Everything you always wanted to know about Canasta, but were afraid to ask!




Point Standings


Trophies

A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z

Specials Only

1 - B
C - F
G - L
M - R
S - Z

Doubles Rules

1 - B
C - F
G - L
M - R
S - Z

Singles Rules

1 - B
C - F
G - L
M - R
S - Z



Design provided by Oswd.Org site

HSH Crazy Game Rules

Doubles Rules

Last Updated: July 17, 2011

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

 

Santa's Ride - Winner

SANTA'S RIDE: Your INITIAL MELD has to be either QUEENS or JACKS. The team that MELDS FIRST PICKS which ONE QUEEN or JACK, then the other team HAS to MELD the OTHER. You MUST have a CANASTA in KINGS (Red or Black) to GO OUT. If you get a RED CANASTA in KINGS you get SANTA'S RIDE!!! That team AUTOMATICALLY WINS and the OTHER team MUST FF.~*~ TABLE SET 2/2 ~*~

 

Seventh Inning Stretch - Winner

SEVENTH INNING STRETCH: You CANNOT PICK UP the PILE or MELD until there are at LEAST 14 CARDS in the DISCARD PILE. After there are 14 cards in discard pile, either person/team may pick up the pile. They then can play all their cards, go out or continue the game. After 14 cards are in the discard pile, the pile may be picked up at any time. ~*~ TABLES SET 2/2 ~*~

 

 

SODA CHALLENGE: Show your FAVORITE SODA by what COLOR of CANASTA you GET. They alternate. RED-BLACK-RED or BLACK-RED-BLACK, but ALWAYS ALTERNATING COLORS ONLY. ~*~ TABLE SET 2/2 ~*~

 

Sorry - Winner

SORRY: You CANNOT PICK up the PILE unless you are LOSING, according to the score box. All games start with a 0-0 score, 0-0 is a tie, the pile is free to anyone. PILE in ROUND ONE is UP for GRAB.. After that, only the person/team with the LOW SCORE may PICK UP the PILE. If you pick up the pile when the score box shows you in the lead, you are DQ'd. SORRY!!! During the game, if the SCORE shows a TIE, the PILE is UP for GRABS. ~*~ TABLES SET 2/2 ~*~

 

 

STAIRWAY to FIRE: If you ahve to MELD 15 or 50, you CAN ONLY MAKE 1 CANASTA to GO OUT. 90 MELD is 2 CANASTAS only to GO OUT. 120 MELD is 3 CANASTAS to go OUT. PILE is UP for GRABS. ONLY the REQUIRED NUMBER of CANASTAS - any more and you must FF. ~*~ TABLES SET 2/1 ~*~

 

Suits of Confusion - Winner

SUITS of CONFUSION: FIRST HAND: You play HEARTS are WILD. Every HEART thown is like a BLACK 3. You MAY NOT EVER PICK UP the PILE if a HEART has been THROWN! SECOND HAND: You play DIAMONDS are WILD. Every DIAMOND thrown is like a BLACK 3. You MAY NOT EVER PICK UP the PILE if a DIAMOND has been THROWN! THIRD HAND: You play CLUBS are WILD. Every CLUB thrown is like a BLACK 3. You MAY NOT EVER PICK UP the PILE if a CLUB has been THROWN! FOURTH HAND: You play SPADES are WILD. Every SPADE THROWN is like a BLACK 3. You MAY NOT EVER PICK UP the PILE if a SPADE has been THROWN! You may MELD and GO OUT at ANY TIME. ~*~ TABLES SET 2/2 ~*~

 

Sweet 7s - Winner

SWEET 7s: All 7s are like BLACK 3s. If there is a 7 on TOP of PILE, you CANNOT TOUCH IT. You CANNOT MELD 7s until youare GOING OUT (melding them right before the Black 3s). You can GO OUT ANY TIME. ~*~ TABLES SET 2/2 ~*~

 

 

SWITCH-A-ROO: This game is played as NO TOUCH CUT (No Touch the Pile and 2 Canastas to go out.) But, AFTER EACH HAND, you will SWITCH SEATS. So don't click "ready" until you've switched seats with your OPPONENT. You MUST MELD and CANASTA every chance you get. Kibitz ON please so M/TD can make sure you're melding eveyrthing you can when you can, including wild cards or making a canasta when you can. ~*~ TABLES SET 2/1 - PRIVATE ~*~

 

 

TEN PACK: Your FIRST MELD must be 10s (WILDS can be used). AFTER you MELD 10s, you MUST WAIT until NEXT TURN to meld other cards. Whomever makes a RED CANASTA in 10s WINS AUTOMATICALLY! ~*~ TABLES SET 2/2 ~*~

 

The 3 Amigos - Winner

The THREE AMIGOS: Regular 2/2 CANSATA with a WHAMMY... You HAVE to have 3 CANASTAS, NO MORE, NO LESS, 2 BLACK and 1 RED. If you get MORE than 3 CANASTAS, you MUST FF. ~*~ TABLES SET 2/2 ~*~

 

3's Company - Winner

THREE'S COMPANY: The FIRST team to show a RED 3 on the TABLE is the ONLY team who CAN USE WILDS or GO OUT. The OTHER team CANNOT use WILDS in their MELDS or CANASTAS NOR are they allowed to GO OUT. (If a RED 3 is in the PILE and NONE on TABLE, the PILE is UP for GRABS). NO team/player can MELD WILDS until a RED 3 is on the TABLE. ~*~ TABLES SET 2/2 ~*~

 

Tic Tac Toe - Winner

TIC TAC TOE: If you get 3 CANASTAS in a ROW, you WIN AUTOMATICALLY (Ex: 3-4-5, 5-6-7, 6-7-8, 7-8-9, 8-9-10, 9-10-J, 10-J-Q, J-Q-K, Q-K-A). They have to be IN ORDER so it doesn't count if you do like A-K-Q. You may MELD and PICK UP the PILE and GO OUT ANY TIME. ~*~ TABLES SET 2/2 ~*~

 

Tricky 2s - Winner

TRICKY 2s: 1 or 2 CANASTAS to GO OUT at Host's choice. The game is played as regular canasta, but you MAY ONLY USE 2s and Black 3s to FREEZE the PILE. JOKERS MAY NOT be DISCARDED and 2s MUST NOT be SHOWN on the TABLE at any time. 2s can ONLY be USED to directly CLOSE a CANASTA. ~*~ TABLES SET 2/2 ~*~

 

Triple Threat - Winner

TRIPLE THREAT: If you get 3 of the RED 3s, you MUST STAND and CHANGE SEAT with OPPONENT. Call HOST to TABLE to HELP. Make sure you WAIT until HOST tells you to STAND when CHANGING SEATS. If BOTH PLAYERS STAND, and GAME is RESET, BOTH are DQ'd. ~*~ TABLES SET 2/2 ~*~

 

Twice as Nice - Winner

TWICE AS NICE: Players MUST CLOSE at least 1 BLACK CANASTA and 1 RED CANSTA PRIOR to GOING OUT. Otherwise, played as Reg. 2/2. ~*~ TABLES SET 2/2 ~*~

 

Twister - Winner

TWISTER: 1st Hand: NO TOUCH - Do NOT TOUCH/PICK UP the PILE. 2nd Hand: NO OUT - Do NOT GO OUT, you can MELD and TAKE the PILE whenever you want, but NO OUT. 3rd Hand: NO TOUCH/NO OUT - Do NOT TOUCH/PICK UP the PILE, Do NOT GO OUT. 4th Hand: NO TOUCH/RED ROSE - Do NOT TOUCH/PICK UP the PILE. You MUST have a RED and a BLACK CANASTA. No RED CANASTA, you CAN'T GO OUT. 5th Hand: Start over with the 1st Hand of NO TOUCH. ~*~ TABLES SET 2/2 ~*~

 

Underdog - Winner

UNDERDOG: The M/TD on duty CHOOSES the GAME to be PLAYED for the 1st HAND. Then, AFTER EACH HAND, the TEAM with the LOWEST SCORE gets to CHOOSE the GAME played for the NEXT HAND. If you BREAK ANY of the GAME RULES for the HAND that is PICKED, you will have to FF. ~*~ TABLES SET 2/2 ~*~

 

Up the Ladder - Winner

UP the LADDER: However many canastas that need to be made depends on what HAND you're in! The more ROUNDS you PLAY, the MORE CANASTAS you NEED to make to GO OUT! Hand 1: you need 1 CANASTA to GO OUT. Hand 2: you need 2 CANASTAS to GO OUT. Hand 3: you need 3 CANASTAS to GO OUT. Hand 4: you need 4 CANASTAS to GO OUT, etc. ~*~ TABLES SET 2/1 ~*~

 

Up the Steps - Winner

UP the STEPS: You MUST have 3 SUCCESSIVE (in a row) CANASTAS BEFORE you can GO OUT. (Ex: 4-5-6, or 10-J-Q). If you make canastas and they are NOT in a row you must FF. Otherwise played like Reg 2/2. You may take pile. ~*~ TABLES SET 2/2 ~*~

 

Wicked Witch - Winner

WICKED WITCH: You can ONLY have BLACK QUEENS on the TABLE. If melding RED QUEENS, they must go STRAIGHT to a CANASTA, no hitting the table. You CAN PICK UP the PILE and you MAY GO OUT. ~*~ TABLES SET 2/2 ~*~

 

Wild 69 - Winner

WILD 69: Regular 2/2 with a twist... If you get a RED CANASTA in 6s or 9s... YOU WIN. ~*~ TABLES SET 2/2 ~*~

 

Wilds Gone Wild - Winner

WILDS GONE WILD: You MAY NOT use WILDS in ANY MELD on the TABLE. ALL WILDS must go STRAIGHT to a CANASTA only. No WILDS can SHOW on the TABLE, If they do, you must FF. You CANNOT FREEZE the PILE. ~*~ TABLES SET 2/2 ~*~