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Canasta

Classic partnership canasta against three bots — and the one thing no other canasta site does: every turn the board tells you whether you can take the discard pile and exactly why. Frozen, unfrozen, opened or not opened, and which two cards you would need.

Canasta table

Canasta

You and your partner against two opponents, first to 5,000. Melds are three or more of a rank; seven of a rank is a canasta, and no canasta means nobody on your side can go out.

No account, no ads, no daily limit. The deal is committed with SHA-256 before a card moves and you can re-derive all 108 cards afterwards.

How to play canasta

Canasta is played with 108 cards — two ordinary packs shuffled together with their four jokers — by four players in two partnerships sitting opposite each other. You sit South; your partner is across the table, and the two opponents are on either side. Each player is dealt eleven cards and the next card is turned up to start the discard pile. The partnership that reaches 5,000 first wins.

A turn is three steps and always ends the same way. Draw one card from the stock, or take the whole discard pile if you are allowed to. Meld as much as you like — a meld is three or more cards of the same rank, and melds belong to the partnership, so you can add to your partner's. Then discard one card, which ends your turn. Seven or more cards of one rank is a canasta, and a canasta is the point of the whole game: until your side has one, nobody on your side may go out.

The rule the whole game turns on — and the one this board explains

The discard pile is where canasta is won and lost, and whether you may take it is the question that makes the game feel closed to newcomers, because the answer depends on four things at once.

If the pile is frozen, you may take it only by melding the top card together with two natural cards of that rank from your hand. Not one and a wild. Not by laying it onto a meld you already have. Two naturals, from your hand.

If the pile is not frozen, two more doors open: one natural card plus a wild card will take it, and so will simply laying the top card onto a meld your side already owns.

The pile is frozen for everybody when it contains a wild card or a red three — most often because somebody discarded a joker or a deuce on purpose to shut it down — and it stays frozen until somebody takes it, however many ordinary cards land on top afterwards. And separately, the pile is always frozen against a side that has not yet made its initial meld, whatever is in it. A black three on top blocks the pile while it sits there, which is what makes black threes the safest discard in the pack. A wild card on top can never be taken at all, because nothing in your hand matches a wild card's rank.

Every other free canasta site expresses all of that as a button that is either clickable or not. This one writes the sentence: "Take the pile? 9 cards, 85 points — you hold two natural nines." Or, when you cannot: "The pile is frozen — you need two natural nines in hand." It is the same idea as the bid explainer on our bridge page, aimed at the rule canasta actually turns on.

The initial meld: it is not 50

Before your side has melded anything, your first melds in a hand must reach a minimum in card points, and the minimum depends on your partnership's accumulated score at the start of that hand:

below 0 → 15
0 to 1,495 → 50
1,500 to 2,995 → 90
3,000 and up → 120

We had written that hardcoding 50 is the commonest bug in canasta software, and then we checked instead of assuming. It is not true of the sites that actually rank for this game. worldofcardgames.com publishes the full band table and puts the live figure on its own board; cardgames.io publishes the same four bands, and a reviewer complaining that “I stop playing when the minimum point value is 120” is independent evidence it is running in their engine. So the claim is retired rather than shipped. What the ladder does do is change which hands can open at all in the second half of a game, which is why this board keeps the figure in front of you. Only the card values of what you lay down count toward it. Red threes do not count. Canasta bonuses do not count. Going out does not count. And if you take the discard pile in order to open, the top card and the cards from your hand count — the rest of the pile does not, however many aces are buried in it. Melds made in the same turn combine, so four kings (40) plus three nines (30) opens against 50 while four kings alone does not. The rail shows your side's live figure and the board counts your selection against it as you tap.

Melds, wild cards and canastas

A meld is three or more cards of one rank, from four up to ace. Jokers and deuces are wild and may stand in for any rank, with two hard limits: a meld must always contain at least two natural cards, and it may never contain more than three wild cards however long it grows. Your side may hold only one meld of each rank, and both partners build the same melds.

Seven cards makes a canasta. A natural canasta — no wild cards at all — is worth 500; a mixed one is worth 300. Adding a wild card to a canasta that was natural demotes it, which is why keeping one more natural card back is often worth more than the deuce in your hand. You may keep adding to a canasta after it is complete.

Threes are special and the two colours are opposites. A red three is a pure bonus: you lay it face up the moment you draw it, take a replacement card from the stock, and it is worth 100 at the end — 800 if your side has all four. But if your side never melds anything at all in the hand, every red three counts against you, so all four become minus 800. A red three that arrives inside a discard pile you captured is not replaced. Black threes are the opposite: they cannot be melded at all except in the very act of going out, only with each other, never with a wild card — and a black three thrown on the discard pile blocks it.

Going out, and the trap underneath it

You go out by placing every card you hold — melding, adding to melds, and usually discarding the last one. Your side must have a canasta first. Going out is worth 100, and 200 if you go out concealed: melding your entire hand in one turn, including a canasta, having melded nothing at all previously.

Asking your partner is not implemented here, and that is a real gap. Under the full rules a player may ask their partner “may I go out?” and is bound by the answer. worldofcardgames.com has it. Against three bots the question has no one to ask who is not also the machine you are playing, so rather than fake a conversation this board simply lets you go out when the rules allow it. If live play ever arrives here, so does the question.

The trap that catches most implementations: because a turn must end in a discard, and discarding your last card is going out, you may not meld yourself down to a single card unless your side has a canasta. Otherwise you would be a player who must discard and may not. This engine refuses that move with a sentence rather than letting you reach a position the Laws do not allow — and it found the hole itself, in a bot that deadlocked holding one joker.

When the stock runs out

If nobody has gone out by the time the stock is empty, play continues only for as long as each player in turn can legally take the discard pile. The first player who cannot ends the hand on the spot, and nobody gets the going-out bonus. Roughly one hand in forty ends this way in our own measurements, and it changes how you discard near the end: a pile nobody can take is a pile that ends the hand at whatever the score happens to be.

Scoring a hand

Add up the card values of everything your side has melded, add 500 for each natural canasta and 300 for each mixed one, add 100 for going out (200 concealed), add 100 for each red three (800 for all four, or the same figures as a penalty if your side never melded), then subtract the card values of every card still in both partners' hands. That last subtraction is why a hand full of aces and wild cards is a liability when the player on your left goes out without warning.

Strategy that actually helps

The pile is the game. A canasta hand is mostly decided by who captures the big pile. Holding a pair back rather than melding it is how you stay able to take a frozen pile — a meld on the table cannot capture anything, and two natural cards in your hand can.

Count what you can see. Eight cards of every rank exist. Every one of them in your hand, on the table in anybody's meld, or buried in the pile is a card the player on your left cannot be holding. A rank with six of its eight visible is nearly safe to discard; a rank with all eight unseen, in front of a fat pile, is the discard that loses the hand. Our sharp bot does exactly this arithmetic and it is the only reason it beats the steady one.

Black threes are the safest card in the pack because nobody can take a pile while one sits on top. Save one for the turn where every other discard is dangerous.

Freezing costs 20 to 50 points and is sometimes worth every one of them. Throwing a deuce onto a nine-card pile denies it to a side that only needed one natural card and a wild to take it. Do not do it early; do it when the pile is worth more than the wild card.

Prefer the natural canasta. 500 against 300 is 200 points, which is more than most wild cards will ever earn you sitting inside a meld.

Which canasta is this?

Classic (American) canasta, the game described in the Official Rules of Card Games and in Morehead and Mott-Smith's 1949 laws: four players in partnerships, eleven cards each, red threes as bonus cards, the 15/50/90/120 initial meld ladder, and a game to 5,000. That is the canasta almost everybody means.

What is deliberately not here, named rather than approximated: Modern American canasta (with its sevens-and-aces rules and required canasta count), two-handed canasta (fifteen cards, two drawn per turn, two canastas to go out), Hand and Foot, Samba and Bolivia. They share the name and are different games; a page that quietly mixed their rules together would be worse than one that says which it plays.

Is the shuffle honest?

You do not have to take our word for it, and that matters because "the computer cheats" is the loudest complaint players make about every free card site there is. Before a card moves we post the SHA-256 of a secret master seed. You supply your own seed — type anything — and because our commitment is published first, we cannot go looking for a seed of ours that plays nicely with yours. Each hand's seed is released the moment that hand is scored, and the master seed when the game ends.

Then the rail's Check the deals button re-derives every hand from the published numbers alone. Canasta makes this a stronger claim than it is in most card games: only 44 of the 108 cards are dealt to players, so the verification covers the whole shuffle — four hands, the upcard, and all 63 cards left in the stock that nobody ever saw. There is nowhere for a stacked deck to hide.

Questions people ask

How many points do you need to open in canasta?

15, 50, 90 or 120, depending on your side's score at the start of the hand — not a flat 50. Only card values count toward it, never bonuses, and never the buried part of a pile you take.

Can I take the discard pile with one card and a wild?

Only if the pile is not frozen and your side has already made its initial meld. If either is untrue you need two natural cards of the top card's rank from your hand.

Why can't I go out?

Almost always because your side has no canasta yet. Seven of a rank is the threshold, and without one you cannot empty your hand by melding or by discarding your last card.

What happens to red threes if I never meld?

They count against you at full value — minus 100 each, minus 800 for all four. They are the reason a side that gets shut out of a hand can finish it several hundred points down.

Is there live play against other people?

No, and that is deliberate rather than unfinished. Canasta is four hidden hands, and a single broadcast room channel carrying four hidden hands can be read from any browser console. Our Hearts and Spades pages do have live rooms.

Is this canasta really free?

Yes. No signup, no account, no ads, no video between hands, no daily limit, no premium tier.

The honest small print

There is no published solve, winnability rate or expected-score table for canasta, so nothing on this page claims one. What the test suite does instead: it asserts the published Hoyle value table as a conservation law — 108 cards and 1,580 points at every instant of every hand, proved to bite by planting a duplicated card, a dropped card and a mis-valued one — and it counts the 761 legal melds the rules permit two independent ways, then mutates each of the four meld rules to prove the count moves. The bot numbers on this page (going-out rates, canastas per hand, the strength ladder) are our own measurements of our own bots over seeded self-play, reported with floors, and are not correctness claims. The bots see only their own hand and the table. Scores are stored unverified, because a browser can lie about its own score and we would rather label that than pretend otherwise.