers for canastas or until needed. You can go out at anytime. ~*~Tables set 2/2~*~

 

Code Red - Winner

CODE RED: In this game you CANNOT FREEZE the PILE and the pile can ONLY be PICKED UP if you have a RED CANASTA. You can GO OUT any time, and make as many BLACK CANASTAS as you like. You DO NOT need a RED CANASTA to GO OUT, just to PICK UP the PILE. ~*~Tables set 2/2~*~

 

Corner Pockets - Winner

CORNER POCKETS: In this tourney, you MUST meld all 4 corners (4s, 6s, Js, and ACES) BEFORE you may make any canastas. You may meld any cards in your 1st meld. IF you get a RED canasta in 8s (sinking the 8 ball), you automatically win. You may ONLY canasta the 8' IF you have have all 4 corners. YOU MUST SAY CORNERS WHEN YOU GET THEM DO NOT TOUCH THE PILE! ~*~Tables set 2/2~*~

 

Cracked Mirror - Winner

CRACKED MIRROR: You CANNOT meld any CARDS that your OPPONENT has already MELDED. The ONLY way you can is if the cards go STRAIGHT from your hand to a CANASTA. ~*~Tables set 2/2~*~

 

Crazy 8s - Winner

CRAZY 8s: EVERY TIME an 8 is PLAYED on the DISCARD PILE, the CANASTA COLOR CHANGES. At the start of every hand, you can have a Black or a Red canasta to go out., As soon as an 8 is played, it switches, depending on the color of the 8 played. 8s can ONLY be MELDED to GO OUT. If a player/team makes a canasta or goes out without having the canasta color of the last 8 that has been played, they must FF. ~*~Tables set 2/2~*~

 

Cupid's Arrow - Winner

CUPID'S ARROW: ACES must be with your FIRST MELD of EACH HAND. PILE is up for GRABS. A RED CANASTA in ACES is an ARROW THROUGH CUPID'S HEART, which is an AUTOMATIC WIN!! ~*~Tables set 2/2~*~

 

Deck Decides - Winner

DECK DECIDES: The DECK DECIDES what GAME you will PLAY. If the FIRST CARD up is RED, the game will be NO ACES/NO OUT; if the FIRST CARD up is BLACK, the GAME will be JACKS or BETTER; if the FIRST CARD up shows a WILD or 3 (black or red) under it, the GAME will be REG 2/2. ~*~Tables set 2/2~*~

 

Delay of Game - Winner

DELAY of GAME: You CANNOT PICK UP the PILE UNTIL there are 30 CARDS LEFT in the DRAW DECK.. However you may meld, canasta and even go out, at anytime. ~*~Tables set 2/2~*~

 

Diamond Points - Winner

DIAMOND POINTS: You must meld 5, 7, K, 10, BEFORE making a canasta. If you get a RED Canasta in 9s (once your diamond points are made) you automatically win. You may meld other cards. DO NOT TOUCH THE PILE!! If you make a canasta before your diamond points are melded, you must automatically FF

 

Diamonds are Wild - Winner

DIAMONDS are WILD: All DIAMONDS are like BLACK 3s. If there is a DIAMOND on TOP of the PILE, you CANNOT PICK IT UP. You cannot pick up the pile on a diamond EVER. The trick is to toss all your junk cards and then the black 3s and then toss the DIAMONDS as wilds. Keep your 2s and Jokers for Canastas or until needed. You can go out anytime. ~*~Tables set 2/2~*~

 

Double Dragon - Winner

DOUBLE DRAGON: If you make a RED CANASTA you must MATCH it with ANOTHER RED CANASTA. If you make a BLACK CANASTA, MATCH with ANOTHER BLACK. If you make ONE (1) of EACH you must MATCH BOTH or you CANNOT go OUT. ~*~Tables set 2/2~*~

 

Down 'n Dirty - Winner

DOWN 'n DIRTY: If you have a RED 3, then you can ONLY make RED canastas. If you DON'T get a RED 3, then you can ONLY make BLACK canastas. HINT: Try and save at least one RED and one BLACK canasta just in case you do get a RED 3. ~*~Tables set 2/2~*~

 

Eight is Enough - Winner

EIGHT is ENOUGH: You CAN MELD and make CANASTAS at ANY time. BUT, you CANNOT GO OUT until you have a CANASTA in 8s. ~*~Tables set 2/2~*~

 

Eggshell - Winner

EGGSHELL: EGGSHELL: GET YOUR CANASTAS UP FAST! ANY WAY YOU CAN! RED or BLACK! EITHER IS FINE! Once you DRAW a RED 3, you CANNOT PUT ANY MORE Canasta’s up for that HAND! All you may do then is MELD whatever you have! So get your Canasta’s up FAST! Before you draw a Red 3! You may PICK UP and GO OUT at any time! ~*~TABLES SET 2/2 ~*~

 

Exact Meld - Winner

EXACT MELD: You must MELD the EXACT amount needed to be able to meld. (Ex: Iif you need 50 points to MELD it must be EXACTLY 50 if you need 90 MUST BE EXACTLY 90 If you need 120 IT MUST BE EXACTLY 120.) NO MORE OR NO LESS BUT THE EXACT AMOUNT. You must WAIT until your NEXT TURN to meld anything else that you wish to be melded. ~*~Tables set 2/2~*~

 

Firecracker Red - Winner

FIRECRACKER RED: The FIRST TEAM with a RED CANASTA is the ONLY TEAM who can GO OUT. If NO RED CANASTA has been made, then NO team shall be allowed to GO OUT at any time. ~*~Tables set 2/2~*~

 

Fives Alive - Winner

FIVES ALIVE: Your FIRST MELD must consist of FIVES (5s) which can be PLAYED with OTHER CARDS. You CANNOT PICK UP the PILE, However, you CAN GO OUT at any time. ~*~Tables set 2/2~*~

 

Flirty 4s - Winner

FLIRTY 4s: All 4s are like Black 3s. If there is a 4 on TOP of PILE, you CANNOT PICK it UP. You CANNOT MELD 4s ever, until you are GOING OUT. Use your 4s as wilds to block the pile. You can go out any time. ~*~Tables set 2/2~*~

 

Friday the 13th - Winner

FRIDAY the 13th: You MUST MELD 10s FIRST. AFTER 10s are MELDED, you MAY PICK UP PILE. You also must have 3 ACES on TABLE BEFORE you can MAKE any CANASTAS. No more, no less. You CANNOT use WILDS with ACES. If you do, you have to FF. ~*~Tables set 2/2~*~

 

Frostbite - Winner

FROSTBITE: The FIRST PERSON/TEAM who MELDS is the ONLY ONE that MAY FREEZE the PILE for that HAND. Whe you are the FIRST PERSON/TEAM that MELDS, you MUST TYPE and SEND MESSAGE in ROOM/TABLE --> "FROSTBITE" so that the M/TD can SEE it. BOTH PLAYERS may PICK UP and GO OUT at any time. ~*~Tables set 2/2~*~

 

Frustration - Winner

FRUSTRATION: You CANNOT use WILDS until the DRAW PILE is 20 CARDS and UNDER. When the DRAW pile is 20 cards or less you can use wild cards as usual. If you USE a WILD before that you must FF the game immediately. Game is played as Reg 2/2 otherwise. ~*~Tables set 2/2~*~