Danach werden die wichtigsten Varianten vorgestellt. Es spielen 2 — 6 Personen. Oft wird auch mit nur vier oder zwei Jokern gespielt. Dies muss vor Spielbeginn vereinbart werden. Eine Farbe darf in einem Satz nicht zweimal vorhanden sein. Jeder Spieler darf dabei entweder die zuvor abgeworfene Karte seines Vordermannes nehmen, wenn sie ihm passt oder statt dessen eine verdeckte Karte vom Abhebestapel.
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Players attempt to make melds of seven cards of the same rank and "go out" by playing all cards in their hand. It is the only partnership member of the family of Rummy games to achieve the status of a classic. Reilly in and Michael Scully of Coronet magazine in Canasta became rapidly popular in the United States in the s  with many card sets, card trays and books being produced. The classic game is for four players in two partnerships. Variations exist for two and three player games wherein each plays alone, and also for a six player game in two partnerships of three.
If partners are chosen, they must sit opposite each other. Canasta usually uses two complete decks of 52 playing cards French Deck plus the four Jokers , making a total of cards. The initial dealer is chosen by any common method, although it should be remembered that in Canasta there is no privilege or advantage to being the dealer. The deal then rotates clockwise after every hand. The dealer shuffles the pack, the player to the dealer's right cuts, and the dealer deals out a hand of 11 cards to each player.
The remaining cards are left in a stack in the center of the table. One card is taken from the top of the stack and placed face up to start the discard pile. If that card is wild or a red three, another card is turned and placed on top of it. That continues until a natural card or a black three is turned up. If a player was dealt red threes, they must instantly play them face up in front of them and draw the same number of replacement cards.
The player to the dealer's left has the first turn, and then play proceeds clockwise. A turn begins either by drawing the first card from the stock into the player's hand or by picking up the entire discard pile.
However, there are restrictions on when one can pick up the discard pile. See Picking up the discard pile , below. If the card drawn from the stock is a red three, the player must table it immediately, as one would if melding, and draw another card. The player may then make as many legal melds as they wish from the cards in their hand.
A turn ends when the player discards one card from their hand to the top of the discard pile. No player may "undo" a meld or laid card, or change their mind after drawing a card from the deck. A player may never play to an opponent's meld.
A legal meld consists of at least three cards of the same rank, and there is no limit on how large it can grow. Suits are irrelevant except that black threes are treated differently from red threes. Wild cards can be used as any rank except for threes. Threes may never be melded in ordinary play, although three or more black threes may be melded in the final turn of a player going out. A meld must consist of at least two natural cards , and can never have more than three wild cards.
Examples: and Joker are legal melds. If more cards of the same rank are melded, they are automatically merged into the preexisting meld. A canasta is a meld of at least seven cards, whether natural or mixed. A natural canasta is one that comprises only cards of the same rank. A mixed canasta or dirty canasta is one that comprises both natural and wild cards. Once a canasta is assembled, the cards are squared up, and one of the natural cards forming it is placed on top - a red one to indicate a natural canasta or a black one to indicate a mixed canasta.
Each card has a specific value which determines both the score and the minimum points a player needs before laying down their first melds:. During each hand the first time a team lays cards on the table, the cards of the combined melds must equal a minimum meld requirement based on the values of each of the cards. At the beginning of a game, both teams have an initial meld requirement of 50 points. The count towards the requirement cannot include the value of the cards a player could possibly pick up from the discard pile, but must come only from the cards in their hand and the top discarded card in case of picking up the discard pile.
If the combined value does not meet the minimum requirement, they cannot play the cards on the table nor pick up the discard pile. After the first hand, the minimum meld requirement is based on a team's score before the hand starts.
A meld of , A-A-A-2 would score 95 points and can be played. Note that both initial melds can be played if the team's total score is below , and that neither can be played if the team's total score is or higher. The minimum meld requirement for a team which has a negative score is As any three cards are always worth at least 15 points it effectively means any meld is sufficient for laying down the first meld s. Once a teammate has laid down cards on the table, their partner is free to meld whatever cards are legally allowed meaning they do not have to meet the minimum meld requirement.
The discard pile should be kept squared up, so only the top card is visible. A player cannot look through the discard pile. At the beginning of their turn, a player may pick up the entire discard pile instead of drawing a card from the stock. They may only pick up the discard pile if they can use the top card, either in an existing meld or by making a new meld along with at least two other cards from their hand which can include wild cards.
Discarding a wild card freezes the pile. The card should be placed at right angles to the pile, so that it is still visible to indicate a frozen pile after more cards have been discarded. A frozen pile may only be picked up unfrozen if a player can meld the top card with two natural cards of the same rank from the player's hand. The pile can also get frozen after the deal if the first card turned up to start the discard pile is a wild card or a red three.
If a wild card or a black three is on top of the discard pile, it may not be picked up. Playing a black three does not freeze the pile, it just acts as a stop card, preventing the other player from picking up the pile. The card discarded after a black three allows the pile to be picked up again unless it is a wild card or another black three.
The player goes out by melding all his cards and may discard a single final card if necessary. It is not required to discard a card in the process of legally going out. If a player can legally go out, but has three or more black threes in his hand, these may be melded at this time only.
The hand ends immediately when any player goes out. Going out earns a bonus of points. When considering going out, a player may ask their partner for permission to go out. It is not required to ask partner's permission, but if done the player must abide by the partner's answer. If the partner refuses permission, the player may not go out this turn. If the partner responds "yes", the player must go out this turn.
If a player melds their whole hand in one turn including at least one canasta without previously melding, they earn an extra points for going out concealed, making it points.
To earn the bonus, a player cannot add cards to their partner's melds. It is allowed to go out concealed while picking up the discard pile. The relevant initial meld requirement must be met.
A hand can also be ended by exhausting the stock. Play can continue with no stock as long as players are able take the previous player's discard and meld it. In such a situation a player must take the discard if able to do so. As soon as a player cannot legally take the card, the hand ends. If a player draws a red three as the last card from the stock, it is counted towards his score, but the hand ends immediately since there is no replacement card to be taken. The player is not allowed to meld nor discard after picking up the red three in this case.
If they collected all four red threes, points are deducted from their score. It is possible to have a negative total score. The margin of victory is the difference in points. Canasta can be played with fewer than four players with some variations in the rules. The most significant changes are in the number of cards dealt at the beginning of the hand and the fact that each person plays individually. In a game with three players, each player receives 13 cards.
In a two player game each player receives 15 cards and each player draws two cards on each of their turns and discards one. If each player draws two cards, there is usually the additional requirement that a player must have made two canastas in order to go out. This version of Canasta is widespread, especially in the United States , and it was the official tournament version used by the possibly defunct American Canasta Association.
American Canasta can be found in few books. One notable exception is Scarne 's Encyclopedia of Card Games , where the author claims to have invented a game which he calls International Canasta. Most of the elements of Modern American Canasta can be found in Scarne's International Canasta, although there are some differences.
On the other hand, these versions can teach habits that become major liabilities in American canasta. This version is only meant to be played by exactly four players, in two two-person partnerships. Important differences between this version and the "classic" version include:.
Samba is a variant of Canasta, played with three decks, including jokers, for a total of cards. The game is to 10, points instead of 5, Samba allows sequence melds of three or more for example, the 4, 5, and 6 of hearts or the Queen, King and Ace of Spades. If a player is able to make a sequence of seven for example, the 5 through J of diamonds , this is a samba and is worth 1, points.
Rather than four red threes being worth points, six red threes are worth 1, points. Two wild cards is the maximum allowed for a meld.
The minimum initial meld is if a partnership has 7, or more.
Rommé und Canasta: Regeln, Strategien, Varianten
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Romme und Canasta : Regeln, Taktiken, Variationen